mirror of
https://github.com/ConjureETS/PixelSphinx.git
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Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
This commit is contained in:
commit
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9
Assets/Prefabs.meta
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Assets/Prefabs.meta
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fileFormatVersion: 2
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guid: 96533e08f1684a4499d445c8fefb7b3e
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folderAsset: yes
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timeCreated: 1460093246
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licenseType: Free
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Assets/Prefabs/file.txt
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Assets/Prefabs/file.txt.meta
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fileFormatVersion: 2
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guid: afc3ba2bd5b70194e9fb05d80712eecb
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timeCreated: 1460091048
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92
Assets/Scripts/PlanetManager.cs
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Assets/Scripts/PlanetManager.cs
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using System;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class PlanetManager : MonoBehaviour
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{
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public int NbCartiers = 10;
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public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
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public List<Wedge> wedges = new List<Wedge>();
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// Use this for initialization
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void Start () {
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TailleCartiersEnDegres = 360.0f / NbCartiers;
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for(int i = 0; i < NbCartiers; i++)
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{
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float debutAngleTheta = i* TailleCartiersEnDegres;
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wedges.Add(new Wedge(){tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres });
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}
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}
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// Update is called once per frame
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void Update () {
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}
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public float GetPlanetRadius()
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{
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return 5.0f;
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}
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public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
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{
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var theta = playerLocalX;
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var x = GetPlanetRadius() * Math.Cos(theta * Math.PI / 180);
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var y = GetPlanetRadius() * Math.Sin(theta * Math.PI / 180) + playerLocalY;
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return new Vector3((float)x, (float)y, 0);
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}
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/// <summary>
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/// retourn le no de plateforme
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/// </summary>
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/// <param name="thetaPlayerX"></param>
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public int GetWedgeIndex(float thetaPlayerX)
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{
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return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="wedgeIndex"></param>
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/// <returns></returns>
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public int GetWedgeOpposé(int wedgeIndex)
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{
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//(i + 5) % 10 => [0,9]
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return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
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}
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/// <summary>
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/// retourne l'objet interne
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/// </summary>
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/// <param name="thetaPlayerX"></param>
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/// <returns></returns>
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public Wedge GetWedgeFromTheta(float thetaPlayerX)
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{
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return wedges[GetWedgeIndex(thetaPlayerX)];
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}
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/// <summary>
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/// Représente une plateforme qui bouge.
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/// </summary>
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public class Wedge
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{
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public float yoffset = 0; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur
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public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
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public float tMax = 0;
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}
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}
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12
Assets/Scripts/PlanetManager.cs.meta
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Assets/Scripts/PlanetManager.cs.meta
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fileFormatVersion: 2
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guid: 43d953650863ce04d8918939e0248654
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timeCreated: 1460091046
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licenseType: Pro
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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Assets/Scripts/file.txt
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Assets/Scripts/file.txt.meta
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fileFormatVersion: 2
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guid: 6681384214c3a3e4a90c112542387b03
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timeCreated: 1460091047
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38
Assets/Scripts/testRotate.cs
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Assets/Scripts/testRotate.cs
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using System;
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using UnityEngine;
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using System.Collections;
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public class testRotate : MonoBehaviour {
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// Use this for initialization
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void Start () {
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}
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// Update is called once per frame
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void Update () {
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}
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/// <summary>
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/// Juste pour tester le mouvement du player autour du cercle.
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/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
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/// saute en y
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/// </summary>
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void FixedUpdate()
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{
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var speed = 13.2;
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var theta = Time.realtimeSinceStartup * speed % 360.0; // Position X du player = angle theta
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var r = 5.0; //sphereradius
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// XY coordinates
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double x = r * Math.Cos(theta * Math.PI / 180);
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double y = r * Math.Sin(theta * Math.PI / 180); // + y0 du player
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var player = GameObject.Find("CubePlayer").gameObject;
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player.transform.position = Vector3.Lerp(player.transform.position, new Vector3( (float)x, (float)y, 0 ), Time.deltaTime);
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}
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}
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12
Assets/Scripts/testRotate.cs.meta
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guid: ac56b6226ed50a742a676cbfae403f88
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timeCreated: 1460091047
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Assets/Sounds/file.txt.meta
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guid: 6b2a8ad68d415d446ac7ecf9db5491bc
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Assets/_Scenes/file.txt
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Assets/_Scenes/planet.unity
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guid: c5f60472012ea55409d7eb4b1ecaec89
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timeCreated: 1460091041
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