mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 10:30:59 +00:00
172 lines
5.0 KiB
C#
172 lines
5.0 KiB
C#
using System;
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class PlanetManager : MonoBehaviour
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{
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public int NbCartiers = 10;
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public float TailleCartiersEnDegres = 0; //radian -> valeurs 0 a 360
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public GameObject WedgePrefab = null;
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public List<Wedge> wedges = new List<Wedge>();
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// Use this for initialization
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void Start () {
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TailleCartiersEnDegres = 360.0f / NbCartiers;
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for(int i = 0; i < NbCartiers; i++)
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{
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float debutAngleTheta = i* TailleCartiersEnDegres;
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var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
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//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
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var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
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wedgePos.x -= 8/ Mathf.PI * Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
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wedgePos.y -= 8/ Mathf.PI * Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
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var obj = Instantiate(WedgePrefab, wedgePos, Quaternion.Euler(0, 0, debutAngleTheta));
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obj.name = "wedge_" + i;
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w.sprite = GameObject.Find(obj.name);
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wedges.Add(w); //pushes at end.
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}
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}
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// Update is called once per frame
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void Update () {
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}
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void FixedUpdate()
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{
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//Ramener les plateforme vers leur position initiale 0;
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foreach (var w in wedges)
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{
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}
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}
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public void PushWedge(float thetaPlayerX)
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{
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var index = GetWedgeIndex(thetaPlayerX);
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var w = wedges[index];
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w.offset = w.offset - 0.5f;
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if (w.offset < -1.0f)
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w.offset = -1.0f;
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var angle = w.tMin; //w.tMax - TailleCartiersEnDegres/2;
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var normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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normalPos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180);
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normalPos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180);
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var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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wedgePos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
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wedgePos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Sin(angle * Mathf.PI / 180);
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w.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
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///push back l'opposée
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var indexOppose = GetWedgeOpposé(index);
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var v = wedges[indexOppose];
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v.offset = v.offset + 0.5f;
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if (v.offset > 1.0f)
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v.offset = 1.0f;
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angle = v.tMin; //w.tMax - TailleCartiersEnDegres/2;
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normalPos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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normalPos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180);
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normalPos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180);
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wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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wedgePos.x -= 8 / Mathf.PI * Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
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wedgePos.y -= 8 / Mathf.PI * Mathf.Sin(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Sin(angle * Mathf.PI / 180);
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v.sprite.transform.position = Vector3.Lerp(normalPos, wedgePos, Time.deltaTime);
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}
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/// <summary>
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/// Radius sphere est scale/2
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/// </summary>
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/// <returns></returns>
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public float GetPlanetRadius()
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{
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return gameObject.transform.localScale.x / 2.0f;
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}
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public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)
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{
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var theta = playerLocalX;
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var x = GetPlanetRadius() * Math.Cos(theta * Math.PI / 180);
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var y = GetPlanetRadius() * Math.Sin(theta * Math.PI / 180) + playerLocalY;
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return new Vector3((float)x, (float)y, 0);
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}
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/// <summary>
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/// retourn le no de plateforme
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/// </summary>
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/// <param name="thetaPlayerX"></param>
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public int GetWedgeIndex(float thetaPlayerX)
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{
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return (int)Math.Floor(thetaPlayerX / TailleCartiersEnDegres);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="wedgeIndex"></param>
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/// <returns></returns>
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public int GetWedgeOpposé(int wedgeIndex)
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{
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//(i + 5) % 10 => [0,9]
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return (wedgeIndex + NbCartiers / 2) % (NbCartiers);
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}
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/// <summary>
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/// retourne l'objet interne
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/// </summary>
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/// <param name="thetaPlayerX"></param>
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/// <returns></returns>
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public Wedge GetWedgeFromTheta(float thetaPlayerX)
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{
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return wedges[GetWedgeIndex(thetaPlayerX)];
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}
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/// <summary>
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/// Représente une plateforme qui bouge.
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/// </summary>
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public class Wedge
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{
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public float offset = 0; //valeurs entre -1 et 1; -1 étant renfoncé, 0 position normale, et 1 vers l'extérieur
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public float tMin = 0; //theta min et theta max : angle thetat de début et fin du cartier;
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public float tMax = 0;
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public GameObject sprite; //sprite et collider 2D
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}
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}
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