mirror of
https://github.com/ConjureETS/PixelSphinx.git
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81 lines
1.8 KiB
C#
81 lines
1.8 KiB
C#
using System;
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using UnityEngine;
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using System.Collections;
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public class testRotate : MonoBehaviour {
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public float fireRate = 1.0f;
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private float lastShot = 0.0f;
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void Update()
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{
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if(Input.GetKeyDown("space") || Input.GetKey("s"))
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{
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Fire();
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}
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}
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private void Fire()
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{
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if (Time.time > fireRate + lastShot)
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{
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lastShot = Time.time;
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var speed = 13.2f;
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var theta = Time.realtimeSinceStartup * speed % 360.0f;
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var pmgr = FindObjectOfType<PlanetManager>();
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pmgr.PushWedge(theta);
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var index = pmgr.GetWedgeIndex(theta);
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}
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}
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// Use this for initialization
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void Start () {
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}
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/// <summary>
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/// Juste pour tester le mouvement du player autour du cercle.
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/// Le player se déplace de gauche a droite en x et la valeur de x représente l'angle theta
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/// saute en y
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/// </summary>
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void FixedUpdate()
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{
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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 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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// 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 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,
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planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
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}
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}
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