mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
This commit is contained in:
commit
6df5feff80
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8
Assets/Prefabs/Asteroid_4.prefab.meta
Normal file
8
Assets/Prefabs/Asteroid_4.prefab.meta
Normal file
@ -0,0 +1,8 @@
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@ -1,25 +1,43 @@
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using UnityEngine;
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
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||||
public class AsteroidSpawner : TimerFunctionsClass
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{
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||||
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public float NextSpawnTime = 1.0f;
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public GameObject AsteroidPrefab;
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public GameObject AsteroidPrefab1;
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public GameObject AsteroidPrefab2;
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||||
public GameObject AsteroidPrefab3;
|
||||
public GameObject AsteroidPrefab4;
|
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private List<GameObject> AsteroidPrefabTypes = new List<GameObject>();
|
||||
|
||||
public bool GenerationVersLesjoueurs = false; //random lorsque false;
|
||||
|
||||
// Use this for initialization
|
||||
void Start ()
|
||||
public void Start ()
|
||||
{
|
||||
|
||||
if (GenerationVersLesjoueurs) NextSpawnTime = 3 * NextSpawnTime;
|
||||
if (!AsteroidPrefab1 || !AsteroidPrefab2 || !AsteroidPrefab3 || !AsteroidPrefab4)
|
||||
{
|
||||
Destroy(this.gameObject);
|
||||
print("WARNING un type d'asteroide n'est pas defini dans les prefab. Vérifier l'objet avec un component AsteroidSpawner");
|
||||
return;
|
||||
}
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab1);
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab2);
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab3);
|
||||
AsteroidPrefabTypes.Add(AsteroidPrefab4);
|
||||
|
||||
|
||||
if (GenerationVersLesjoueurs) NextSpawnTime = 3 * NextSpawnTime;
|
||||
this.SetTimer(NextSpawnTime, SpawnAsteroidEvent);
|
||||
this.StartTimer();
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
base.Update();
|
||||
}
|
||||
|
||||
@ -31,8 +49,12 @@ public class AsteroidSpawner : TimerFunctionsClass
|
||||
var x = UnityEngine.Random.Range(10.0f, 20.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
|
||||
var y = UnityEngine.Random.Range(10.0f, 20.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
|
||||
|
||||
|
||||
//0-3
|
||||
var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
|
||||
|
||||
//instantiate as child of AsteroidSpawner
|
||||
var a = Instantiate(AsteroidPrefab, new Vector3(x, y, 0.0f), Quaternion.identity);
|
||||
var a = Instantiate(AsteroidPrefabTypes[AsteroidType], new Vector3(x, y, 0.0f), Quaternion.identity);
|
||||
//a.tranform.parent = this.transform;
|
||||
|
||||
}
|
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@ -45,7 +67,12 @@ public class AsteroidSpawner : TimerFunctionsClass
|
||||
var playerTheta = Mathf.Atan2(p.transform.position.y, p.transform.position.x);
|
||||
var angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
|
||||
print("angle:" + angle);
|
||||
Instantiate(AsteroidPrefab, planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)), Quaternion.identity);
|
||||
|
||||
var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
|
||||
|
||||
Instantiate(AsteroidPrefabTypes[AsteroidType],
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planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)),
|
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Quaternion.identity);
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}
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}
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Loading…
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Reference in New Issue
Block a user