mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 10:30:59 +00:00
263 lines
5.8 KiB
C#
263 lines
5.8 KiB
C#
using UnityEngine;
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using System.Collections;
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public class Astronaut : MonoBehaviour {
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private enum AstronautState
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{
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Idle, Walking, Jumping, Dashing, Ejecting, Dead
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}
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public GameObject Rotator;
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public GameObject SpriteWalk;
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public GameObject SpriteDash;
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public float Width;
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public float DashTime = 0.4f; //Temps de l'animation et rate limiting
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private float lastDashTime = 0f;
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public float StepTime;
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public float JumpSpeed;
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public float Gravity;
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public float Speed;
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public PlanetManager planet;
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private AstronautState _state;
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private AstronautState State
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{
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get
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{
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return _state;
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}
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set
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{
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AstronautState oldState = _state;
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_state = value;
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if (oldState == _state) return;
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if (oldState == AstronautState.Dashing)
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{
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SpriteWalk.SetActive(false);
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SpriteDash.SetActive(true);
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}
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else
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{
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SpriteWalk.SetActive(true);
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SpriteDash.SetActive(false);
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}
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/*if (_state == AstronautState.Walking)
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{
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StartCoroutine(WalkingStance());
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}*/
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}
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}
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private float theta = 0;
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private float height = 0;
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private float vSpeed = 0;
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private bool grounded = false;
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private float walkTime = 0;
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private int nextStep = 1;
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// Use this for initialization
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public void Start () {
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if (!planet)
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{
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planet = FindObjectOfType<PlanetManager>();
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}
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State = AstronautState.Idle;
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//Debug.Log(planet.GetPlanetRadius(0));
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theta = 0;
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height = planet.GetPlanetRadius(theta);
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UpdatePosition();
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}
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private void UpdatePosition()
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{
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//float heightAtPos = planet.GetPlanetRadius(theta);
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transform.localPosition = new Vector3(0, height, 0);
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Rotator.transform.localRotation = Quaternion.Euler(0, 0, theta - 108);
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}
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private float GetGroundRadius()
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{
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return GetGroundRadius(theta);
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}
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private float GetGroundRadius(float theta)
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{
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float displacement = PlanetUtilities.GetDisplacementAngle(Width / 2, height);
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float radius1 = planet.GetPlanetRadius(Repeat(theta + displacement, 360));
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float radius2 = planet.GetPlanetRadius(Repeat(theta - displacement, 360));
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//float x1, y1, x2, y2;
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//PlanetUtilities.Spheric2Cartesian(theta + displacement, height, out x1, out y1);
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//PlanetUtilities.Spheric2Cartesian(theta - displacement, height, out x2, out y2);
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//Debug.DrawLine(new Vector3(x1, y1, 0), new Vector3(x2, y2, 0));
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return Mathf.Max(radius1, radius2);
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}
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private float Repeat(float num, float limit)
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{
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return Mathf.Repeat(num + limit, limit);
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}
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// Update is called once per frame
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public void Update () {
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float delta = Time.deltaTime;
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if (!grounded)
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{
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height += vSpeed * delta;
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vSpeed -= Gravity * delta;
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}
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float radius = GetGroundRadius();
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if (grounded = (height <= radius))
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{
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height = radius;
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if (State == AstronautState.Jumping)
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State = AstronautState.Idle;
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}
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UpdatePosition();
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//float x, y;
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//
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//PlanetUtilities.Spheric2Cartesian(theta, heightAtPos, out x, out y);
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//
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//
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/*
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if (State == AstronautState.Walking)
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{
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walkTime += Time.deltaTime / StepTime;
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Vector3 rotation = transform.rotation.eulerAngles;
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rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50;
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transform.rotation = Quaternion.Euler(rotation);
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}*/
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/*
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switch (State)
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{
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case AstronautState.Dashing:
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break;
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case AstronautState.Ejecting:
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break;
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case AstronautState.Idle:
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break;
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case AstronautState.Jumping:
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break;
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case AstronautState.Walking:
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break;
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}
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*/
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}
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public void Move(float x, float y)
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{
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if (State >= AstronautState.Ejecting )
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return;
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if (State < AstronautState.Jumping)
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{
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if (Mathf.Approximately(x, 0))
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{
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State = AstronautState.Idle;
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}
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else
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{
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State = AstronautState.Walking;
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walkTime = 0f;
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}
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}
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if (State < AstronautState.Dashing)
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{
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if (-0.2 < x && x < 0.2) return;
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//Debug.Log(x + " " + Speed + " " + height);
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float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
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//Debug.Log("Moving! - " + height);
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//Debug.Log("Daaa - " + movement);
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float newTheta = (360 + theta + movement) % 360; // angle positif
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float newHeight = GetGroundRadius(newTheta);
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if (newHeight > height)
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{
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Debug.Log("Blocked by wall");
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return; // Blocked by wall
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}
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theta = newTheta;
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}
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if (State == AstronautState.Dashing && grounded)
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{
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//TODO arreter mouvelement lateral
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State=AstronautState.Idle;
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}
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}
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public void Jump()
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{
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if (State >= AstronautState.Ejecting)
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return;
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if (State == AstronautState.Jumping)
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{
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Dash();
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State=AstronautState.Dashing; //TODO relacher l'état Dashing
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return;
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}
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if (!grounded) return;
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vSpeed = JumpSpeed;
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grounded = false;
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State = AstronautState.Jumping;
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}
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public void Dash()
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{
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if (Time.time < DashTime + lastDashTime)
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return;
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if (_state >= AstronautState.Ejecting)
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return;
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lastDashTime = Time.time;
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planet.PushWedge(this.theta);
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}
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public void OnGUI()
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{
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if (GUI.Button(new Rect(10, 10, 150, 50), State.ToString()))
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Debug.Log("Clicked the button with an image");
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}
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/*IEnumerator WalkingStance()
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{
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Debug.Log("walking stance");
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walkTime += Time.deltaTime / StepTime;
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while (State <= AstronautState.Walking || walkTime <= 1f)
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{
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Vector3 rotation = transform.rotation.eulerAngles;
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rotation.z = Mathf.Sin(walkTime*Mathf.PI)*50;
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// print("rotation " + rotation);
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transform.rotation = Quaternion.Euler(rotation);
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yield return null;
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}
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walkTime = 0f;
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if(State == AstronautState.Walking)
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{
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StartCoroutine("WalkingStance");
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}
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}*/
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}
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