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https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
Des explosions, partout !
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@ -7,10 +7,10 @@ Material:
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: M_ExplosionParticle
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m_Shader: {fileID: 46, guid: 0000000000000000f000000000000000, type: 0}
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m_Shader: {fileID: 203, guid: 0000000000000000f000000000000000, type: 0}
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m_ShaderKeywords:
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m_LightmapFlags: 5
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m_CustomRenderQueue: -1
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m_CustomRenderQueue: 3000
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stringTagMap: {}
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m_SavedProperties:
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serializedVersion: 2
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@ -19,7 +19,7 @@ Material:
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first:
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name: _MainTex
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second:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: 29eb5cb075e0c1344981ff1e034e6b65, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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data:
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@ -127,6 +127,10 @@ Material:
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first:
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name: _Metallic
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second: 0
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data:
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first:
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name: _InvFade
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second: 1
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m_Colors:
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data:
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first:
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@ -136,3 +140,7 @@ Material:
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first:
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name: _Color
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second: {r: 1, g: 1, b: 1, a: 1}
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data:
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first:
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name: _TintColor
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second: {r: 0.5, g: 0.5, b: 0.5, a: 0.5}
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@ -106,6 +106,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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speed: 1
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step: 0
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rotationSpeed: 1
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rotationDirection: 1
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RandomRotationSpeed: 1
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CrashFlamesEmitter: {fileID: 120238, guid: 1a5b0b5645fa6104087fd9f96b6104b9, type: 2}
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TrailFlamesEmitter: {fileID: 0}
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--- !u!135 &13502558
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SphereCollider:
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m_ObjectHideFlags: 1
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@ -74,7 +74,7 @@ ParticleSystem:
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minMaxState: 0
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speed: 1
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randomSeed: 0
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looping: 1
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looping: 0
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prewarm: 0
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playOnAwake: 1
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moveWithTransform: 1
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@ -61,10 +61,19 @@ public class Asteroid : MonoBehaviour
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if (CrashFlamesEmitter)
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{
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//Instantiate(CrashFlamesEmitter, this.transform.position, this.transform.forward);
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var crashPosition = this.transform.position;
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//crashPosition.z = 1.15f;
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var asteroidTheta = Mathf.Atan2(this.transform.position.y, this.transform.position.x);
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var angleImpact = (360.0f + (((asteroidTheta * 180)) / Mathf.PI)) % 360; ///TODO : a changer pour p.theta
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var emitter = (GameObject)Instantiate(CrashFlamesEmitter, crashPosition, Quaternion.identity);
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//fix du prefab, il point à l'inverse de la caméra, ramenner avec rotation 90 deg en y
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//et donner l'angle d'impact inverse en z (vers l'extérieur de la planete)
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emitter.transform.Rotate(0,90.0f,angleImpact);
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emitter.GetComponent<ParticleSystem>().Play(true);
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}
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Destroy(this.gameObject);
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}
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}
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@ -66,7 +66,7 @@ public class AsteroidSpawner : TimerFunctionsClass
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{
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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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print("angle:" + angle);
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//print("angle:" + angle);
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var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
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float direction = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
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@ -104,6 +104,48 @@ MonoBehaviour:
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WalkAnimSpeed: 0
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WalkAnimAngle: 0
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EjectSpinSpeed: 0
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--- !u!1001 &595727044
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--- !u!114 &1027139440 stripped
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