This commit is contained in:
Sophie 2016-04-08 08:54:27 -04:00
commit 82609a582b
4 changed files with 201 additions and 54 deletions

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@ -26,10 +26,10 @@ public class PlanetManager : MonoBehaviour
//float angle = i * Mathf.PI * 2 / NbCartiers * 360; //float angle = i * Mathf.PI * 2 / NbCartiers * 360;
var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0); //var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
wedgePos.x -= 8/ Mathf.PI * Mathf.Cos(debutAngleTheta * Mathf.PI / 180); // wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
wedgePos.y -= 8/ Mathf.PI * Mathf.Sin(debutAngleTheta * Mathf.PI / 180); //wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
var obj = Instantiate(WedgePrefab, wedgePos, Quaternion.Euler(0, 0, debutAngleTheta)); var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
obj.name = "wedge_" + i; obj.name = "wedge_" + i;
w.sprite = GameObject.Find(obj.name); w.sprite = GameObject.Find(obj.name);
wedges.Add(w); //pushes at end. wedges.Add(w); //pushes at end.
@ -54,56 +54,79 @@ public class PlanetManager : MonoBehaviour
} }
public void PushWedge(float thetaPlayerX) public void PushWedge(float thetaPlayerX)
{ {
var index = GetWedgeIndex(thetaPlayerX); var index = GetWedgeIndex(thetaPlayerX);
var w = wedges[index]; var w = wedges[index];
w.offset = w.offset - 0.25f;
if (w.offset < 0.5f)
w.offset = w.offset - 0.5f; w.offset = 0.5f;
if (w.offset < -1.0f)
w.offset = -1.0f;
var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
normalPos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180);
normalPos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180);
var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
wedgePos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
wedgePos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
///push back l'opposée
var indexOppose = GetWedgeOpposé(index);
var v = wedges[indexOppose];
v.offset = v.offset + 0.5f;
if (v.offset > 1.0f)
v.offset = 1.0f;
angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
normalPos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180);
normalPos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180);
wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
wedgePos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
wedgePos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
//push back l'opposée
var indexOppose = GetWedgeOpposé(index);
var v = wedges[indexOppose];
v.offset = v.offset + 0.25f;
if (v.offset > 1.5f)
v.offset = 1.5f;
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
} }
//public void PushWedge(float thetaPlayerX)
//{
// var index = GetWedgeIndex(thetaPlayerX);
// var w = wedges[index];
// w.offset = w.offset - 0.5f;
// if (w.offset < -1.0f)
// w.offset = -1.0f;
// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
// ///push back l'opposée
// var indexOppose = GetWedgeOpposé(index);
// var v = wedges[indexOppose];
// v.offset = v.offset + 0.5f;
// if (v.offset > 1.0f)
// v.offset = 1.0f;
// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
// wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
// v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
//}
/// <summary> /// <summary>
/// Radius sphere est scale/2 /// Radius sphere est scale/2
/// </summary> /// </summary>
@ -113,14 +136,26 @@ public class PlanetManager : MonoBehaviour
return gameObject.transform.localScale.x / 2.0f; return gameObject.transform.localScale.x / 2.0f;
} }
/// <summary>
/// Radius sphere est scale/2
/// </summary>
/// <returns></returns>
public float GetPlanetRadius(float thetaPlayerX)
{
var wedge = GetWedgeFromTheta(thetaPlayerX);
return GetPlanetRadius() * wedge.offset;
}
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY) public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
{ {
var theta = playerLocalX; var theta = playerLocalX;
var x = GetPlanetRadius() * Math.Cos(theta * Math.PI / 180); var wedgeRadius = GetPlanetRadius(playerLocalX);
var y = GetPlanetRadius() * Math.Sin(theta * Math.PI / 180) + playerLocalY; var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) + playerLocalY;
return new Vector3((float)x, (float)y, 0); return new Vector3(x, y, 0);
} }
@ -160,7 +195,7 @@ public class PlanetManager : MonoBehaviour
/// </summary> /// </summary>
public class Wedge public class Wedge
{ {
public float offset = 0; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur public float offset = 1.0f; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur
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;
public float tMax = 0; public float tMax = 0;

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@ -60,16 +60,21 @@ public class testRotate : MonoBehaviour {
{ {
var speed = 13.2f; var speed = 13.2f;
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
var r = 4.5f; //sphereradius
// XY coordinates var planet = GameObject.Find("Planet").gameObject.GetComponent<PlanetManager>();
var x = r * Mathf.Cos(theta * Mathf.PI / 180);
var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player // var r = planet.GetPlanetRadius(theta);
// XY coordinates
// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
var player = GameObject.Find("CubePlayer").gameObject; var player = GameObject.Find("CubePlayer").gameObject;
player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime); //player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
player.transform.position = Vector3.Lerp(player.transform.position,
planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
} }
} }