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https://github.com/ConjureETS/PixelSphinx.git
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Ejection de l'astronaute sur impact plaque et si atteint le maximum hauteur et toujours au sol..
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@ -36,7 +36,7 @@ ParticleSystem:
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m_PrefabInternal: {fileID: 100100000}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 120238}
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m_GameObject: {fileID: 120238}
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serializedVersion: 2
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serializedVersion: 2
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lengthInSec: 3
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lengthInSec: 0.75
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startDelay:
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startDelay:
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scalar: 0
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scalar: 0
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maxCurve:
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maxCurve:
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@ -83,7 +83,7 @@ ParticleSystem:
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serializedVersion: 2
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serializedVersion: 2
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enabled: 1
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enabled: 1
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startLifetime:
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startLifetime:
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scalar: 3
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scalar: 0.75
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maxCurve:
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maxCurve:
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serializedVersion: 2
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serializedVersion: 2
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m_Curve:
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m_Curve:
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@ -237,7 +237,7 @@ ParticleSystem:
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rgba: 4294967295
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rgba: 4294967295
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minMaxState: 0
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minMaxState: 0
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startSize:
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startSize:
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scalar: 1
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scalar: 0.5
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maxCurve:
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maxCurve:
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serializedVersion: 2
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serializedVersion: 2
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m_Curve:
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m_Curve:
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@ -359,7 +359,7 @@ ParticleSystem:
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length: 5
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length: 5
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boxX: 1
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boxX: 1
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boxY: 1
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boxY: 1
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boxZ: 35.55
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boxZ: 1
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arc: 360
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arc: 360
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placementMode: 0
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placementMode: 0
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m_Mesh: {fileID: 0}
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m_Mesh: {fileID: 0}
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@ -61,13 +61,23 @@ public class Astronaut : MonoBehaviour {
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private float theta = 0;
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private float theta = 0;
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private float height = 0;
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private float height = 0;
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private float vSpeed = 0;
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public float vSpeed = 0;
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private bool grounded = false;
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private bool grounded = false;
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private float walkTime = 0;
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private float walkTime = 0;
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private int nextStep = 1;
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private int nextStep = 1;
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// Use this for initialization
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public float GetTheta()
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{
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return theta;
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}
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public bool IsGrounded()
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{
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return grounded;
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}
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// Use this for initialization
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void Start()
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void Start()
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{
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{
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_astronautAnimator = GetComponent<AstronautAnimator>();
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_astronautAnimator = GetComponent<AstronautAnimator>();
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@ -142,9 +152,10 @@ public class Astronaut : MonoBehaviour {
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if (State == AstronautState.Jumping)
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if (State == AstronautState.Jumping)
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State = AstronautState.Idle;
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State = AstronautState.Idle;
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vSpeed = 0f;
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if (State < AstronautState.Ejecting) vSpeed = 0f;
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}
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}
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UpdatePosition();
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UpdatePosition();
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//float x, y;
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//float x, y;
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@ -224,6 +235,7 @@ public class Astronaut : MonoBehaviour {
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//TODO arreter mouvement lateral
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//TODO arreter mouvement lateral
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State=AstronautState.Idle;
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State=AstronautState.Idle;
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}
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}
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}
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}
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public void Jump()
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public void Jump()
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@ -33,6 +33,7 @@ public class PlanetManager : MonoBehaviour
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var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
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var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
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obj.name = "wedge_" + i;
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obj.name = "wedge_" + i;
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w.sprite = GameObject.Find(obj.name);
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w.sprite = GameObject.Find(obj.name);
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w.gameObject = (GameObject)obj;
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wedges.Add(w); //pushes at end.
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wedges.Add(w); //pushes at end.
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}
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}
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}
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}
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@ -99,9 +100,25 @@ public class PlanetManager : MonoBehaviour
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var v = wedges[indexOppose];
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var v = wedges[indexOppose];
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v.offset = v.offset + CartierStepSize;
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v.offset = v.offset + CartierStepSize;
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if (v.offset > CartierMaxRatio)
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if (v.offset >= CartierMaxRatio)
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{
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v.offset = CartierMaxRatio;
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v.offset = CartierMaxRatio;
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//checker si on éjecte des players
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var players = FindObjectsOfType<Astronaut>();
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foreach (var p in players)
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{
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if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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{
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p.Eject();
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}
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}
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}
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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// call fill gauge after every hit.
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// call fill gauge after every hit.
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@ -233,6 +250,6 @@ public class PlanetManager : MonoBehaviour
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public float tMax = 0;
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public float tMax = 0;
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public GameObject sprite; //sprite et collider 2D
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public GameObject sprite; //sprite et collider 2D
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public GameObject gameObject; //wedge prefab avec collider
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}
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}
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}
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}
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@ -104,48 +104,6 @@ MonoBehaviour:
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WalkAnimSpeed: 0
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WalkAnimSpeed: 0
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WalkAnimAngle: 0
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WalkAnimAngle: 0
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EjectSpinSpeed: 0
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EjectSpinSpeed: 0
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--- !u!1001 &595727044
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--- !u!114 &1027139440 stripped
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--- !u!114 &1027139440 stripped
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@ -367,6 +325,10 @@ Prefab:
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propertyPath: SpriteWalk
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propertyPath: SpriteWalk
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propertyPath: EjectSpeed
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