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 SpriteRenderer SpriteWalk;
public GameObject SpriteDash;
public GameObject SpriteDash;
public GameObject SpriteStun;
public float Width;
public float DashTime = 0.4f; //Temps de l'animation et rate limiting
@ -42,10 +43,9 @@ public class Astronaut : MonoBehaviour {
if (oldState == AstronautState.Dashing)
{
_astronautAnimator.Land();
_astronautAnimator.Idle();
}
if (State == AstronautState.Walking)
else if (State == AstronautState.Walking)
{
_astronautAnimator.Walk(walkRight);
}
@ -155,6 +155,9 @@ public class Astronaut : MonoBehaviour {
public void Move(float x, float y)
{
if (State >= AstronautState.Dashing )
return;
float playerX, playerY;
PlanetUtilities.Spheric2Cartesian(theta - 108, height, out playerX, out playerY);
@ -165,9 +168,6 @@ public class Astronaut : MonoBehaviour {
float move = proj;
if (State >= AstronautState.Dashing )
return;
if (State < AstronautState.Jumping)
{
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;
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;
//Debug.Log("Blocked by wall");
return; // Blocked by wall
}
if (State == AstronautState.Dashing && grounded)
{
//TODO arreter mouvement lateral
State=AstronautState.Idle;
}
theta = newTheta;
}
public void Jump()
@ -258,13 +250,26 @@ public class Astronaut : MonoBehaviour {
/// </summary>
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()
{
if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
{
Stun();
Debug.Log("Clicked the button with an image");
//_astronautAnimator.Walk();
//Eject();

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

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