mirror of
https://github.com/ConjureETS/PixelSphinx.git
synced 2026-03-24 02:20:58 +00:00
296 lines
9.6 KiB
C#
296 lines
9.6 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 float CartierResetRatioSpeedFactor = 0.23f; //Entre 0.05 et 1 ou plus on aime que ca restore lentement, randomnly
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public bool CartierResetRatioSpeedRandomize = true;
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public bool CartierResetOverTime = true;
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public float CartierMinRatio = 0.4f;
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public float CartierMaxRatio = 2.0f;
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public float CartierStepSize = 0.25f;
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public float balanceValue;
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private float disbalance = 0f;
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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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public void Awake () {
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TailleCartiersEnDegres = 360.0f / NbCartiers;
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balanceValue = (CartierMaxRatio + CartierMinRatio) / 2;
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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 -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
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//wedgePos.y -= Mathf.Sin(debutAngleTheta * Mathf.PI / 180);
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var obj = Instantiate(WedgePrefab, new Vector3(0.0f,0.0f, 0.0f), 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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w.gameObject = (GameObject)obj;
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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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public void Update () {
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}
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public void setColor(float val)
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{
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foreach (Wedge w in wedges) {
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//w = new Color(1f, 1f - val, 1f - val);
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w.sprite.GetComponentInChildren<SpriteRenderer>().color = new Color(1f, (1-val), (1-val));
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}
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//TODO make planet red
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//TODO screen shake
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//TODO controller shake?
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}
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public float GetDisbalance()
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{
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disbalance = 0;
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foreach (var w in wedges)
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{
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var temp = Math.Abs((w.offset - balanceValue) / (CartierMaxRatio - balanceValue));
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disbalance += temp;
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}
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disbalance /= NbCartiers;
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return disbalance;
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}
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public void FixedUpdate()
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{
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if (!this.CartierResetOverTime) return;
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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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if (w.offset <= 1.05f && w.offset >= 0.95f)
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{
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w.offset = 1.0f;
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}
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else if (w.offset > 1.0f)
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{
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if (!CartierResetRatioSpeedRandomize)
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{
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w.offset -= 0.005f*CartierResetRatioSpeedFactor;
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}
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else
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{
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w.offset -= 0.005f*CartierResetRatioSpeedFactor * UnityEngine.Random.Range(-0.5f, 2f);
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}
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}
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else if (w.offset < 1.0f)
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{
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if (!CartierResetRatioSpeedRandomize)
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{
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w.offset += 0.005f*CartierResetRatioSpeedFactor;
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}
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else
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{
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w.offset += 0.005f*CartierResetRatioSpeedFactor*UnityEngine.Random.Range(0f, 3f);
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}
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}
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
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}
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//TODO_SR For each player
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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 - CartierStepSize;
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if (w.offset < CartierMinRatio)
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w.offset = CartierMinRatio;
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w.sprite.transform.localScale = new Vector3(w.offset, w.offset, 1);
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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 + CartierStepSize;
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if (v.offset >= CartierMaxRatio)
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{
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v.offset = CartierMaxRatio;
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//checker si on éjecte des players
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var players = FindObjectsOfType<Astronaut>();
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foreach (var p in players)
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{
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if (v.tMax >= p.GetTheta() && p.GetTheta() >= v.tMin && p.IsGrounded())
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{
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p.Eject();
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}
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}
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}
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v.sprite.transform.localScale = new Vector3(v.offset, v.offset, 1);
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// call fill gauge after every hit.
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var earthQuakeGauge = FindObjectOfType<Earthquake>();
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earthQuakeGauge.FillGauge();
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}
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/// <summary>
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/// On a earthquake, everything expands by a step
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/// </summary>
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public void CallEarthQuake()
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{
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foreach (var w in wedges)
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{
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w.offset = w.offset + CartierStepSize;
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if (w.offset >= CartierMaxRatio)
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{
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w.offset = CartierMaxRatio;
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//checker si on éjecte des players
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var players = FindObjectsOfType<Astronaut>();
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foreach (var p in players)
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{
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//si player sur la plateforme et grounded
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if (w.tMax >= p.GetTheta() && p.GetTheta() >= w.tMin && p.IsGrounded())
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{
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p.Eject();
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}
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}
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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 -= Mathf.Cos(angle * Mathf.PI / 180);
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// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
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// var wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * w.offset * Mathf.Cos(angle * Mathf.PI / 180);
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// wedgePos.y -= 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 -= Mathf.Cos(angle * Mathf.PI / 180);
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// normalPos.y -= Mathf.Sin(angle * Mathf.PI / 180);
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// wedgePos = GetPlanetCoordinatesFromPlayerXY(angle, 0);
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// wedgePos.x -= Mathf.Cos(angle * Mathf.PI / 180) - 50 * v.offset * Mathf.Cos(angle * Mathf.PI / 180);
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// wedgePos.y -= 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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/// <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(float thetaPlayerX)
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{
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var wedge = GetWedgeFromTheta(thetaPlayerX);
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return GetPlanetRadius() * wedge.offset;
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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 wedgeRadius = GetPlanetRadius(playerLocalX) + playerLocalY;
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var x = wedgeRadius * Mathf.Cos(theta * Mathf.PI / 180);
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var y = wedgeRadius * Mathf.Sin(theta * Mathf.PI / 180) ;
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return new Vector3(x, 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((360 + thetaPlayerX) % 360)];
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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 = 1.0f; //valeurs entre minRatio et maxRatio; < 1 étant renfoncé, 1 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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public GameObject gameObject; //wedge prefab avec collider
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}
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}
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