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https://github.com/ConjureETS/PixelSphinx.git
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Merge branch 'master' of https://github.com/ETSConjure/PixelSphinx
Conflicts: Assets/Scripts/PlanetManager.cs
This commit is contained in:
commit
ad03730dbb
@ -43,25 +43,37 @@ public class AsteroidSpawner : TimerFunctionsClass
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public void SpawnAsteroidEvent()
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public void SpawnAsteroidEvent()
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{
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{
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var planet = FindObjectOfType<PlanetManager>();
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if (!GenerationVersLesjoueurs)
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if (!GenerationVersLesjoueurs)
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{
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{
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// Random entre 10 et 20, * 1 ou -1
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// Random entre 10 et 20, * 1 ou -1
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var x = UnityEngine.Random.Range(30.0f, 40.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
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//var x = UnityEngine.Random.Range(30.0f, 40.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
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var y = UnityEngine.Random.Range(20.0f, 30.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
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//var y = UnityEngine.Random.Range(20.0f, 30.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
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var angleRandom = UnityEngine.Random.Range(0, 359.9f);
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//0-3
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//0-3
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var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
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var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
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//instantiate as child of AsteroidSpawner
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//instantiate as child of AsteroidSpawner
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var a = Instantiate(AsteroidPrefabTypes[AsteroidType], new Vector3(x, y, 0.0f), Quaternion.identity);
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//var a = Instantiate(AsteroidPrefabTypes[AsteroidType], new Vector3(x, y, 0.0f), Quaternion.identity);
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Instantiate(AsteroidPrefabTypes[AsteroidType],
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planet.GetPlanetCoordinatesFromPlayerXY(angleRandom, UnityEngine.Random.Range(15f, 25f)),
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Quaternion.identity);
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//a.tranform.parent = this.transform;
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//a.tranform.parent = this.transform;
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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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var players = GameObject.FindGameObjectsWithTag("Player");
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var players = GameObject.FindGameObjectsWithTag("Player");
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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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@ -28,7 +28,7 @@ public class Earthquake : MonoBehaviour {
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// Update is called once per frame
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// Update is called once per frame
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public void Update () {
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public void Update () {
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if(!isExploding) return;
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if(isExploding) return;
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float disbalance = pmgr.GetDisbalance();
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float disbalance = pmgr.GetDisbalance();
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float val = Mathf.Clamp((disbalance-CriticalMin) / (CriticalMax-CriticalMin),0,1);
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float val = Mathf.Clamp((disbalance-CriticalMin) / (CriticalMax-CriticalMin),0,1);
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@ -38,7 +38,7 @@ public class Earthquake : MonoBehaviour {
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core.color = new Color(1f, 1f - val, 1f - val);
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core.color = new Color(1f, 1f - val, 1f - val);
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if (val2 >= 1f)
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if (val2 >= CriticalMax + 0.05f)
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{
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{
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EarthquakeBoom();
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EarthquakeBoom();
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}
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}
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@ -58,6 +58,12 @@ public class Earthquake : MonoBehaviour {
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isExploding = true;
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isExploding = true;
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StartCoroutine(Explode());
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StartCoroutine(Explode());
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Instantiate(ExplosionParticle);
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Instantiate(ExplosionParticle);
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var camera = GameObject.Find("Main Camera");
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if (camera)
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{
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var shaker = camera.GetComponent<CameraShake>();
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if (shaker) shaker.shakeTimeAmount = 2.0f;
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}
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}
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}
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IEnumerator Explode()
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IEnumerator Explode()
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@ -7,6 +7,7 @@ public class PlanetManager : MonoBehaviour
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{
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{
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public float PlayerAngle;
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public float PlayerAngle;
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public float PlayerOffset;
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public float PlayerOffset;
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public int _NbActivePlayersRemaining = 0;
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public int NbCartiers = 10;
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public int NbCartiers = 10;
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public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
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public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
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public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
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public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
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@ -116,6 +117,30 @@ public class PlanetManager : MonoBehaviour
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
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}
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}
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//TODO_SR For each player
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//TODO_SR For each player
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VerifierPlayersActif();
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if (_NbActivePlayersRemaining <= 1)
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{
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//TODO Call WorldManger.EndGame ou whatever
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}
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}
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private void VerifierPlayersActif()
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{
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int nbJoueursTrouves = 0;
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var players = GameObject.FindGameObjectsWithTag("Player");
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foreach (var p in players)
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{
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if (p.GetComponent<Astronaut>().State < Astronaut.AstronautState.Ejecting)
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{
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nbJoueursTrouves++;
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}
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}
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_NbActivePlayersRemaining = nbJoueursTrouves;
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}
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}
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public void PushWedge(float thetaPlayerX)
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public void PushWedge(float thetaPlayerX)
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25
Assets/Scripts/WorldManager.cs
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25
Assets/Scripts/WorldManager.cs
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@ -0,0 +1,25 @@
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using UnityEngine;
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using System.Collections;
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public class WorldManager : MonoBehaviour {
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private static WorldManager instance = null;
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private WorldManager(){}
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// Use this for initialization
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public void Awake () {
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if (!instance)
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{
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instance = new WorldManager();
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}
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}
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public WorldManager getInstance() {
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return instance;
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}
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// Update is called once per frame
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void Update () {
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}
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}
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12
Assets/Scripts/WorldManager.cs.meta
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12
Assets/Scripts/WorldManager.cs.meta
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@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 3eaea4cf17643ba42939e209672bc39e
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timeCreated: 1460233556
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licenseType: Free
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1103,6 +1103,6 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 015d8005b8f2f454da584e55b55711f5, type: 3}
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m_Script: {fileID: 11500000, guid: 015d8005b8f2f454da584e55b55711f5, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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shakeTimeAmount: 2
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shakeTimeAmount: 0
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shakeAmount: 0.6
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shakeAmount: 0.6
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decreaseFactor: 1
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decreaseFactor: 1
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