示例#1
0
 public ShowFilmViewModel(FILM film, PERSONNESFILM realisateur, Cote cote, List <FILM> recommendations)
 {
     this.film            = film;
     this.realisateur     = realisateur;
     this.cote            = cote;
     this.recommendations = recommendations;
 }
示例#2
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    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;
 }
示例#4
0
    // 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;
 }
示例#6
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 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 ")  );
 }
示例#7
0
        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);
        }
示例#8
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    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;
    }
示例#9
0
 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 );
 }
示例#10
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    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();
    }
示例#11
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 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 ")  );
 }
示例#12
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    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;
        }
    }
示例#13
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 public ColliderCote( GameObject thegameobject, Cote theCote )
 {
     gameObject = thegameobject;
     cote = theCote;
 }
示例#14
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 public ColliderCote( GameObject thegameobject, int theGravity, bool isHaut, bool isBas, bool isGauche, bool isDroite )
 {
     gameObject = thegameobject;
     cote = new Cote( theGravity, isHaut, isBas, isGauche, isDroite );
 }