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https://github.com/ConjureETS/PixelSphinx.git
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Implemented stun & stun animation
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Assets/Art/T_Char_Stunned_03.png
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Assets/Art/T_Char_Stunned_03.png
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Assets/Art/T_Char_Stunned_03.png.meta
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@ -12,7 +12,8 @@ public class Astronaut : MonoBehaviour {
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public GameObject Rotator;
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public GameObject Rotator;
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public SpriteRenderer SpriteWalk;
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public SpriteRenderer SpriteWalk;
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public GameObject SpriteDash;
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public GameObject SpriteDash;
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public GameObject SpriteStun;
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public float Width;
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public float Width;
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public float DashTime = 0.4f; //Temps de l'animation et rate limiting
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public float DashTime = 0.4f; //Temps de l'animation et rate limiting
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@ -42,10 +43,9 @@ public class Astronaut : MonoBehaviour {
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if (oldState == AstronautState.Dashing)
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if (oldState == AstronautState.Dashing)
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{
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{
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_astronautAnimator.Land();
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_astronautAnimator.Idle();
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}
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}
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else if (State == AstronautState.Walking)
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if (State == AstronautState.Walking)
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{
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{
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_astronautAnimator.Walk(walkRight);
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_astronautAnimator.Walk(walkRight);
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}
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}
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@ -155,6 +155,9 @@ public class Astronaut : MonoBehaviour {
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public void Move(float x, float y)
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public void Move(float x, float y)
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{
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{
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if (State >= AstronautState.Dashing )
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return;
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float playerX, playerY;
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float playerX, playerY;
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PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY);
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PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY);
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@ -165,9 +168,6 @@ public class Astronaut : MonoBehaviour {
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float move = proj;
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float move = proj;
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if (State >= AstronautState.Dashing )
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return;
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if (State < AstronautState.Jumping)
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if (State < AstronautState.Jumping)
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{
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{
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if (Mathf.Approximately(move, 0))
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if (Mathf.Approximately(move, 0))
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@ -182,28 +182,20 @@ public class Astronaut : MonoBehaviour {
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}
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}
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}
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}
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if (State < AstronautState.Dashing)
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if (-0.2 < move && move < 0.2) return;
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float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
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float newTheta = Repeat(theta + movement, 360);
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float newHeight = GetGroundRadius(newTheta);
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if (newHeight > height)
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{
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{
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if (-0.2 < move && move < 0.2) return;
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//Debug.Log("Blocked by wall");
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return; // Blocked by wall
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float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
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float newTheta = Repeat(theta + movement, 360);
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float newHeight = GetGroundRadius(newTheta);
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if (newHeight > height)
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{
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//Debug.Log("Blocked by wall");
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return; // Blocked by wall
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}
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theta = newTheta;
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}
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}
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if (State == AstronautState.Dashing && grounded)
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{
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theta = newTheta;
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//TODO arreter mouvement lateral
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State=AstronautState.Idle;
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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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@ -258,13 +250,26 @@ public class Astronaut : MonoBehaviour {
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/// </summary>
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/// </summary>
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public void Stun()
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public void Stun()
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{
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{
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//TODO
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State = AstronautState.Stun;
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StartCoroutine(StunTimeout());
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_astronautAnimator.Stun();
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}
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IEnumerator StunTimeout()
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{
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for (float i = 0f; i <0.6f; i += Time.deltaTime)
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{
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yield return null;
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}
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State = AstronautState.Idle;
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_astronautAnimator.Idle();
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}
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}
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public void OnGUI()
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public void OnGUI()
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{
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{
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if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
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if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
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{
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{
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Stun();
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Debug.Log("Clicked the button with an image");
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Debug.Log("Clicked the button with an image");
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//_astronautAnimator.Walk();
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//_astronautAnimator.Walk();
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//Eject();
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//Eject();
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@ -24,19 +24,21 @@ public class AstronautAnimator : MonoBehaviour {
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{
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{
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aspi.SpriteWalk.gameObject.SetActive(true);
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aspi.SpriteWalk.gameObject.SetActive(true);
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aspi.SpriteDash.gameObject.SetActive(false);
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aspi.SpriteDash.gameObject.SetActive(false);
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aspi.SpriteStun.gameObject.SetActive(false);
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}
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}
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public void Dash()
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public void Dash()
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{
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{
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aspi.SpriteWalk.gameObject.SetActive(false);
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aspi.SpriteWalk.gameObject.SetActive(false);
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aspi.SpriteDash.gameObject.SetActive(true);
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aspi.SpriteDash.gameObject.SetActive(true);
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aspi.SpriteStun.gameObject.SetActive(false);
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}
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}
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public void Land()
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public void Idle()
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{
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{
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aspi.SpriteWalk.gameObject.SetActive(true);
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aspi.SpriteWalk.gameObject.SetActive(true);
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aspi.SpriteDash.gameObject.SetActive(false);
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aspi.SpriteDash.gameObject.SetActive(false);
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aspi.SpriteStun.gameObject.SetActive(false);
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}
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}
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public void Walk(bool right)
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public void Walk(bool right)
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@ -50,6 +52,14 @@ public class AstronautAnimator : MonoBehaviour {
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var audio = aspi.GetComponent<AudioSource>(); //eject sound
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var audio = aspi.GetComponent<AudioSource>(); //eject sound
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audio.bypassListenerEffects = true;
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audio.bypassListenerEffects = true;
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AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
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AudioSource.PlayClipAtPoint(audio.clip, transform.position, audio.volume);
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Stun();
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}
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public void Stun()
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{
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aspi.SpriteWalk.gameObject.SetActive(false);
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aspi.SpriteDash.gameObject.SetActive(false);
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aspi.SpriteStun.gameObject.SetActive(true);
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}
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}
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IEnumerator Spin()
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IEnumerator Spin()
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Loading…
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Reference in New Issue
Block a user