mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
fixed asteroid spawn opposite of player
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parent
71bb17694f
commit
ddf091d610
@ -57,8 +57,9 @@ GameObject:
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- 4: {fileID: 403646}
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- 114: {fileID: 11494368}
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- 114: {fileID: 11434752}
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- 54: {fileID: 5402556}
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- 136: {fileID: 13683032}
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- 54: {fileID: 5462614}
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- 136: {fileID: 13672180}
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m_Layer: 0
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m_Name: Character
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m_TagString: Player
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@ -117,7 +118,7 @@ Transform:
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- {fileID: 403646}
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m_Father: {fileID: 0}
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m_RootOrder: 0
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--- !u!54 &5402556
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--- !u!54 &5462614
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Rigidbody:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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@ -130,7 +131,7 @@ Rigidbody:
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m_UseGravity: 0
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m_IsKinematic: 0
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m_Interpolate: 0
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m_Constraints: 0
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m_Constraints: 120
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m_CollisionDetection: 0
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--- !u!114 &11434752
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MonoBehaviour:
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@ -164,7 +165,21 @@ MonoBehaviour:
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JumpSpeed: 5
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Gravity: 15
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Speed: 5
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EjectSpeed: 20
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planet: {fileID: 0}
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--- !u!136 &13672180
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CapsuleCollider:
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m_ObjectHideFlags: 1
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 170392}
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m_Material: {fileID: 0}
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m_IsTrigger: 0
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m_Enabled: 1
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m_Radius: 0.77
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m_Height: 3.37
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m_Direction: 1
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m_Center: {x: -0.03, y: 0.35, z: 0}
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--- !u!136 &13683032
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CapsuleCollider:
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m_ObjectHideFlags: 1
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@ -14,15 +14,13 @@ public class Asteroid : MonoBehaviour
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public void Start()
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{
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speed = Random.Range(1.8F, 3F);
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// print(speed);
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center = new Vector3(0, 0);
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if (RandomRotationSpeed)
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rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f);
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rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f))*2 - 1);
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rotationSpeed = 10 * UnityEngine.Random.Range(0.25f, 5f);
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rotationDirection = (Mathf.Floor(UnityEngine.Random.Range(0.0f, 1.99f)) * 2 - 1);
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}
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// Update is called once per frame
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@ -68,10 +68,11 @@ public class AsteroidSpawner : TimerFunctionsClass
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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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var AsteroidType = Mathf.RoundToInt(Mathf.Floor(UnityEngine.Random.Range(0f, 3.999f)));
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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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Instantiate(AsteroidPrefabTypes[AsteroidType],
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planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)),
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direction*planet.GetPlanetCoordinatesFromPlayerXY(angle, UnityEngine.Random.Range(10f,15f)),
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Quaternion.identity);
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}
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