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GameObject TrailFlamesEmitter; // trailing smoke + // Use this for initialization public void Start() { @@ -17,7 +21,7 @@ public class Asteroid : MonoBehaviour center = new Vector3(0, 0); if (RandomRotationSpeed) - rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f); + rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f); rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1); @@ -54,6 +58,24 @@ public class Asteroid : MonoBehaviour { var pmgr = FindObjectOfType(); pmgr.PushWedge(otherCol.gameObject.transform.parent.eulerAngles.z); + + if (CrashFlamesEmitter) + { + var crashPosition = this.transform.position; + //crashPosition.z = 1.15f; + + var asteroidTheta = Mathf.Atan2(this.transform.position.y, this.transform.position.x); + var angleImpact = (360.0f + (((asteroidTheta * 180)) / Mathf.PI)) % 360; + + var emitter = (GameObject)Instantiate(CrashFlamesEmitter, crashPosition, Quaternion.identity); + + //fix du prefab, il point à l'inverse de la caméra, ramenner avec rotation 90 deg en y + //et donner l'angle d'impact inverse en z (vers l'extérieur de la planete) + //emitter.transform.Rotate(0,90.0f,angleImpact); + emitter.transform.localRotation = Quaternion.Euler(0, 180.0f, angleImpact); + + emitter.GetComponent().Play(true); + } Destroy(this.gameObject); } } diff --git a/Assets/Scripts/Asteroid.cs.orig b/Assets/Scripts/Asteroid.cs.orig new file mode 100644 index 0000000..754c5c6 --- /dev/null +++ b/Assets/Scripts/Asteroid.cs.orig @@ -0,0 +1,72 @@ +using UnityEngine; +using System.Collections; + +public class Asteroid : MonoBehaviour +{ + Vector3 center; + public float speed; + public float step; + public float rotationSpeed = 1.0f; + public float rotationDirection = 1.0f; + public bool RandomRotationSpeed = true; + + public GameObject CrashFlamesEmitter; //Emitter on impact + + public GameObject TrailFlamesEmitter; // trailing smoke + + // Use this for initialization + public void Start() + { + speed = Random.Range(1.8F, 3F); + center = new Vector3(0, 0); + + if (RandomRotationSpeed) + rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f); + + rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1); + + } + + // Update is called once per frame + public void Update () { + MoveObject(center); + + } + + public void MoveObject(Vector3 center) + { + step = speed * Time.deltaTime; + this.transform.position = Vector3.MoveTowards(transform.position, center, step); + + + + this.transform.Rotate(new Vector3(0, 0, 1.0f), rotationDirection * rotationSpeed * Time.deltaTime); + + } + + //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 + otherCol.gameObject.GetComponent().Stun(); + } + if (otherCol.gameObject.tag == "Wedge") + { + var pmgr = FindObjectOfType(); + pmgr.PushWedge(otherCol.gameObject.transform.parent.eulerAngles.z); + + if (CrashFlamesEmitter) + { + Instantiate(CrashFlamesEmitter, this.transform.position, this.transform.forward); + } + + + Destroy(this.gameObject); + } + } + +} diff --git a/Assets/Scripts/Asteroid.cs.orig.meta b/Assets/Scripts/Asteroid.cs.orig.meta new file mode 100644 index 0000000..c83a42c --- /dev/null +++ b/Assets/Scripts/Asteroid.cs.orig.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 190ea851aec618c4797f7963dd7d386d +timeCreated: 1460169373 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AsteroidSpawner.cs b/Assets/Scripts/AsteroidSpawner.cs index 7d6d89e..e99d374 100644 --- a/Assets/Scripts/AsteroidSpawner.cs +++ b/Assets/Scripts/AsteroidSpawner.cs @@ -1,86 +1,86 @@ -using UnityEngine; -using System.Collections; -using System; -using System.Collections.Generic; - -public class AsteroidSpawner : TimerFunctionsClass -{ - - public float NextSpawnTime = 1.0f; - public GameObject AsteroidPrefab1; - public GameObject AsteroidPrefab2; - public GameObject AsteroidPrefab3; - public GameObject AsteroidPrefab4; - private List AsteroidPrefabTypes = new List(); - - public bool GenerationVersLesjoueurs = false; //random lorsque false; - - // Use this for initialization - public void Start () - { - - if (!AsteroidPrefab1 || !AsteroidPrefab2 || !AsteroidPrefab3 || !AsteroidPrefab4) - { - Destroy(this.gameObject); - print("WARNING un type d'asteroide n'est pas defini dans les prefab. Vérifier l'objet avec un component AsteroidSpawner"); - return; - } - AsteroidPrefabTypes.Add(AsteroidPrefab1); - AsteroidPrefabTypes.Add(AsteroidPrefab2); - AsteroidPrefabTypes.Add(AsteroidPrefab3); - AsteroidPrefabTypes.Add(AsteroidPrefab4); - - - if (GenerationVersLesjoueurs) NextSpawnTime = 3 * NextSpawnTime; - this.SetTimer(NextSpawnTime, SpawnAsteroidEvent); - this.StartTimer(); - } - - // Update is called once per frame - public 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); - - - //0-3 - var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f))); - - //instantiate as child of AsteroidSpawner - var a = Instantiate(AsteroidPrefabTypes[AsteroidType], new Vector3(x, y, 0.0f), Quaternion.identity); - //a.tranform.parent = this.transform; - - } - else - { - var players = GameObject.FindGameObjectsWithTag("Player"); - var planet = FindObjectOfType(); - 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); - +using UnityEngine; +using System.Collections; +using System; +using System.Collections.Generic; + +public class AsteroidSpawner : TimerFunctionsClass +{ + + public float NextSpawnTime = 1.0f; + public GameObject AsteroidPrefab1; + public GameObject AsteroidPrefab2; + public GameObject AsteroidPrefab3; + public GameObject AsteroidPrefab4; + private List AsteroidPrefabTypes = new List(); + + public bool GenerationVersLesjoueurs = false; //random lorsque false; + + // Use this for initialization + public void Start () + { + + if (!AsteroidPrefab1 || !AsteroidPrefab2 || !AsteroidPrefab3 || !AsteroidPrefab4) + { + Destroy(this.gameObject); + print("WARNING un type d'asteroide n'est pas defini dans les prefab. Vérifier l'objet avec un component AsteroidSpawner"); + return; + } + AsteroidPrefabTypes.Add(AsteroidPrefab1); + AsteroidPrefabTypes.Add(AsteroidPrefab2); + AsteroidPrefabTypes.Add(AsteroidPrefab3); + AsteroidPrefabTypes.Add(AsteroidPrefab4); + + + if (GenerationVersLesjoueurs) NextSpawnTime = 3 * NextSpawnTime; + this.SetTimer(NextSpawnTime, SpawnAsteroidEvent); + this.StartTimer(); + } + + // Update is called once per frame + public 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); + + + //0-3 + var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f))); + + //instantiate as child of AsteroidSpawner + var a = Instantiate(AsteroidPrefabTypes[AsteroidType], new Vector3(x, y, 0.0f), Quaternion.identity); + //a.tranform.parent = this.transform; + + } + else + { + var players = GameObject.FindGameObjectsWithTag("Player"); + var planet = FindObjectOfType(); + 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); + var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f))); - float direction = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1); - - Instantiate(AsteroidPrefabTypes[AsteroidType], - direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)), - Quaternion.identity); - } - - } - - - //Cooldown untill next random spawn - SetTimer(NextSpawnTime, SpawnAsteroidEvent); - StartTimer(); - } -} + float direction = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1); + + Instantiate(AsteroidPrefabTypes[AsteroidType], + direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)), + Quaternion.identity); + } + + } + + + //Cooldown untill next random spawn + SetTimer(NextSpawnTime, SpawnAsteroidEvent); + StartTimer(); + } +} diff --git a/Assets/Scripts/Astronaut.cs b/Assets/Scripts/Astronaut.cs index 9a02e36..f51e846 100644 --- a/Assets/Scripts/Astronaut.cs +++ b/Assets/Scripts/Astronaut.cs @@ -1,15 +1,17 @@ -using UnityEngine; -using System.Collections; - +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(AstronautAnimator))] public class Astronaut : MonoBehaviour { - private enum AstronautState + private AstronautAnimator _astronautAnimator; + public enum AstronautState { Idle, Walking, Jumping, Dashing, Ejecting, Dead } public GameObject Rotator; - public GameObject SpriteWalk; + public SpriteRenderer SpriteWalk; public GameObject SpriteDash; public float Width; @@ -25,7 +27,7 @@ public class Astronaut : MonoBehaviour { public PlanetManager planet; private AstronautState _state; - private AstronautState State + public AstronautState State { get { @@ -39,42 +41,59 @@ public class Astronaut : MonoBehaviour { if (oldState == _state) return; if (oldState == AstronautState.Dashing) - { - SpriteWalk.SetActive(false); - SpriteDash.SetActive(true); + { + SpriteWalk.gameObject.SetActive(false); + SpriteDash.gameObject.SetActive(true); } else - { - SpriteWalk.SetActive(true); - SpriteDash.SetActive(false); + { + SpriteWalk.gameObject.SetActive(true); + SpriteDash.gameObject.SetActive(false); } - + /*if (_state == AstronautState.Walking) { - StartCoroutine(WalkingStance()); + //StartCoroutine(WalkingStance()); + _astronautAnimator.Walk(); }*/ } - } + } private float theta = 0; - private float height = 0; - private float vSpeed = 0; + private float height = 0; + private float vSpeed = 0; private bool grounded = false; private float walkTime = 0; - private int nextStep = 1; - + private int nextStep = 1; + + public float GetTheta() + { + return theta; + } + + public bool IsGrounded() + { + return grounded; + } + // Use this for initialization - public void Start () { + void Start() + { + _astronautAnimator = GetComponent(); + _astronautAnimator.aspi = this; + State = AstronautState.Idle; + if (!planet) { planet = FindObjectOfType(); } + State = AstronautState.Idle; //Debug.Log(planet.GetPlanetRadius(0)); theta = 0; height = planet.GetPlanetRadius(theta); - UpdatePosition(); + UpdatePosition(); } private void UpdatePosition() @@ -104,7 +123,7 @@ public class Astronaut : MonoBehaviour { private float Repeat(float num, float limit) { return Mathf.Repeat(num + limit, limit); - } + } // Update is called once per frame public void Update () { @@ -133,9 +152,10 @@ public class Astronaut : MonoBehaviour { if (State == AstronautState.Jumping) State = AstronautState.Idle; - vSpeed = 0f; + if (State < AstronautState.Ejecting) vSpeed = 0f; } + UpdatePosition(); //float x, y; @@ -149,8 +169,7 @@ public class Astronaut : MonoBehaviour { { walkTime += Time.deltaTime / StepTime; Vector3 rotation = transform.rotation.eulerAngles; - rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50; - transform.rotation = Quaternion.Euler(rotation); + rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50; transform.rotation = Quaternion.Euler(rotation); }*/ /* @@ -171,8 +190,8 @@ public class Astronaut : MonoBehaviour { case AstronautState.Walking: break; - } - */ + } + */ } public void Move(float x, float y) @@ -216,12 +235,18 @@ public class Astronaut : MonoBehaviour { //TODO arreter mouvement lateral State=AstronautState.Idle; } + } public void Jump() { + Debug.Log("Jump!"); + if (State >= AstronautState.Ejecting) return; + + _astronautAnimator.Jump(); + if (State == AstronautState.Jumping) { Dash(); @@ -229,6 +254,7 @@ public class Astronaut : MonoBehaviour { return; } + if (!grounded) return; vSpeed = JumpSpeed; grounded = false; @@ -239,10 +265,10 @@ public class Astronaut : MonoBehaviour { { if (Time.time < DashTime + lastDashTime) - return; + return; - if (_state >= AstronautState.Ejecting) - return; + if (State >= AstronautState.Ejecting) + return; lastDashTime = Time.time; planet.PushWedge(this.theta); @@ -266,8 +292,6 @@ public class Astronaut : MonoBehaviour { print("Stunned"); } - - public void OnGUI() { if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString())) @@ -276,24 +300,4 @@ public class Astronaut : MonoBehaviour { Eject(); } } - - /*IEnumerator WalkingStance() - { - Debug.Log("walking stance"); - walkTime += Time.deltaTime / StepTime; - while (State <= AstronautState.Walking || walkTime <= 1f) - { - Vector3 rotation = transform.rotation.eulerAngles; - rotation.z = Mathf.Sin(walkTime*Mathf.PI)*50; - // print("rotation " + rotation); - transform.rotation = Quaternion.Euler(rotation); - yield return null; - } - - walkTime = 0f; - if(State == AstronautState.Walking) - { - StartCoroutine("WalkingStance"); - } - }*/ -} +} diff --git a/Assets/Scripts/AstronautAnimator.cs b/Assets/Scripts/AstronautAnimator.cs new file mode 100644 index 0000000..4699bd6 --- /dev/null +++ b/Assets/Scripts/AstronautAnimator.cs @@ -0,0 +1,75 @@ +using UnityEngine; +using System.Collections; + +public class AstronautAnimator : MonoBehaviour { + + //init + public Astronaut aspi; + public float WalkAnimSpeed; + public float WalkAnimAngle; + public float EjectSpinSpeed; + + // Use this for initialization + void Start () { + + } + + // Update is called once per frame + void Update () { + + } + + public void Jump() + { + aspi.SpriteWalk.gameObject.SetActive(false); + aspi.SpriteDash.gameObject.SetActive(true); + } + + public void Land() + { + aspi.SpriteWalk.gameObject.SetActive(true); + aspi.SpriteDash.gameObject.SetActive(false); + } + + public void Walk() + { + StartCoroutine(Rotate()); + } + + public void Eject() + { + StartCoroutine(Spin()); + } + + IEnumerator Spin() + { + for (float i = 0f; i < 3000f; i += Time.deltaTime * EjectSpinSpeed) + { + transform.rotation = Quaternion.Euler(0, 0, i); + yield return null; + } + } + + IEnumerator Rotate() + { + for (float i = 0.5f; i < 2.5f; i+= Time.deltaTime*WalkAnimSpeed) + { + /*int roundDown = 10; + //0.5, 1.5 et 2.5 + if (Mathf.Floor(i * roundDown) == roundDown || Mathf.Floor(i * roundDown) == 2 * roundDown) + { + print(i * roundDown + " " + Mathf.Floor(i * roundDown)); + aspi.SpriteWalk.flipX = !aspi.SpriteWalk.flipX; + }*/ + float position = Mathf.PingPong(i, 1f); + transform.rotation = Quaternion.Euler(0, 0, (position - 0.5f) * WalkAnimAngle * 2); + yield return null; + } + + if (aspi.State == Astronaut.AstronautState.Walking) + { + StartCoroutine(Rotate()); + } + yield return null; + } +} diff --git a/Assets/Scripts/AstronautAnimator.cs.meta b/Assets/Scripts/AstronautAnimator.cs.meta new file mode 100644 index 0000000..dc6173f --- /dev/null +++ b/Assets/Scripts/AstronautAnimator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 77462b2431858f84b9bc2d055c2f4d45 +timeCreated: 1460135550 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/AstronautController2.cs b/Assets/Scripts/AstronautController2.cs new file mode 100644 index 0000000..5de5d5f --- /dev/null +++ b/Assets/Scripts/AstronautController2.cs @@ -0,0 +1,70 @@ +using UnityEngine; +using System.Collections; +using InputHandler; + +[RequireComponent(typeof(Astronaut))] +public class AstronautController2 : MonoBehaviour +{ + + private Astronaut _astronaut; + + public int PlayerNumber; + + // Use this for initialization + void Start() + { + InputManager.Instance.PushActiveContext("Gameplay", PlayerNumber); + InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerAxis); + InputManager.Instance.AddCallback(PlayerNumber, HandlePlayerButtons); + + _astronaut = GetComponent(); + } + + private void HandlePlayerAxis(MappedInput input) + { + if (this == null) return; + + // movement + + float xValue = 0f; + + if (input.Ranges.ContainsKey("MoveLeft")) + { + xValue = -input.Ranges["MoveLeft"]; + } + else if (input.Ranges.ContainsKey("MoveRight")) + { + xValue = input.Ranges["MoveRight"]; + } + + float yValue = 0f; + + if (input.Ranges.ContainsKey("MoveUp")) + { + yValue = input.Ranges["MoveUp"]; + } + else if (input.Ranges.ContainsKey("MoveDown")) + { + yValue = -input.Ranges["MoveDown"]; + } + + _astronaut.Move(xValue, yValue); + + if (input.Ranges.ContainsKey("Dash")) + { + if (input.Ranges["Dash"] > 0.8f) + _astronaut.Dash(); + } + } + + private void HandlePlayerButtons(MappedInput input) + { + if (this == null) return; + + if (input.Actions.Contains("Jump")) + { + _astronaut.Jump(); + } + } +} + diff --git a/Assets/Scripts/AstronautController2.cs.meta b/Assets/Scripts/AstronautController2.cs.meta new file mode 100644 index 0000000..2dadbdf --- /dev/null +++ b/Assets/Scripts/AstronautController2.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d7792093ffcd687448b5875a8ce0cc32 +timeCreated: 1460133633 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlanetManager.cs b/Assets/Scripts/PlanetManager.cs index 9f38c02..6935d13 100644 --- a/Assets/Scripts/PlanetManager.cs +++ b/Assets/Scripts/PlanetManager.cs @@ -36,6 +36,7 @@ public class PlanetManager : MonoBehaviour var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta)); obj.name = "wedge_" + i; w.sprite = GameObject.Find(obj.name); + w.gameObject = (GameObject)obj; wedges.Add(w); //pushes at end. } } @@ -116,25 +117,41 @@ public class PlanetManager : MonoBehaviour w.offset = w.offset - CartierStepSize; if (w.offset < CartierMinRatio) w.offset = CartierMinRatio; - - w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1); + + + w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1); //push back l'opposée var indexOppose = GetWedgeOpposé(index); var v = wedges[indexOppose]; v.offset = v.offset + CartierStepSize; - if (v.offset > CartierMaxRatio) + if (v.offset >= CartierMaxRatio) + { v.offset = CartierMaxRatio; - v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1); - // call fill gauge after every hit. - var earthQuakeGauge = FindObjectOfType(); - earthQuakeGauge.Fill4Gauge(); + //checker si on éjecte des players + var players = FindObjectsOfType(); + foreach (var p in players) + { + if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded()) + { + p.Eject(); + } + } + + + } + + + v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1); + + // call fill gauge after every hit. + var earthQuakeGauge = FindObjectOfType(); + earthQuakeGauge.FillGauge(); } - /// /// On a earthquake, everything expands by a step /// @@ -155,8 +172,6 @@ public class PlanetManager : MonoBehaviour // var index = GetWedgeIndex(thetaPlayerX); // var w = wedges[index]; - - // w.offset = w.offset - 0.5f; // if (w.offset < -1.0f) // w.offset = -1.0f; @@ -171,7 +186,6 @@ public class PlanetManager : MonoBehaviour // wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180); // wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180); - // w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); // ///push back l'opposée @@ -192,13 +206,10 @@ public class PlanetManager : MonoBehaviour // wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180); // wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180); - // v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime); - //} - /// /// Radius sphere est scale/2 /// @@ -217,8 +228,6 @@ public class PlanetManager : MonoBehaviour var wedge = GetWedgeFromTheta(thetaPlayerX); return GetPlanetRadius() * wedge.offset; } - - public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY) { var theta = playerLocalX; @@ -229,7 +238,6 @@ public class PlanetManager : MonoBehaviour return new Vector3(x, y, 0); } - /// /// retourn le no de plateforme /// @@ -250,7 +258,6 @@ public class PlanetManager : MonoBehaviour return (wedgeIndex + NbCartiers / 2) % (NbCartiers); } - /// /// retourne l'objet interne /// @@ -271,7 +278,6 @@ public class PlanetManager : MonoBehaviour public float tMax = 0; public GameObject sprite; //sprite et collider 2D - + public GameObject gameObject; //wedge prefab avec collider } - } diff --git a/Assets/_Scenes/Main.unity b/Assets/_Scenes/Main.unity index 650a3fa..296f6ee 100644 --- a/Assets/_Scenes/Main.unity +++ b/Assets/_Scenes/Main.unity @@ -85,6 +85,25 @@ NavMeshSettings: cellSize: 0.16666667 manualCellSize: 0 m_NavMeshData: {fileID: 0} +--- !u!1 &431637404 stripped +GameObject: + m_PrefabParentObject: {fileID: 170392, guid: acd71c7b2f995984d9033c9dc4e257dc, type: 2} + m_PrefabInternal: {fileID: 1660116367} +--- !u!114 &431637411 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_PrefabParentObject: {fileID: 0} + m_PrefabInternal: {fileID: 0} + m_GameObject: {fileID: 431637404} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 77462b2431858f84b9bc2d055c2f4d45, type: 3} + m_Name: + m_EditorClassIdentifier: + aspi: {fileID: 0} + WalkAnimSpeed: 0 + WalkAnimAngle: 0 + EjectSpinSpeed: 0 --- !u!114 &1027139440 stripped MonoBehaviour: m_PrefabParentObject: {fileID: 11471614, guid: 198e988adacced646a19f757f6237ae1, @@ -138,6 +157,11 @@ Prefab: m_RemovedComponents: [] m_ParentPrefab: {fileID: 100100000, guid: 158e745881137e04ca2086294f44d74c, type: 2} m_IsPrefabParent: 0 +--- !u!212 &1106066633 stripped +SpriteRenderer: + m_PrefabParentObject: {fileID: 21220066, guid: acd71c7b2f995984d9033c9dc4e257dc, + type: 2} + m_PrefabInternal: {fileID: 1660116367} --- !u!1001 &1223268487 Prefab: m_ObjectHideFlags: 0 @@ -297,6 +321,14 @@ Prefab: propertyPath: m_Radius value: 0.76 objectReference: {fileID: 0} + - 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