PixelSphinx/Assets/Scripts/PlanetManager.cs
2016-04-08 01:02:29 -04:00

93 lines
2.3 KiB
C#

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 List<Wedge> wedges = new List<Wedge>();
// Use this for initialization
void Start () {
TailleCartiersEnDegres = 360.0f / NbCartiers;
for(int i = 0; i < NbCartiers; i++)
{
float debutAngleTheta = i* TailleCartiersEnDegres;
wedges.Add(new Wedge(){tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres });
}
}
// Update is called once per frame
void Update () {
}
public float GetPlanetRadius()
{
return 5.0f;
}
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
{
var theta = playerLocalX;
var x = GetPlanetRadius() * Math.Cos(theta * Math.PI / 180);
var y = GetPlanetRadius() * Math.Sin(theta * Math.PI / 180) + playerLocalY;
return new Vector3((float)x, (float)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)];
}
/// <summary>
/// Représente une plateforme qui bouge.
/// </summary>
public class Wedge
{
public float yoffset = 0; //valeurs entre -1 et 1; -1 étant renfoncé, 0 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;
}
}