Flèches droites peuvent changer d'angle (#7)
Ce Pull Request inclue aussi d'autres corrections mineures, comme le fait que le jeu utilise la nouvelle icône pour le château. Reviewed-on: #7 Reviewed-by: Ader_Alisma <ader.alisma.1@ens.etsmtl.ca>
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@ -1,3 +1,4 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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@ -30,9 +31,12 @@ public class Projectile : MonoBehaviour
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private float _initialX;
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private float _initialY;
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private float _destinationX;
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private float _destinationY;
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private float _enemyPosY = 0f;
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private float _speedTime = 0f;
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private float _initialXDistance;
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private float _initialYDistance;
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private void Start()
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{
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@ -40,23 +44,28 @@ public class Projectile : MonoBehaviour
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_initialX = transform.position.x;
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_initialY = transform.position.y;
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_destinationX = _vectorEnd.x - _initialX - _enemySpeed;
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_destinationY = _vectorEnd.y - _initialY;
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_detectionLinked.gameObject.GetComponent<Detection>().EntityLinked = _target;
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_detectionLinked.gameObject.GetComponent<Detection>().ProjectileDamage = _damage;
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_initialXDistance = Mathf.Abs(_initialX - _destinationX);
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_initialYDistance = Mathf.Abs(_initialY - _destinationY);
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}
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private void Update()
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{
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if (straightProjectile)
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{
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transform.position = Vector2.Lerp(new Vector2(_initialX, _initialY),
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new Vector2(_vectorEnd.x, _vectorEnd.y), _time/_duration);
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DetStraigthArrowAngle();
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//TODO: Implementer cette methode pour mieux faire fonctionner le projectile lorsque possible.
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//transform.LookAt(VectorEnd, Vector3.forward);
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_time += Time.deltaTime;
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if (transform.position.x >= _vectorEnd.x)
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@ -67,7 +76,7 @@ public class Projectile : MonoBehaviour
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}
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float x = _speedTime;
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float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x);
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float y = (_angle*-Mathf.Pow(x, 2) + _destinationX * x);
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transform.position = new Vector2(_initialX + x*_angle, _initialY + y);
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@ -83,6 +92,45 @@ public class Projectile : MonoBehaviour
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}
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}
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private void DetStraigthArrowAngle()
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{
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if(_target != null) _enemyPosY = _target.Position.y;
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float angleX = (_destinationX) / _initialXDistance;
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float angleY = (_destinationY) / _initialYDistance;
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//Obtenir la difference entre la position Y du chateau et de l'ennemie.
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float diffY = transform.position.y - _enemyPosY;
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//D'abord,on regarde si l'ennemi et l'unite sont a la meme hauteur.
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//Si ce n'est pas le cas, on modifie l'angle de la fleche. Sinon, on ne change rien.
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if (diffY >= 0.1 || diffY <= -0.1)
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{
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float lerpStepS;
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//Ensuite, on regarde la position entre l'ennemi et l'unite.
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//Si cette distance est plus petite qu'un certain nombre, on utilise un calcul differents
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//pour determine l'angle que la fleche doit prendre.
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if (angleX > 0.23) lerpStepS = Mathf.Rad2Deg * Mathf.Atan(angleX / angleY);
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//Si la position est negative, on utilise un calcul different pour determiner l'angle.
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//(Il faudra tester si ca marche lorsque le chateau pourrait tirer en arriere).
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else if (angleX >= 0) lerpStepS = Mathf.Rad2Deg * Mathf.Atan(angleY / angleX);
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//Calcul utilise pour tenter de mieux faire fonctionner l'angle de la fleche lorsque l'ennemi est
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//proche de l'unite.
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else {
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lerpStepS = -Mathf.Rad2Deg * Mathf.Atan(angleY / angleX);
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}
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float angleS = Mathf.Lerp(lerpStepS, 0, 0);
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transform.eulerAngles = new Vector3(0, 0, angleS);
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}
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}
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//Getter and Setter
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public float EnemySpeed
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{
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