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https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
Ajout des explosions aux autres astéroides
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b3dfa5d641
commit
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@ -106,6 +106,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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speed: 1
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speed: 1
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step: 0
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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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--- !u!135 &13502558
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SphereCollider:
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SphereCollider:
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m_ObjectHideFlags: 1
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m_ObjectHideFlags: 1
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@ -54,7 +54,7 @@ Transform:
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m_PrefabInternal: {fileID: 100100000}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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m_GameObject: {fileID: 160026}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 8.22, y: 1.36, z: 0}
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m_LocalPosition: {x: 8.22, y: 2.74, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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m_Children:
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- {fileID: 404170}
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- {fileID: 404170}
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@ -106,6 +106,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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speed: 1
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speed: 1
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step: 0
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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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--- !u!135 &13502558
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SphereCollider:
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SphereCollider:
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m_ObjectHideFlags: 1
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m_ObjectHideFlags: 1
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@ -54,7 +54,7 @@ Transform:
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m_PrefabInternal: {fileID: 100100000}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 160026}
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m_GameObject: {fileID: 160026}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 8.22, y: 1.36, z: 0}
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m_LocalPosition: {x: 8.22, y: -0.12, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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m_Children:
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- {fileID: 404170}
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- {fileID: 404170}
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@ -106,6 +106,11 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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speed: 1
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speed: 1
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step: 0
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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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--- !u!135 &13502558
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SphereCollider:
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SphereCollider:
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m_ObjectHideFlags: 1
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m_ObjectHideFlags: 1
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@ -76,14 +76,14 @@ ParticleSystem:
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randomSeed: 0
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randomSeed: 0
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looping: 0
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looping: 0
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prewarm: 0
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prewarm: 0
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playOnAwake: 1
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playOnAwake: 0
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moveWithTransform: 1
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moveWithTransform: 1
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scalingMode: 1
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scalingMode: 1
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InitialModule:
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InitialModule:
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serializedVersion: 2
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serializedVersion: 2
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enabled: 1
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enabled: 1
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startLifetime:
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startLifetime:
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scalar: 2
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scalar: 3
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maxCurve:
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maxCurve:
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serializedVersion: 2
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serializedVersion: 2
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m_Curve:
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m_Curve:
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@ -359,7 +359,7 @@ ParticleSystem:
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length: 5
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length: 5
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boxX: 1
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boxX: 1
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boxY: 1
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boxY: 1
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boxZ: 1
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boxZ: 35.55
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arc: 360
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arc: 360
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placementMode: 0
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placementMode: 0
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m_Mesh: {fileID: 0}
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m_Mesh: {fileID: 0}
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@ -65,13 +65,15 @@ public class Asteroid : MonoBehaviour
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//crashPosition.z = 1.15f;
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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 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 angleImpact = (360.0f + (((asteroidTheta * 180)) / Mathf.PI)) % 360;
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var emitter = (GameObject)Instantiate(CrashFlamesEmitter, crashPosition, Quaternion.identity);
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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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//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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//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.transform.Rotate(0,90.0f,angleImpact);
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emitter.transform.localRotation = Quaternion.Euler(0, 180.0f, angleImpact);
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emitter.GetComponent<ParticleSystem>().Play(true);
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emitter.GetComponent<ParticleSystem>().Play(true);
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}
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}
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Destroy(this.gameObject);
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Destroy(this.gameObject);
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