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Adapted movement - Started implementation
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@ -122,6 +122,7 @@ public class Astronaut : MonoBehaviour {
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private float Repeat(float num, float limit)
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private float Repeat(float num, float limit)
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{
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{
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//This is a modulus
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return Mathf.Repeat(num + limit, limit);
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return Mathf.Repeat(num + limit, limit);
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}
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}
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@ -196,12 +197,30 @@ 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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Vector3 pos = transform.position;
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pos.z = 0;
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float playerX, playerY;
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PlanetUtilities.Spheric2Cartesian(theta, height, out playerX, out playerY);
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Debug.Log(theta);
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//Vector3 v =
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Vector3 dirV = Vector3.Cross(pos, Vector3.up).normalized;
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float proj = Vector3.Dot(new Vector3(x, y, 0), dirV);
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//Debug.Log(proj / Time.deltaTime);
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Debug.Log(dirV);
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//float move = proj / Time.deltaTime; //Mathf.Abs(proj) < 0.1 ? 0 : proj;
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float move = x;
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if (State >= AstronautState.Ejecting )
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if (State >= AstronautState.Ejecting )
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return;
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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(x, 0))
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if (Mathf.Approximately(move, 0))
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{
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{
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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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@ -214,9 +233,9 @@ public class Astronaut : MonoBehaviour {
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if (State < AstronautState.Dashing)
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if (State < AstronautState.Dashing)
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{
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{
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if (-0.2 < x && x < 0.2) return;
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if (-0.2 < move && move < 0.2) return;
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//Debug.Log(x + " " + Speed + " " + height);
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//Debug.Log(x + " " + Speed + " " + height);
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float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
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float movement = PlanetUtilities.GetDisplacementAngle(Speed * -move, height) * Time.deltaTime;
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//Debug.Log("Moving! - " + height);
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//Debug.Log("Moving! - " + height);
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//Debug.Log("Daaa - " + movement);
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//Debug.Log("Daaa - " + movement);
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float newTheta = (360 + theta + movement) % 360; // angle positif
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float newTheta = (360 + theta + movement) % 360; // angle positif
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