Conflicts:
	Assets/Prefabs/Astronaut.prefab
	Assets/Scripts/PlanetManager.cs
This commit is contained in:
RosimInc 2016-04-09 10:37:54 -04:00
commit fc2a807349
21 changed files with 882 additions and 94 deletions

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@ -146,7 +146,7 @@ MonoBehaviour:
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@ -181,7 +182,7 @@ MonoBehaviour:
JumpSpeed: 5
Gravity: 15
Speed: 5
EjectSpeed: 20
EjectSpeed: 10
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--- !u!136 &13672180
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@ -76,14 +76,14 @@ ParticleSystem:
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@ -65,7 +65,7 @@ public class Asteroid : MonoBehaviour
//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 angleImpact = (360.0f + (((asteroidTheta * 180)) / Mathf.PI)) % 360;
var emitter = (GameObject)Instantiate(CrashFlamesEmitter, crashPosition, Quaternion.identity);
@ -73,11 +73,18 @@ public class Asteroid : MonoBehaviour
//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<ParticleSystem>().Play(true);
//var wtf = new WaitForSeconds(emitter.GetComponent<ParticleSystem>().duration);
//Destroy(emitter);
}
Destroy(this.gameObject);
}
}
}

View File

@ -64,6 +64,12 @@ public class AsteroidSpawner : TimerFunctionsClass
var planet = FindObjectOfType<PlanetManager>();
foreach (var p in players)
{
//arrêter de générer des asteroides si player ejecté (sinon on se rends compte d,une ligne d'astéroides)
Astronaut a = p.GetComponent<Astronaut>();
if (a.State >= Astronaut.AstronautState.Ejecting)
continue; //next player;
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);

View File

@ -42,14 +42,19 @@ public class Astronaut : MonoBehaviour {
if (oldState == AstronautState.Dashing)
{
SpriteWalk.gameObject.SetActive(false);
SpriteDash.gameObject.SetActive(true);
_astronautAnimator.Land();
//SpriteWalk.gameObject.SetActive(false);
//SpriteDash.gameObject.SetActive(true);
}
else
//else if (_state == AstronautState.Jumping)
//{
// _astronautAnimator.Jump();
//}
/*else
{
SpriteWalk.gameObject.SetActive(true);
SpriteDash.gameObject.SetActive(false);
}
}*/
/*if (_state == AstronautState.Walking)
{
@ -78,7 +83,7 @@ public class Astronaut : MonoBehaviour {
}
// Use this for initialization
void Start()
protected void Start()
{
_astronautAnimator = GetComponent<AstronautAnimator>();
_astronautAnimator.aspi = this;
@ -140,12 +145,11 @@ public class Astronaut : MonoBehaviour {
float radius = GetGroundRadius();
if (grounded = (height <= radius))
{
/*if (State == AstronautState.Dashing)
//Pousser la plateforme avec le dash une fois qu'on touche au sol.
if (State == AstronautState.Dashing)
{
planet.PushWedge(Repeat(theta,360));
State = AstronautState.Idle;
//TODO_SR Create dash impact here
}*/
planet.PushWedge(this.theta);
}
height = radius;
if (State == AstronautState.Jumping)
@ -241,20 +245,23 @@ public class Astronaut : MonoBehaviour {
{
Debug.Log("Jump!");
if (State >= AstronautState.Ejecting)
return;
_astronautAnimator.Jump();
if (State == AstronautState.Jumping)
{
Dash();
State=AstronautState.Dashing; //TODO relacher l'état Dashing
//State=AstronautState.Dashing; //TODO relacher l'état Dashing
return;
}
else if (State >= AstronautState.Dashing)
return;
else if (State >= AstronautState.Ejecting)
return;
if (!grounded) return;
_astronautAnimator.Jump(); // deja dans le property get/set
if (!grounded) return;
vSpeed = JumpSpeed;
grounded = false;
State = AstronautState.Jumping;
@ -269,10 +276,11 @@ public class Astronaut : MonoBehaviour {
if (State >= AstronautState.Ejecting)
return;
lastDashTime = Time.time;
planet.PushWedge(this.theta);
//State = AstronautState.Dashing;
//planet.PushWedge(this.theta); //TODO devrait se faire juste avant d'être groundé
State = AstronautState.Dashing;
_astronautAnimator.Dash();
//vSpeed = -DashSpeed;
}
@ -280,6 +288,7 @@ public class Astronaut : MonoBehaviour {
{
State = AstronautState.Ejecting;
vSpeed = EjectSpeed;
_astronautAnimator.Eject();
grounded = false;
}

View File

@ -9,17 +9,24 @@ public class AstronautAnimator : MonoBehaviour {
public float WalkAnimAngle;
public float EjectSpinSpeed;
// Use this for initialization
void Start () {
public GameObject DustParticlesEmitter;
// Use this for initialization
protected void Start () {
}
// Update is called once per frame
void Update () {
protected void Update () {
}
public void Jump()
{
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
}
public void Dash()
{
aspi.SpriteWalk.gameObject.SetActive(false);
aspi.SpriteDash.gameObject.SetActive(true);
@ -27,6 +34,7 @@ public class AstronautAnimator : MonoBehaviour {
public void Land()
{
aspi.SpriteWalk.gameObject.SetActive(true);
aspi.SpriteDash.gameObject.SetActive(false);
}
@ -72,4 +80,12 @@ public class AstronautAnimator : MonoBehaviour {
}
yield return null;
}
public void EmitDustParticules()
{
if (DustParticlesEmitter)
{
var emitter = (GameObject)Instantiate(DustParticlesEmitter, this.gameObject.transform.position, Quaternion.identity);
}
}
}

View File

@ -160,10 +160,22 @@ public class PlanetManager : MonoBehaviour
foreach (var w in wedges)
{
w.offset = w.offset + CartierStepSize;
if (w.offset > CartierMaxRatio)
{
w.offset = CartierMaxRatio;
}
if (w.offset >= CartierMaxRatio)
{
w.offset = CartierMaxRatio;
//checker si on éjecte des players
var players = FindObjectsOfType<Astronaut>();
foreach (var p in players)
{
//si player sur la plateforme et grounded
if (w.tMax >= p.GetTheta() && p.GetTheta() >= w.tMin && p.IsGrounded())
{
p.Eject();
}
}
}
}
}

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