PixelSphinx/Assets/Scripts/Earthquake.cs
2016-04-09 01:58:41 -04:00

81 lines
1.6 KiB
C#

using System;
using UnityEngine;
using System.Collections;
public class Earthquake : MonoBehaviour {
public float CriticalMin;
public float CriticalMax;
//public float testValue;
//public float gaugeLevel;
//public int gaugeMax=100;
private SpriteRenderer core;
PlanetManager pmgr;
// Use this for initialization
public void Start()
{
pmgr = FindObjectOfType<PlanetManager>();
//gaugeLevel = 0;
core = this.GetComponent<SpriteRenderer>();
//InvokeRepeating("FillGauge", 1, 1F);
}
// Update is called once per frame
public void Update () {
float disbalance = pmgr.GetDisbalance();
float val = Mathf.Clamp((disbalance-CriticalMin) / (CriticalMax-CriticalMin),0,1);
float val2 = Mathf.Clamp((val - 0.6f) / 0.4f, 0, 1);
pmgr.setColor(val2);
core.color = new Color(1f, 1f - val, 1f - val);
}
/// <summary>
/// Actualiser l'affichage de la gauge
/// </summary>
public void UpdateFixed()
{
}
/// <summary>
/// à être Appelé à chaque fois qu'on enfonce un plateau, le gage se remplis plus vite. (et par le temps)
/// </summary>
public void Fill4Gauge()
{
/*if (gaugeLevel < gaugeMax)
{
gaugeLevel += 1;
//anim state [0-90] normale, rotation
//color hue de plus en plus vers le rouge
//[90-100]
//anim avec les ripples
}
else
{
var planet = FindObjectOfType<PlanetManager>();
planet.CallEarthQuake();
gaugeLevel = 0;
}
print("gauge is at: " + gaugeLevel);*/
}
}