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Ajout musique de fond; AsteroidSpawner - arreter d'envoyer des asteroides vers un joueur éjecté
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@ -64,6 +64,12 @@ public class AsteroidSpawner : TimerFunctionsClass
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var planet = FindObjectOfType<PlanetManager>();
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var planet = FindObjectOfType<PlanetManager>();
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foreach (var p in players)
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foreach (var p in players)
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{
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{
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//arrêter de générer des asteroides si player ejecté (sinon on se rends compte d,une ligne d'astéroides)
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Astronaut a = p.GetComponent<Astronaut>();
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if (a.State >= Astronaut.AstronautState.Ejecting)
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continue; //next player;
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var playerTheta = Mathf.Atan2(p.transform.position.y, p.transform.position.x);
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var playerTheta = Mathf.Atan2(p.transform.position.y, p.transform.position.x);
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var angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
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var angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
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//print("angle:" + angle);
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//print("angle:" + angle);
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BIN
Assets/Sounds/A_Music_SpaceRanger.wav
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BIN
Assets/Sounds/A_Music_SpaceRanger.wav
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Assets/Sounds/A_Music_SpaceRanger.wav.meta
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Assets/Sounds/A_Music_SpaceRanger.wav.meta
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@ -0,0 +1,22 @@
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fileFormatVersion: 2
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guid: 9d5b4e40a18f443489c6c6a9d4916848
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timeCreated: 1460209164
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licenseType: Pro
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AudioImporter:
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serializedVersion: 6
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defaultSettings:
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loadType: 0
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sampleRateSetting: 0
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sampleRateOverride: 44100
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compressionFormat: 1
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quality: 1
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conversionMode: 0
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platformSettingOverrides: {}
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forceToMono: 0
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normalize: 1
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preloadAudioData: 1
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loadInBackground: 0
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3D: 1
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userData:
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assetBundleName:
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assetBundleVariant:
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