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https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
PlanetManager, new prefab avec le pivot sur la pointe à 0,0; seulement une rotation de l'object. Scaling pour le déplacement, GetPlayerCoord prend en compte le scaling de la pointe selon la position theta du player
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Assets/Prefabs/WedgePrefab00.prefab
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Assets/Prefabs/WedgePrefab00.prefab
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Assets/Prefabs/WedgePrefab00.prefab.meta
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Assets/Prefabs/WedgePrefab00.prefab.meta
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fileFormatVersion: 2
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guid: 0b78da08dfa398840862539a74cc2377
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timeCreated: 1460115450
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licenseType: Pro
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NativeFormatImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -26,10 +26,10 @@ public class PlanetManager : MonoBehaviour
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//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
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//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
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var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
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//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
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wedgePos.x -= 8/ Mathf.PI * Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
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// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
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wedgePos.y -= 8/ Mathf.PI * Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
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//wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
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var obj = Instantiate(WedgePrefab, wedgePos, Quaternion.Euler(0, 0, debutAngleTheta));
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var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), Quaternion.Euler(0, 0, debutAngleTheta));
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obj.name = "wedge_" + i;
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obj.name = "wedge_" + i;
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w.sprite = GameObject.Find(obj.name);
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w.sprite = GameObject.Find(obj.name);
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wedges.Add(w); //pushes at end.
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wedges.Add(w); //pushes at end.
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@ -54,56 +54,79 @@ public class PlanetManager : MonoBehaviour
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}
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}
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public void PushWedge(float thetaPlayerX)
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public void PushWedge(float thetaPlayerX)
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{
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{
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var index = GetWedgeIndex(thetaPlayerX);
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var index = GetWedgeIndex(thetaPlayerX);
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var w = wedges[index];
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var w = wedges[index];
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w.offset = w.offset - 0.25f;
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if (w.offset < 0.5f)
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w.offset = 0.5f;
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w.offset = w.offset - 0.5f;
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
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if (w.offset < -1.0f)
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w.offset = -1.0f;
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var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
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//push back l'opposée
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var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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normalPos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180);
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normalPos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180);
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var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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wedgePos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
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wedgePos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
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w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
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///push back l'opposée
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var indexOppose = GetWedgeOpposé(index);
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var indexOppose = GetWedgeOpposé(index);
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var v = wedges[indexOppose];
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var v = wedges[indexOppose];
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v.offset = v.offset + 0.5f;
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v.offset = v.offset + 0.25f;
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if (v.offset > 1.0f)
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if (v.offset > 1.5f)
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v.offset = 1.0f;
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v.offset = 1.5f;
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angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
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normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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normalPos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180);
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normalPos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180);
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wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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wedgePos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
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wedgePos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
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v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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}
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}
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//public void PushWedge(float thetaPlayerX)
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//{
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// var index = GetWedgeIndex(thetaPlayerX);
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// var w = wedges[index];
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// w.offset = w.offset - 0.5f;
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// if (w.offset < -1.0f)
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// w.offset = -1.0f;
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// var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
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// var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
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// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
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// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
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// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
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// w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
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// ///push back l'opposée
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// var indexOppose = GetWedgeOpposé(index);
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// var v = wedges[indexOppose];
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// v.offset = v.offset + 0.5f;
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// if (v.offset > 1.0f)
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// v.offset = 1.0f;
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// angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
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// normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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// normalPos.x -= Mathf.Cos(angle * Mathf.PI / 180);
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// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
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// wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
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// wedgePos.y -= Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
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// v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
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//}
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/// <summary>
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/// <summary>
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/// Radius sphere est scale/2
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/// Radius sphere est scale/2
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/// </summary>
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/// </summary>
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@ -113,14 +136,26 @@ public class PlanetManager : MonoBehaviour
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return gameObject.transform.localScale.x / 2.0f;
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return gameObject.transform.localScale.x / 2.0f;
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}
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}
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/// <summary>
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/// Radius sphere est scale/2
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/// </summary>
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/// <returns></returns>
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public float GetPlanetRadius(float thetaPlayerX)
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{
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var wedge = GetWedgeFromTheta(thetaPlayerX);
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return GetPlanetRadius() * wedge.offset;
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}
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public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
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public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
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{
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{
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var theta = playerLocalX;
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var theta = playerLocalX;
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var x = GetPlanetRadius() * Math.Cos(theta * Math.PI / 180);
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var wedgeRadius = GetPlanetRadius(playerLocalX);
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var y = GetPlanetRadius() * Math.Sin(theta * Math.PI / 180) + playerLocalY;
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var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
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var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) + playerLocalY;
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return new Vector3((float)x, (float)y, 0);
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return new Vector3(x, y, 0);
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}
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}
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@ -160,7 +195,7 @@ public class PlanetManager : MonoBehaviour
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/// </summary>
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/// </summary>
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public class Wedge
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public class Wedge
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{
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{
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public float offset = 0; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur
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public float offset = 1.0f; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur
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public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
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public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
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public float tMax = 0;
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public float tMax = 0;
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@ -60,16 +60,21 @@ public class testRotate : MonoBehaviour {
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{
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{
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var speed = 13.2f;
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var speed = 13.2f;
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var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
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var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
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var r = 4.5f; //sphereradius
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var planet = GameObject.Find("Planet").gameObject.GetComponent<PlanetManager>();
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// var r = planet.GetPlanetRadius(theta);
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// XY coordinates
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// XY coordinates
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var x = r * Mathf.Cos(theta * Mathf.PI / 180);
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// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
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var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
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// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
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var player = GameObject.Find("CubePlayer").gameObject;
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var player = GameObject.Find("CubePlayer").gameObject;
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player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
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//player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
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player.transform.position = Vector3.Lerp(player.transform.position,
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planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
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}
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}
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}
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}
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