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
803bd94c77
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@ -139,6 +141,8 @@ MonoBehaviour:
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SphereCollider:
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SphereCollider:
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@ -14,6 +14,7 @@ public class PlanetManager : MonoBehaviour
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public float CartierMinRatio = 0.4f;
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public float CartierMinRatio = 0.4f;
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public float CartierMaxRatio = 2.0f;
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public float CartierMaxRatio = 2.0f;
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public float CartierStepSize = 0.25f;
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public float CartierStepSize = 0.25f;
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public float CartierWaitBeforeRaise = 2f;
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public float balanceValue;
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public float balanceValue;
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private float disbalance = 0f;
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private float disbalance = 0f;
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public GameObject WedgePrefab = null;
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public GameObject WedgePrefab = null;
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@ -81,7 +82,7 @@ public class PlanetManager : MonoBehaviour
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{
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{
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w.offset = 1.0f;
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{
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{
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if (!CartierResetRatioSpeedRandomize)
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if (!CartierResetRatioSpeedRandomize)
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{
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{
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@ -89,10 +90,10 @@ public class PlanetManager : MonoBehaviour
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}
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}
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else
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else
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{
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{
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w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
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}
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{
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{
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if (!CartierResetRatioSpeedRandomize)
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if (!CartierResetRatioSpeedRandomize)
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{
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{
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@ -114,9 +115,18 @@ public class PlanetManager : MonoBehaviour
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var index = GetWedgeIndex(thetaPlayerX);
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var index = GetWedgeIndex(thetaPlayerX);
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var w = wedges[index];
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var w = wedges[index];
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var difference = CartierStepSize;
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var wOffsetBefore = w.offset;
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w.offset = w.offset - CartierStepSize;
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w.offset = w.offset - CartierStepSize;
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if (w.offset < CartierMinRatio)
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if (w.offset <= CartierMinRatio)
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{
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difference -= CartierMinRatio - w.offset; //enlever du push pour la plateforme qui va faire pousser dans le sens opposé
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w.timeSincePushedToMinimum = Time.time;
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w.offset = CartierMinRatio;
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w.offset = CartierMinRatio;
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}
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
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@ -125,27 +135,33 @@ public class PlanetManager : MonoBehaviour
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|||||||
var indexOppose = GetWedgeOpposé(index);
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var indexOppose = GetWedgeOpposé(index);
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||||||
var v = wedges[indexOppose];
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var v = wedges[indexOppose];
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||||||
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v.offset = v.offset + CartierStepSize;
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// if (Time.time >= v.timeSincePushedToMinimum + CartierWaitBeforeRaise) // résultats étranges ;)
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||||||
if (v.offset >= CartierMaxRatio)
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// if (wOffsetBefore >= 0.9f)
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{
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// {
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v.offset = CartierMaxRatio;
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if (v.offset < CartierMaxRatio) v.timeSinceLastPushedBack = Time.time;
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||||||
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||||||
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v.offset = v.offset + difference; //CartierStepSize; //diférentiel au lieu du step size
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//checker si on éjecte des players
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if (v.offset >= CartierMaxRatio)
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var players = FindObjectsOfType<Astronaut>();
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||||||
foreach (var p in players)
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||||||
{
|
{
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if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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v.offset = CartierMaxRatio;
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||||||
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||||||
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//checker si on éjecte des players
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var players = FindObjectsOfType<Astronaut>();
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foreach (var p in players)
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||||||
{
|
{
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||||||
p.Eject();
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if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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{
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p.Eject();
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}
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}
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}
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}
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}
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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// }
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}
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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||||||
// call fill gauge after every hit.
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// call fill gauge after every hit.
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||||||
var earthQuakeGauge = FindObjectOfType<Earthquake>();
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var earthQuakeGauge = FindObjectOfType<Earthquake>();
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||||||
@ -288,7 +304,8 @@ public class PlanetManager : MonoBehaviour
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|||||||
public float offset = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 position normale, et > 1 vers l'extérieur
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public float offset = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 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;
|
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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public float tMax = 0;
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public float timeSincePushedToMinimum = 0.0f;
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public float timeSinceLastPushedBack = 0.0f;
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public GameObject sprite; //sprite et collider 2D
|
public GameObject sprite; //sprite et collider 2D
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public GameObject gameObject; //wedge prefab avec collider
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public GameObject gameObject; //wedge prefab avec collider
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}
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}
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--- !u!114 &1027139440 stripped
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Block a user