示例#1
0
    void Start()
    {
        //_Player = this.gameObject;

        SC_BatimentChoiceRef = this.GetComponent <SC_BatimentChoice>();
        l_LifeLamp           = transform.Find("LifeLamp").light;
        f_LifeAmountMax      = f_LifeAmount;
        f_LifeLampMax        = l_LifeLamp.spotAngle;
        //v_StartPos = transform.position;
        v_respawnPoint = GameObject.FindGameObjectWithTag("respawnPoint").transform.position;
        v_respawnPoint = new Vector3(v_respawnPoint.x, v_respawnPoint.y, transform.position.z);

        //SC_playerComboCounterRef = this.GetComponent<SC_playerComboCounter>();
        SC_ScoreCounterRef = GameObject.FindGameObjectWithTag("scoreCounter").GetComponent <SC_ScoreCounter>();
        SC_PlayerRef       = this.GetComponent <SC_Player>();
        SC_mainLightRef    = GameObject.Find("flashLight_root").GetComponent <SC_mainLight>();

        _deathColor = SC_PlayerRef.s_Color;
    }
示例#2
0
    public void PlaceBatiment(string s_BatimentName, int _Player, SC_BatimentChoice SC_BatimentChoiceRef)
    {
        Vector3 _posTemp;
        int     securityLoop = 3000;

        float _Eloignement = 2.9f; //augment de +1 à chaque fois que
        float _NbTest      = 0;    //reduit à chaque test et est reinitialisé avec le nouveau NbAutour
        float _test        = 1;
        float _NbAutour    = Mathf.Round((Mathf.Log10(_test) + 15) * _test);

        do
        {
            _posTemp = new Vector3(transform.position.x + Mathf.Cos(Mathf.Deg2Rad * (360 * _NbTest / _NbAutour)) * _Eloignement * 1.7f,
                                   transform.position.y + Mathf.Sin(Mathf.Deg2Rad * (360 * _NbTest / _NbAutour)) * _Eloignement,
                                   transform.position.z);

            _NbTest++;

            securityLoop--;

            if (_NbTest > _NbAutour)
            {
                _test++;
                _NbAutour    = Mathf.Round((Mathf.Log10(_test) + 13) * _test * 0.6f);
                _Eloignement = _Eloignement + 1.2f;
                _NbTest      = 0;
            }
        }while(IsBatAround(_posTemp) && securityLoop > 0);

        _BatimentAudioSource.PlayOneShot(_Sounds.GetSound("ChoiceMade"));
        GameObject _Temp = Instantiate(GetBatBatiment(s_BatimentName), _posTemp, Quaternion.identity) as GameObject;

        a_BatimentPlaced.Add(_Temp);

        _Temp.GetComponent <SC_batimentVie>().s_BatType = s_BatimentName;
        _Temp.GetComponent <SC_batimentVie>().SetPlayer(a_Players[_Player - 1]);

        SC_BatimentChoiceRef.t_particleDestination = _Temp.transform;
    }