mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
Earthquake implemented and added prefabs
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59
Assets/Prefabs/AsteroidSpawner.prefab
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59
Assets/Prefabs/AsteroidSpawner.prefab
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Assets/Prefabs/BackgroundLayer.prefab
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114
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Assets/Prefabs/BackgroundLayer.prefab.meta
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195
Assets/Prefabs/Planet.prefab
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195
Assets/Prefabs/Planet.prefab
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Assets/Prefabs/Planet.prefab.meta
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8
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@ -0,0 +1,8 @@
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@ -1,9 +1,10 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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using System.Collections;
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public class Earthquake : MonoBehaviour {
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int gaugeLevel;
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const int gaugeMax=100;
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public int gaugeMax=100;
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// Use this for initialization
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public void Start()
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@ -50,6 +51,11 @@ public class Earthquake : MonoBehaviour {
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}
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else
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{
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var planet = FindObjectOfType<PlanetManager>();
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planet.CallEarthQuake();
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gaugeLevel = 0;
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}
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@ -1,233 +1,250 @@
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using System;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class PlanetManager : MonoBehaviour
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{
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public int NbCartiers = 10;
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public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
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||||
public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
|
||||
public bool CartierResetRatioSpeedRandomize = true;
|
||||
public bool CartierResetOverTime = 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>();
|
||||
|
||||
// Use this for initialization
|
||||
public void Awake () {
|
||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||
|
||||
for(int i = 0; i < NbCartiers; i++)
|
||||
{
|
||||
float debutAngleTheta = i* TailleCartiersEnDegres;
|
||||
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
||||
|
||||
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
||||
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
||||
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
||||
//wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
|
||||
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);
|
||||
wedges.Add(w); //pushes at end.
|
||||
}
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class PlanetManager : MonoBehaviour
|
||||
{
|
||||
|
||||
public int NbCartiers = 10;
|
||||
public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
|
||||
public float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
|
||||
public bool CartierResetRatioSpeedRandomize = true;
|
||||
public bool CartierResetOverTime = 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>();
|
||||
|
||||
// Use this for initialization
|
||||
public void Awake () {
|
||||
TailleCartiersEnDegres = 360.0f / NbCartiers;
|
||||
|
||||
for(int i = 0; i < NbCartiers; i++)
|
||||
{
|
||||
float debutAngleTheta = i* TailleCartiersEnDegres;
|
||||
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
|
||||
|
||||
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
|
||||
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
|
||||
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
|
||||
//wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
|
||||
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);
|
||||
wedges.Add(w); //pushes at end.
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
public void Update () {
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void FixedUpdate()
|
||||
public void Update () {
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void FixedUpdate()
|
||||
{
|
||||
if (!this.CartierResetOverTime) return;
|
||||
//Ramener les plateforme vers leur position initiale 0;
|
||||
|
||||
foreach (var w in wedges)
|
||||
{
|
||||
if (w.offset <= 1.05f && w.offset >= 0.95f)
|
||||
{
|
||||
w.offset = 1.0f;
|
||||
}
|
||||
else if (w.offset > 1.0f)
|
||||
{
|
||||
if (!CartierResetRatioSpeedRandomize)
|
||||
{
|
||||
w.offset -= 0.005f*CartierResetRatioSpeedFactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
|
||||
}
|
||||
}
|
||||
else if (w.offset < 1.0f)
|
||||
{
|
||||
if (!CartierResetRatioSpeedRandomize)
|
||||
{
|
||||
w.offset += 0.005f*CartierResetRatioSpeedFactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f);
|
||||
}
|
||||
}
|
||||
|
||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
|
||||
}
|
||||
//TODO_SR For each player
|
||||
}
|
||||
|
||||
public void PushWedge(float thetaPlayerX)
|
||||
{
|
||||
var index = GetWedgeIndex(thetaPlayerX);
|
||||
var w = wedges[index];
|
||||
|
||||
w.offset = w.offset - CartierStepSize;
|
||||
if (w.offset < CartierMinRatio)
|
||||
w.offset = CartierMinRatio;
|
||||
|
||||
|
||||
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)
|
||||
v.offset = CartierMaxRatio;
|
||||
|
||||
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
||||
}
|
||||
|
||||
|
||||
//public void PushWedge(float thetaPlayerX)
|
||||
//{
|
||||
// var index = GetWedgeIndex(thetaPlayerX);
|
||||
// var w = wedges[index];
|
||||
|
||||
|
||||
|
||||
// w.offset = w.offset - 0.5f;
|
||||
// if (w.offset < -1.0f)
|
||||
// w.offset = -1.0f;
|
||||
|
||||
// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
||||
|
||||
// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
||||
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
||||
|
||||
// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// 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
|
||||
// var indexOppose = GetWedgeOpposé(index);
|
||||
// var v = wedges[indexOppose];
|
||||
|
||||
// v.offset = v.offset + 0.5f;
|
||||
// if (v.offset > 1.0f)
|
||||
// v.offset = 1.0f;
|
||||
|
||||
// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
||||
|
||||
// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
||||
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
||||
|
||||
// wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// 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);
|
||||
|
||||
|
||||
//}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Radius sphere est scale/2
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public float GetPlanetRadius()
|
||||
{
|
||||
return gameObject.transform.localScale.x / 2.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Radius sphere est scale/2
|
||||
/// </summary>
|
||||
if (!this.CartierResetOverTime) return;
|
||||
//Ramener les plateforme vers leur position initiale 0;
|
||||
|
||||
foreach (var w in wedges)
|
||||
{
|
||||
if (w.offset <= 1.05f && w.offset >= 0.95f)
|
||||
{
|
||||
w.offset = 1.0f;
|
||||
}
|
||||
else if (w.offset > 1.0f)
|
||||
{
|
||||
if (!CartierResetRatioSpeedRandomize)
|
||||
{
|
||||
w.offset -= 0.005f*CartierResetRatioSpeedFactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
|
||||
}
|
||||
}
|
||||
else if (w.offset < 1.0f)
|
||||
{
|
||||
if (!CartierResetRatioSpeedRandomize)
|
||||
{
|
||||
w.offset += 0.005f*CartierResetRatioSpeedFactor;
|
||||
}
|
||||
else
|
||||
{
|
||||
w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f);
|
||||
}
|
||||
}
|
||||
|
||||
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
|
||||
}
|
||||
//TODO_SR For each player
|
||||
}
|
||||
|
||||
public void PushWedge(float thetaPlayerX)
|
||||
{
|
||||
var index = GetWedgeIndex(thetaPlayerX);
|
||||
var w = wedges[index];
|
||||
|
||||
w.offset = w.offset - CartierStepSize;
|
||||
if (w.offset < CartierMinRatio)
|
||||
w.offset = CartierMinRatio;
|
||||
|
||||
|
||||
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)
|
||||
v.offset = CartierMaxRatio;
|
||||
|
||||
v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
|
||||
|
||||
// call fill gauge after every hit.
|
||||
var earthQuakeGauge = FindObjectOfType<Earthquake>();
|
||||
earthQuakeGauge.FillGauge();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// On a earthquake, everything expands by a step
|
||||
/// </summary>
|
||||
public void CallEarthQuake()
|
||||
{
|
||||
foreach (var w in wedges)
|
||||
{
|
||||
w.offset = w.offset + CartierStepSize;
|
||||
if (w.offset > CartierMaxRatio)
|
||||
w.offset = CartierMaxRatio;
|
||||
}
|
||||
}
|
||||
|
||||
//public void PushWedge(float thetaPlayerX)
|
||||
//{
|
||||
// var index = GetWedgeIndex(thetaPlayerX);
|
||||
// var w = wedges[index];
|
||||
|
||||
|
||||
|
||||
// w.offset = w.offset - 0.5f;
|
||||
// if (w.offset < -1.0f)
|
||||
// w.offset = -1.0f;
|
||||
|
||||
// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
||||
|
||||
// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
||||
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
||||
|
||||
// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// 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
|
||||
// var indexOppose = GetWedgeOpposé(index);
|
||||
// var v = wedges[indexOppose];
|
||||
|
||||
// v.offset = v.offset + 0.5f;
|
||||
// if (v.offset > 1.0f)
|
||||
// v.offset = 1.0f;
|
||||
|
||||
// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
|
||||
|
||||
// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
|
||||
// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
|
||||
|
||||
// wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
|
||||
// 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);
|
||||
|
||||
|
||||
//}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Radius sphere est scale/2
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public float GetPlanetRadius()
|
||||
{
|
||||
return gameObject.transform.localScale.x / 2.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Radius sphere est scale/2
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public float GetPlanetRadius(float thetaPlayerX)
|
||||
{
|
||||
var wedge = GetWedgeFromTheta(thetaPlayerX);
|
||||
return GetPlanetRadius() * wedge.offset;
|
||||
}
|
||||
|
||||
|
||||
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
||||
{
|
||||
var theta = playerLocalX;
|
||||
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
|
||||
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
|
||||
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
|
||||
|
||||
return new Vector3(x, y, 0);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// retourn le no de plateforme
|
||||
/// </summary>
|
||||
/// <param name="thetaPlayerX"></param>
|
||||
public int GetWedgeIndex(float thetaPlayerX)
|
||||
{
|
||||
return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="wedgeIndex"></param>
|
||||
/// <returns></returns>
|
||||
public int GetWedgeOpposé(int wedgeIndex)
|
||||
{
|
||||
//(i + 5) % 10 => [0,9]
|
||||
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// retourne l'objet interne
|
||||
/// </summary>
|
||||
/// <param name="thetaPlayerX"></param>
|
||||
/// <returns></returns>
|
||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||
{
|
||||
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Représente une plateforme qui bouge.
|
||||
/// </summary>
|
||||
public class Wedge
|
||||
{
|
||||
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;
|
||||
|
||||
public GameObject sprite; //sprite et collider 2D
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
|
||||
{
|
||||
var theta = playerLocalX;
|
||||
var wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
|
||||
var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
|
||||
var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
|
||||
|
||||
return new Vector3(x, y, 0);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// retourn le no de plateforme
|
||||
/// </summary>
|
||||
/// <param name="thetaPlayerX"></param>
|
||||
public int GetWedgeIndex(float thetaPlayerX)
|
||||
{
|
||||
return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
///
|
||||
/// </summary>
|
||||
/// <param name="wedgeIndex"></param>
|
||||
/// <returns></returns>
|
||||
public int GetWedgeOpposé(int wedgeIndex)
|
||||
{
|
||||
//(i + 5) % 10 => [0,9]
|
||||
return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// retourne l'objet interne
|
||||
/// </summary>
|
||||
/// <param name="thetaPlayerX"></param>
|
||||
/// <returns></returns>
|
||||
public Wedge GetWedgeFromTheta(float thetaPlayerX)
|
||||
{
|
||||
return wedges[GetWedgeIndex(thetaPlayerX % 360)];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Représente une plateforme qui bouge.
|
||||
/// </summary>
|
||||
public class Wedge
|
||||
{
|
||||
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;
|
||||
|
||||
public GameObject sprite; //sprite et collider 2D
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -85,209 +85,12 @@ NavMeshSettings:
|
||||
cellSize: 0.16666667
|
||||
manualCellSize: 0
|
||||
m_NavMeshData: {fileID: 0}
|
||||
--- !u!1 &448376563 stripped
|
||||
GameObject:
|
||||
m_PrefabParentObject: {fileID: 170392, guid: acd71c7b2f995984d9033c9dc4e257dc, type: 2}
|
||||
m_PrefabInternal: {fileID: 1660116367}
|
||||
--- !u!136 &448376564
|
||||
CapsuleCollider:
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
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Loading…
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Reference in New Issue
Block a user