public ShowFilmViewModel(FILM film, PERSONNESFILM realisateur, Cote cote, List <FILM> recommendations) { this.film = film; this.realisateur = realisateur; this.cote = cote; this.recommendations = recommendations; }
public Position ChangementTableau(int tableauPositionX, int tableauPositionY, Cote coteEntre) { DesactiverTableaux(); GameObject current = matrixTableaux[tableauPositionX][tableauPositionY]; current.SetActive(true); SpawnPoint spawn = current.GetComponent <SpawnPoint>(); switch (coteEntre) { case Cote.bas: return(new Position(spawn.basX, spawn.basY, spawn.basH)); case Cote.haut: return(new Position(spawn.hautX, spawn.hautY, spawn.hautH)); case Cote.gauche: return(new Position(spawn.gaucheX, spawn.gaucheY, spawn.gaucheH)); case Cote.droit: return(new Position(spawn.droitX, spawn.droitY, spawn.droitH)); default: return(new Position(0, 0, 0)); } }
public PNJ(string pseudo, Cote cote = Cote.Obscur, int?pointsVie = 150, TypePersonnage typePersonnage = TypePersonnage.NonLanceurDeSort) { this.Pseudo = pseudo; this.Cote = Cote; this.PointsVie = pointsVie; this.TypePersonnage = typePersonnage; }
// Use this for initialization void Start() { Cote tigran = new Cote(); Cote Khajiit = new Cote("Maik", 100, 60, 160, 70); tigran.Mew(); Khajiit.Mew(); }
public PersonnageJoueur(string pseudo, Cote cote = Cote.Lumineux, int?pointsVie = 150, int?pointsMagie = 0, int?portee = 0, int?degat = 0, TypePersonnage typePersonnage = TypePersonnage.NonLanceurDeSort) { this.Pseudo = pseudo; this.Cote = cote; this.PointsVie = pointsVie; this.PointsMagie = pointsMagie; this.Portee = portee; this.Degat = degat; this.TypePersonnage = typePersonnage; this.CanAttack = true; }
public void Add( Cote coteGiven ) { Cote coteTemp = coteGiven;//CoteWithGravity( coteGiven ); if( coteTemp.haut ) cote.haut = true; if( coteTemp.bas ) cote.bas = true; if( coteTemp.gauche ) cote.gauche = true; if( coteTemp.droite ) cote.droite = true; //Debug.Log( "AddcurrentState " + (cote.haut?"haut ":"/haut ") + (cote.bas?"bas ":"/bas ") + (cote.gauche?"gauche ":"/gauche ") +(cote.droite?"droite ":"/droite ") ); }
public IEnumerable <PersonnageJoueur> GetPersonnagesByCote(Cote cote) { #region A revoir (recuperer la du repository) IEnumerable <PersonnageJoueur> personnageJoueurs; if (cote == Cote.Lumineux) { personnageJoueurs = FindAll().Where(p => p.Cote == Cote.Lumineux); } else { personnageJoueurs = FindAll().Where(p => p.Cote == Cote.Obscur); } return(personnageJoueurs); }
public Cote CoteWithGravity( Cote coteGiven ) { //Debug.Log( "given " + (coteGiven.haut?"haut ":"/haut ") + (coteGiven.bas?"bas ":"/bas ") + (coteGiven.gauche?"gauche ":"/gauche ") +(coteGiven.droite?"droite ":"/droite ") + " gravCote : " + coteGiven.gravity + " gravActual : " + gravityState ); Cote cotetemp = new Cote( 0, false, false, false, false ); //coteGiven.gravity = ( coteGiven.gravity - gravityState + 4 ) % 4; //Debug.Log( "grav final : " + coteGiven.gravity ); coteGiven.gravity = gravityState; //rotation selon la gravité if( ( coteGiven.haut && coteGiven.gravity == 0 ) || ( coteGiven.bas && coteGiven.gravity == 2 ) || ( coteGiven.droite && coteGiven.gravity == 3 ) || ( coteGiven.gauche && coteGiven.gravity == 1 ) ) cotetemp.haut = true; if( ( coteGiven.haut && coteGiven.gravity == 2 ) || ( coteGiven.bas && coteGiven.gravity == 0 ) || ( coteGiven.droite && coteGiven.gravity == 1 ) || ( coteGiven.gauche && coteGiven.gravity == 3 ) ) cotetemp.bas = true; if( ( coteGiven.haut && coteGiven.gravity == 1 ) || ( coteGiven.bas && coteGiven.gravity == 3 ) || ( coteGiven.droite && coteGiven.gravity == 0 ) || ( coteGiven.gauche && coteGiven.gravity == 2 ) ) cotetemp.droite = true; if( ( coteGiven.haut && coteGiven.gravity == 3 ) || ( coteGiven.bas && coteGiven.gravity == 1 ) || ( coteGiven.droite && coteGiven.gravity == 2 ) || ( coteGiven.gauche && coteGiven.gravity == 0 ) ) cotetemp.gauche = true; cotetemp.gravity = gravityState; //Debug.Log( "returned " + (cotetemp.haut?"haut ":"/haut ") + (cotetemp.bas?"bas ":"/bas ") + (cotetemp.gauche?"gauche ":"/gauche ") +(cotetemp.droite?"droite ":"/droite ") ); return cotetemp; }
void Start() { cote = new Cote( gravityState, false, false, false, false); //cadrage = GameObject.FindWithTag("cadrage"); //map = GameObject.FindWithTag("map"); ResetAxes(); lineRenderer = GetComponent< LineRenderer >(); lineRenderer.SetWidth( 0.2f, 0.2f ); }
void Rotate( Cote lacote ) { //cote.gravity = gravityState; if( lacote.droite ) gravityState--; else if( lacote.gauche ) gravityState++; else return; //Debug.Log("rotate" + gravityState); gravityState = ( gravityState + 4 ) % 4; Player.GetComponent<Player>().gravity = gravityState; //Set( cote ); Player.rigidbody.velocity = Vector3.zero; if( gravityState == 0 ) { Player.constantForce.force = new Vector3( 0, -gravityForce, 0 ); } else if( gravityState == 1 ){ Player.constantForce.force = new Vector3( gravityForce, 0, 0 ); } else if( gravityState == 2 ){ Player.constantForce.force = new Vector3( 0, gravityForce, 0 ); } else if( gravityState == 3 ){ Player.constantForce.force = new Vector3( -gravityForce, 0, 0 ); } //Player.GetComponent<Player>().UpdateCollisions(); }
public void Set( Cote coteGiven ) { Cote coteTemp = coteGiven;//CoteWithGravity( coteGiven ); cote.haut = coteTemp.haut; cote.bas = coteTemp.bas; cote.gauche = coteTemp.gauche; cote.droite = coteTemp.droite; //Debug.Log( "SetcurrentState " + (cote.haut?"haut ":"/haut ") + (cote.bas?"bas ":"/bas ") + (cote.gauche?"gauche ":"/gauche ") +(cote.droite?"droite ":"/droite ") ); }
void OnCollisionEnter( Collision theCollision ) { //Debug.Log("Collision"); if(theCollision.gameObject.name == "floor" ||theCollision.gameObject.name == "fixe" || theCollision.gameObject.tag == "platform" ) { gravity = gestion.gravityState; ColliderCote[] tempColliders; if ( colliders == null || colliders.Length < 1 ) tempColliders = new ColliderCote[1]; else { tempColliders = new ColliderCote[ colliders.Length + 1 ]; for( int j = 0; j < colliders.Length; j++) tempColliders[j] = colliders[j]; } colliders = tempColliders; bool setBas, setHaut, setGauche, setDroite; float posY = transform.position.y + transform.localScale.y / 2 - theCollision.gameObject.transform.position.y + theCollision.gameObject.transform.localScale.y / 2; if( posY >= 0 && posY < seuil ) { setBas = true; } else setBas = false; posY -= transform.localScale.y + theCollision.gameObject.transform.localScale.y; if( posY <= 0 && posY > -seuil ) { setHaut = true; } else setHaut = false; float posX = transform.position.x + transform.localScale.x / 2 - theCollision.gameObject.transform.position.x + theCollision.gameObject.transform.localScale.x / 2; if( posX <= 0 && posX > -seuil ) { setGauche = true; } else setGauche = false; posX -= transform.localScale.x + theCollision.gameObject.transform.localScale.x; if( posX >= 0 && posX < seuil ) { setDroite = true; } else setDroite = false; //Cote theCote = gestion.CoteWithGravity( new Cote( 0, setHaut, setBas, setGauche, setDroite) ); Cote theCote = new Cote( 0, setHaut, setBas, setGauche, setDroite ); //Debug.Log( theCote.ToString() ); colliders[ colliders.Length - 1 ] = new ColliderCote( theCollision.gameObject, theCote ); gestion.Add( theCote ); /* if( colliders.Length == 0 ) Debug.Log( "Collisions ="+colliders.Length ); if( colliders.Length == 1 ) Debug.Log( "Collisions ="+colliders.Length + " " + colliders[0].gameObject.name ); if( colliders.Length == 2 ) Debug.Log( "Collisions ="+colliders.Length + " " + colliders[0].gameObject.name + " " + colliders[1].gameObject.name ); if( colliders.Length >= 3 ) Debug.Log( "Collisions ="+colliders.Length + " " + colliders[0].gameObject.name + " " + colliders[1].gameObject.name + " " + colliders[2].gameObject.name ); */ } else if( theCollision.gameObject.tag == "ennemi" ) { transform.position = spawn; gestion.stopped = false; } }
public ColliderCote( GameObject thegameobject, Cote theCote ) { gameObject = thegameobject; cote = theCote; }
public ColliderCote( GameObject thegameobject, int theGravity, bool isHaut, bool isBas, bool isGauche, bool isDroite ) { gameObject = thegameobject; cote = new Cote( theGravity, isHaut, isBas, isGauche, isDroite ); }