Implemented stun & stun animation

This commit is contained in:
Sophie 2016-04-09 15:35:19 -04:00
parent 741c3cbf75
commit 3fe039adae
6 changed files with 213 additions and 105 deletions

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@ -12,7 +12,8 @@ public class Astronaut : MonoBehaviour {
public GameObject Rotator; public GameObject Rotator;
public SpriteRenderer SpriteWalk; public SpriteRenderer SpriteWalk;
public GameObject SpriteDash; public GameObject SpriteDash;
public GameObject SpriteStun;
public float Width; public float Width;
public float DashTime = 0.4f; //Temps de l'animation et rate limiting public float DashTime = 0.4f; //Temps de l'animation et rate limiting
@ -42,10 +43,9 @@ public class Astronaut : MonoBehaviour {
if (oldState == AstronautState.Dashing) if (oldState == AstronautState.Dashing)
{ {
_astronautAnimator.Land(); _astronautAnimator.Idle();
} }
else if (State == AstronautState.Walking)
if (State == AstronautState.Walking)
{ {
_astronautAnimator.Walk(walkRight); _astronautAnimator.Walk(walkRight);
} }
@ -155,6 +155,9 @@ public class Astronaut : MonoBehaviour {
public void Move(float x, float y) public void Move(float x, float y)
{ {
if (State >= AstronautState.Dashing )
return;
float playerX, playerY; float playerX, playerY;
PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY); PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY);
@ -165,9 +168,6 @@ public class Astronaut : MonoBehaviour {
float move = proj; float move = proj;
if (State >= AstronautState.Dashing )
return;
if (State < AstronautState.Jumping) if (State < AstronautState.Jumping)
{ {
if (Mathf.Approximately(move, 0)) if (Mathf.Approximately(move, 0))
@ -182,28 +182,20 @@ public class Astronaut : MonoBehaviour {
} }
} }
if (State < AstronautState.Dashing) if (-0.2 < move && move < 0.2) return;
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
float newTheta = Repeat(theta + movement, 360);
float newHeight = GetGroundRadius(newTheta);
if (newHeight > height)
{ {
if (-0.2 < move && move < 0.2) return; //Debug.Log("Blocked by wall");
return; // Blocked by wall
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
float newTheta = Repeat(theta + movement, 360);
float newHeight = GetGroundRadius(newTheta);
if (newHeight > height)
{
//Debug.Log("Blocked by wall");
return; // Blocked by wall
}
theta = newTheta;
} }
if (State == AstronautState.Dashing && grounded)
{ theta = newTheta;
//TODO arreter mouvement lateral
State=AstronautState.Idle;
}
} }
public void Jump() public void Jump()
@ -258,13 +250,26 @@ public class Astronaut : MonoBehaviour {
/// </summary> /// </summary>
public void Stun() public void Stun()
{ {
//TODO State = AstronautState.Stun;
StartCoroutine(StunTimeout());
_astronautAnimator.Stun();
}
IEnumerator StunTimeout()
{
for (float i = 0f; i <0.6f; i += Time.deltaTime)
{
yield return null;
}
State = AstronautState.Idle;
_astronautAnimator.Idle();
} }
public void OnGUI() public void OnGUI()
{ {
if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString())) if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
{ {
Stun();
Debug.Log("Clicked the button with an image"); Debug.Log("Clicked the button with an image");
//_astronautAnimator.Walk(); //_astronautAnimator.Walk();
//Eject(); //Eject();

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@ -24,19 +24,21 @@ public class AstronautAnimator : MonoBehaviour {
{ {
aspi.SpriteWalk.gameObject.SetActive(true); aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false); aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(false);
} }
public void Dash() public void Dash()
{ {
aspi.SpriteWalk.gameObject.SetActive(false); aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(true); aspi.SpriteDash.gameObject.SetActive(true);
aspi.SpriteStun.gameObject.SetActive(false);
} }
public void Land() public void Idle()
{ {
aspi.SpriteWalk.gameObject.SetActive(true); aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false); aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(false);
} }
public void Walk(bool right) public void Walk(bool right)
@ -50,6 +52,14 @@ public class AstronautAnimator : MonoBehaviour {
var audio = aspi.GetComponent<AudioSource>(); //eject sound var audio = aspi.GetComponent<AudioSource>(); //eject sound
audio.bypassListenerEffects = true; audio.bypassListenerEffects = true;
AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume); AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
Stun();
}
public void Stun()
{
aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(false);
aspi.SpriteStun.gameObject.SetActive(true);
} }
IEnumerator Spin() IEnumerator Spin()

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