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m_Enabled: 0 + m_Enabled: 1 m_CastShadows: 0 m_ReceiveShadows: 0 m_Materials: diff --git a/Assets/Prefabs/P_DashImpact.prefab b/Assets/Prefabs/P_DashImpact.prefab index eea93a7..ee3dc2e 100644 --- a/Assets/Prefabs/P_DashImpact.prefab +++ b/Assets/Prefabs/P_DashImpact.prefab @@ -74,7 +74,7 @@ ParticleSystem: minMaxState: 0 speed: 1 randomSeed: 0 - looping: 1 + looping: 0 prewarm: 0 playOnAwake: 1 moveWithTransform: 1 diff --git a/Assets/Prefabs/P_Explosion.prefab b/Assets/Prefabs/P_Explosion.prefab index fb2fc0b..b76769f 100644 --- a/Assets/Prefabs/P_Explosion.prefab +++ b/Assets/Prefabs/P_Explosion.prefab @@ -36,7 +36,7 @@ ParticleSystem: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 120238} serializedVersion: 2 - lengthInSec: 0.75 + lengthInSec: 0.85 startDelay: scalar: 0 maxCurve: @@ -76,14 +76,14 @@ ParticleSystem: randomSeed: 0 looping: 0 prewarm: 0 - playOnAwake: 0 + playOnAwake: 1 moveWithTransform: 1 scalingMode: 1 InitialModule: serializedVersion: 2 enabled: 1 startLifetime: - scalar: 0.75 + scalar: 0.85 maxCurve: serializedVersion: 2 m_Curve: diff --git a/Assets/Scripts/Asteroid.cs b/Assets/Scripts/Asteroid.cs index d65329d..4fba372 100644 --- a/Assets/Scripts/Asteroid.cs +++ b/Assets/Scripts/Asteroid.cs @@ -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().Play(true); + + + + //var wtf = new WaitForSeconds(emitter.GetComponent().duration); + //Destroy(emitter); + } + Destroy(this.gameObject); + } } + } diff --git a/Assets/Scripts/AsteroidSpawner.cs b/Assets/Scripts/AsteroidSpawner.cs index e99d374..ff2ceae 100644 --- a/Assets/Scripts/AsteroidSpawner.cs +++ b/Assets/Scripts/AsteroidSpawner.cs @@ -64,6 +64,12 @@ public class AsteroidSpawner : TimerFunctionsClass var planet = FindObjectOfType(); 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(); + 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); diff --git a/Assets/Scripts/Astronaut.cs b/Assets/Scripts/Astronaut.cs index 6dd3b95..4884ce0 100644 --- a/Assets/Scripts/Astronaut.cs +++ b/Assets/Scripts/Astronaut.cs @@ -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.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; } diff --git a/Assets/Scripts/AstronautAnimator.cs b/Assets/Scripts/AstronautAnimator.cs index 4699bd6..c2dc410 100644 --- a/Assets/Scripts/AstronautAnimator.cs +++ b/Assets/Scripts/AstronautAnimator.cs @@ -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); + } + } } diff --git a/Assets/Scripts/PlanetManager.cs b/Assets/Scripts/PlanetManager.cs index 4842b5b..59cdc7c 100644 --- a/Assets/Scripts/PlanetManager.cs +++ b/Assets/Scripts/PlanetManager.cs @@ -160,10 +160,22 @@ public class PlanetManager : MonoBehaviour foreach (var w in wedges) { w.offset = w.offset + CartierStepSize; - 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