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Début intégration scene Main
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@ -112,7 +112,7 @@ SpriteRenderer:
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--- !u!1001 &100100000
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@ -1,6 +1,6 @@
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using UnityEngine;
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using System.Collections;
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using UnityEngine;
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using System.Collections;
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public class Astronaut : MonoBehaviour {
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private enum AstronautState
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@ -51,23 +51,27 @@ public class Astronaut : MonoBehaviour {
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StartCoroutine(WalkingStance());
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}*/
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}
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}
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}
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private float theta = 0;
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private float height = 0;
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private float height = 0;
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private float vSpeed = 0;
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private bool grounded = false;
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private float walkTime = 0;
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private int nextStep = 1;
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// Use this for initialization
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private int nextStep = 1;
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// Use this for initialization
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void Start () {
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State = AstronautState.Idle;
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if (!planet)
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{
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planet = FindObjectOfType<PlanetManager>();
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}
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State = AstronautState.Idle;
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//Debug.Log(planet.GetPlanetRadius(0));
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theta = 0;
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height = planet.GetPlanetRadius(theta);
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UpdatePosition();
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UpdatePosition();
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}
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private void UpdatePosition()
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@ -97,9 +101,9 @@ public class Astronaut : MonoBehaviour {
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private float Repeat(float num, float limit)
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{
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return Mathf.Repeat(num + limit, limit);
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}
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// Update is called once per frame
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}
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// Update is called once per frame
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void Update () {
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float delta = Time.deltaTime;
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@ -152,8 +156,8 @@ public class Astronaut : MonoBehaviour {
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case AstronautState.Walking:
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break;
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}
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*/
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}
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*/
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}
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public void Move(float x, float y)
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@ -234,5 +238,5 @@ public class Astronaut : MonoBehaviour {
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{
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StartCoroutine("WalkingStance");
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}
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}*/
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}
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}*/
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}
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@ -67,11 +67,11 @@ public class testRotate : MonoBehaviour {
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// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
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// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
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var player = GameObject.Find("CubePlayer").gameObject;
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// var player = GameObject.Find("CubePlayer").gameObject;
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Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
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//Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
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//player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
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player.transform.position = Vector3.Lerp(player.transform.position,
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planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
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//player.transform.position = Vector3.Lerp(player.transform.position,
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// planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
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}
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}
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460
Assets/_Scenes/Main.unity
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460
Assets/_Scenes/Main.unity
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Loading…
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Reference in New Issue
Block a user