Conflicts:
	Assets/Scripts/testRotate.cs
This commit is contained in:
RosimInc 2016-04-08 16:02:46 -04:00
commit adbd24478f
9 changed files with 187 additions and 43 deletions

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@ -10,8 +10,8 @@ public class Asteroid : MonoBehaviour
// Use this for initialization
void Start()
{
speed = Random.Range(0.1F, 2F);
print(speed);
speed = Random.Range(0.9F, 3F);
// print(speed);
center = new Vector3(0, 0);
}
@ -26,4 +26,22 @@ public class Asteroid : MonoBehaviour
step = speed * Time.deltaTime;
this.transform.position = Vector3.MoveTowards(transform.position, center, step);
}
//collider must be set as "isTrigger" in unity for this method to work
public void OnTriggerEnter(Collider otherCol)
{
if (otherCol.gameObject.tag == "Player")
{
//Stun the player
}
if (otherCol.gameObject.tag == "Wedge")
{
var pmgr = FindObjectOfType<PlanetManager>();
pmgr.PushWedge(otherCol.gameObject.transform.parent.eulerAngles.z);
Destroy(this.gameObject);
}
}
}

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@ -0,0 +1,60 @@
using UnityEngine;
using System.Collections;
using System;
public class AsteroidSpawner : TimerFunctionsClass
{
public float NextSpawnTime = 1.0f;
public GameObject AsteroidPrefab;
public bool GenerationVersLesjoueurs = true; //random lorsque false;
// Use this for initialization
void Start ()
{
if (GenerationVersLesjoueurs) NextSpawnTime = 3 * NextSpawnTime;
this.SetTimer(NextSpawnTime, SpawnAsteroidEvent);
this.StartTimer();
}
// Update is called once per frame
void Update () {
base.Update();
}
public void SpawnAsteroidEvent()
{
if (!GenerationVersLesjoueurs)
{
// Random entre 10 et 20, * 1 ou -1
var x = UnityEngine.Random.Range(10.0f, 20.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
var y = UnityEngine.Random.Range(10.0f, 20.0f)*(Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
//instantiate as child of AsteroidSpawner
var a = Instantiate(AsteroidPrefab, new Vector3(x, y, 0.0f), Quaternion.identity);
//a.tranform.parent = this.transform;
}
else
{
var players = GameObject.FindGameObjectsWithTag("Player");
var planet = FindObjectOfType<PlanetManager>();
foreach (var p in players)
{
var playerTheta = Mathf.Atan2(p.transform.position.y, p.transform.position.x);
var angle = ( 360.0f + (((playerTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
print("angle:" + angle);
Instantiate(AsteroidPrefab, planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)), Quaternion.identity);
}
}
//Cooldown untill next random spawn
SetTimer(NextSpawnTime, SpawnAsteroidEvent);
StartTimer();
}
}

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@ -225,7 +225,7 @@ public class Astronaut : MonoBehaviour {
{
Vector3 rotation = transform.rotation.eulerAngles;
rotation.z = Mathf.Sin(walkTime*Mathf.PI)*50;
print("rotation " + rotation);
// print("rotation " + rotation);
transform.rotation = Quaternion.Euler(rotation);
yield return null;
}

View File

@ -12,6 +12,7 @@ public class PlanetManager : MonoBehaviour
public bool CartierResetRatioSpeedRandomize = true;
public float CartierMinRatio = 0.4f;
public float CartierMaxRatio = 2.0f;
public float CartierStepSize = 0.25f;
public GameObject WedgePrefab = null;
public List<Wedge> wedges = new List<Wedge>();
@ -75,7 +76,7 @@ public class PlanetManager : MonoBehaviour
}
}
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,0.0f);
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
}
//TODO_SR For each player
}
@ -85,7 +86,7 @@ public class PlanetManager : MonoBehaviour
var index = GetWedgeIndex(thetaPlayerX);
var w = wedges[index];
w.offset = w.offset - 0.25f;
w.offset = w.offset - CartierStepSize;
if (w.offset < CartierMinRatio)
w.offset = 0.5f;
@ -96,7 +97,7 @@ public class PlanetManager : MonoBehaviour
var indexOppose = GetWedgeOpposé(index);
var v = wedges[indexOppose];
v.offset = v.offset + 0.25f;
v.offset = v.offset + CartierStepSize;
if (v.offset > CartierMaxRatio)
v.offset = 1.5f;
@ -176,9 +177,9 @@ public class PlanetManager : MonoBehaviour
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
{
var theta = playerLocalX;
var wedgeRadius = GetPlanetRadius(playerLocalX);
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) + playerLocalY;
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
return new Vector3(x, y, 0);
}
@ -220,7 +221,7 @@ public class PlanetManager : MonoBehaviour
/// </summary>
public class Wedge
{
public float offset = 1.0f; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur
public float offset = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 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 tMax = 0;

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