mirror of
https://github.com/ConjureETS/DeathBook.git
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Merge branch 'master' of https://github.com/ConjureETS/DeathBook
Conflicts: Assets/Tests/SphereSR.cs
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File diff suppressed because it is too large
Load Diff
@ -27,6 +27,12 @@ namespace DeathBook.Model
|
||||
{
|
||||
List<Person> people = new List<Person>(numPeople);
|
||||
|
||||
/* Sphere uniform distribution using the spiral method with the golden angle
|
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* ~2.39996323 rad, the golden angle (the most irrational angle)
|
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* is used here to make sure that the sin and cos functions
|
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* dont end up drawing clusters of points and the spirals are way
|
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* less visible.
|
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*/
|
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float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323
|
||||
|
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float dz = (2f / numPeople) * radius;
|
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@ -73,7 +79,7 @@ namespace DeathBook.Model
|
||||
missing = avgConnections - p1.numFriends; // TODO Add randomness
|
||||
|
||||
if (missing <= 0)
|
||||
break;
|
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continue;
|
||||
|
||||
list.Clear();
|
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|
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@ -93,13 +99,16 @@ namespace DeathBook.Model
|
||||
float prob = Mathf.Lerp(probability, 1, missing / list.Count);
|
||||
foreach (DistanceNode node in list)
|
||||
{
|
||||
if (node.dist < smallest.dist && Random.value < prob)
|
||||
if (node.dist < smallest.dist)
|
||||
smallest = node;
|
||||
}
|
||||
//TODO Code/use a heap instead
|
||||
|
||||
if (Random.value < prob)
|
||||
{
|
||||
friendships.Add(CreateFriendship(p1, smallest.p));
|
||||
missing--;
|
||||
}
|
||||
list.Remove(smallest);
|
||||
}
|
||||
}
|
||||
|
||||
114
Assets/Scripts/NetworkingSphere.cs
Normal file
114
Assets/Scripts/NetworkingSphere.cs
Normal file
@ -0,0 +1,114 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Model;
|
||||
|
||||
public class NetworkingSphere : MonoBehaviour
|
||||
{
|
||||
public FriendshipLink LinkObj;
|
||||
public PersonTest PersonObj;
|
||||
public int NumPeople = 50;
|
||||
public int AvgNumFriends = 20;
|
||||
public float FriendshipLikeliness = 0.4f;
|
||||
public float SphereRadius = 1f;
|
||||
public float rotationSpeed = 0.7f;
|
||||
|
||||
public float torqueForce = 50f;
|
||||
private bool dragging = false;
|
||||
private Vector3 delta = new Vector3();
|
||||
private Rigidbody rb;
|
||||
|
||||
private PersonTest[] peopleNodes;
|
||||
//TODO private Friendship[] friendships;
|
||||
private GameObject[] nodes;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
LevelGenerator lGen = new LevelGenerator();
|
||||
Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius);
|
||||
|
||||
InstantiateNodes(lvl);
|
||||
AssignLinks(lvl);
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Vector3 screenMousePos = Input.mousePosition;
|
||||
|
||||
screenMousePos.z = transform.position.z - Camera.main.transform.position.z;
|
||||
|
||||
Vector3 worldMousePos = Camera.main.ScreenToWorldPoint(screenMousePos);
|
||||
|
||||
// If the world position of the mouse is greater than the radius of the sphere, we are outside
|
||||
if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > SphereRadius + 1f)
|
||||
{
|
||||
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
|
||||
//when right btn clicked, call the chnge rotation
|
||||
if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
dragging = true;
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(1))
|
||||
{
|
||||
dragging = false;
|
||||
delta = new Vector3();
|
||||
}
|
||||
|
||||
if (dragging)
|
||||
{
|
||||
MoveSphere();
|
||||
}
|
||||
}
|
||||
|
||||
void MoveSphere()
|
||||
{
|
||||
float deltaX = Input.GetAxis("Mouse X");
|
||||
float deltaY = Input.GetAxis("Mouse Y");
|
||||
if (deltaX == 0 && deltaY == 0)
|
||||
{
|
||||
delta = new Vector3();
|
||||
rb.angularVelocity *= 0.8f;
|
||||
}
|
||||
delta += new Vector3(deltaX, deltaY, 0);
|
||||
//rigidbody.AddTorque();
|
||||
rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse);
|
||||
rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse);
|
||||
Debug.Log(delta.x + ", " + delta.y);
|
||||
|
||||
|
||||
}
|
||||
|
||||
private void InstantiateNodes(Level lvl)
|
||||
{
|
||||
peopleNodes = new PersonTest[lvl.people.Count];
|
||||
|
||||
int ctr = 0;
|
||||
foreach (Person p in lvl.people)
|
||||
{
|
||||
|
||||
PersonTest pInst = Instantiate(PersonObj, p.initialPosition, Quaternion.identity) as PersonTest;
|
||||
|
||||
pInst.transform.parent = this.transform;
|
||||
|
||||
peopleNodes[ctr++] = pInst;
|
||||
}
|
||||
}
|
||||
|
||||
private void AssignLinks(Level lvl)
|
||||
{
|
||||
foreach (Friendship f in lvl.friendships)
|
||||
{
|
||||
FriendshipLink link = Instantiate(LinkObj) as FriendshipLink;
|
||||
int id1 = f.friend1.id;
|
||||
int id2 = f.friend2.id;
|
||||
link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
|
||||
|
||||
// Temporary stuff, for testing
|
||||
peopleNodes[id1].AddLink(link);
|
||||
peopleNodes[id2].AddLink(link);
|
||||
}
|
||||
}
|
||||
}
|
||||
13
Assets/Scripts/PersonDetailsPanel.cs
Normal file
13
Assets/Scripts/PersonDetailsPanel.cs
Normal file
@ -0,0 +1,13 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class PersonDetailsPanel : MonoBehaviour
|
||||
{
|
||||
public Image ProfilePicture;
|
||||
public Text Name;
|
||||
public GameObject FriendsPanel;
|
||||
public Button KillButton;
|
||||
public Button WatchButton;
|
||||
public Button XButton;
|
||||
}
|
||||
12
Assets/Scripts/PersonDetailsPanel.cs.meta
Normal file
12
Assets/Scripts/PersonDetailsPanel.cs.meta
Normal file
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|
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fileFormatVersion: 2
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|
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@ -1,146 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class Center : MonoBehaviour
|
||||
{
|
||||
|
||||
//public float fov = Camera.main.fieldOfView;
|
||||
public Vector3 nextPosition;
|
||||
public float moveSpeed = 0;
|
||||
|
||||
public FriendshipLink Link;
|
||||
public PersonTest Person;
|
||||
public int PointsAmount = 50;
|
||||
public float SphereRadius = 1f;
|
||||
public float rotationSpeed = 0.7f;
|
||||
|
||||
public float torqueForce = 50f;
|
||||
private bool dragging = false;
|
||||
private Vector3 delta = new Vector3();
|
||||
private Rigidbody rb;
|
||||
private PersonTest[] people;
|
||||
|
||||
|
||||
private GameObject[] nodes;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
InstantiateNodes();
|
||||
AssignLinks();
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
Vector3 screenMousePos = Input.mousePosition;
|
||||
|
||||
screenMousePos.z = transform.position.z - Camera.main.transform.position.z;
|
||||
|
||||
Vector3 worldMousePos = Camera.main.ScreenToWorldPoint(screenMousePos);
|
||||
|
||||
// If the world position of the mouse is greater than the radius of the sphere, we are outside
|
||||
if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > SphereRadius + 1f)
|
||||
{
|
||||
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
|
||||
//when right btn clicked, call the chnge rotation
|
||||
if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
dragging = true;
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(1))
|
||||
{
|
||||
dragging = false;
|
||||
delta = new Vector3();
|
||||
}
|
||||
|
||||
//camera zoom
|
||||
if (Input.GetAxis("Mouse ScrollWheel") != 0)
|
||||
{
|
||||
Debug.Log("Pressed middle click.");
|
||||
//Camera.main.transform.position.z += (moveSpeed * Time.deltaTime);
|
||||
//transform.position = Vector3.Lerp(transform.position, nextPosition, Time.deltaTime * moveSpeed);
|
||||
//Camera.main.fieldOfView += Input.GetAxis("Mouse ScrollWheel") * 10f;
|
||||
//Camera.main.transform
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (dragging)
|
||||
{
|
||||
MoveSphere();
|
||||
}
|
||||
}
|
||||
|
||||
void MoveSphere()
|
||||
{
|
||||
float deltaX = Input.GetAxis("Mouse X");
|
||||
float deltaY = Input.GetAxis("Mouse Y");
|
||||
if (deltaX == 0 && deltaY == 0)
|
||||
{
|
||||
delta = new Vector3();
|
||||
rb.angularVelocity *= 0.8f;
|
||||
}
|
||||
delta += new Vector3(deltaX, deltaY, 0);
|
||||
rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.fixedDeltaTime, ForceMode.Impulse);
|
||||
rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.fixedDeltaTime, ForceMode.Impulse);
|
||||
Debug.Log(delta.x + ", " + delta.y);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void InstantiateNodes()
|
||||
{
|
||||
/* Sphere uniform distribution using the spiral method with the golden angle
|
||||
* ~2.39996323 rad, the golden angle (the most irrational angle)
|
||||
* is used here to make sure that the sin and cos functions
|
||||
* dont end up drawing clusters of points and the spirals are way
|
||||
* less visible.
|
||||
*/
|
||||
people = new PersonTest[PointsAmount];
|
||||
|
||||
float goldenAngle = Mathf.PI * (3 - Mathf.Sqrt(5));
|
||||
|
||||
float zDistance = (2f / PointsAmount) * SphereRadius;
|
||||
float longitude = 0f;
|
||||
float z = SphereRadius;
|
||||
|
||||
for (int i = 0; i < PointsAmount; i++)
|
||||
{
|
||||
float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z);
|
||||
|
||||
float x = Mathf.Sin(longitude) * r;
|
||||
float y = Mathf.Cos(longitude) * r;
|
||||
|
||||
PersonTest simon = Instantiate(Person, new Vector3(x, y, z), Quaternion.identity) as PersonTest;
|
||||
|
||||
simon.transform.parent = this.transform;
|
||||
|
||||
people[i] = simon;
|
||||
|
||||
z -= zDistance;
|
||||
longitude += goldenAngle;
|
||||
}
|
||||
}
|
||||
|
||||
private void AssignLinks()
|
||||
{
|
||||
for (int i = 0; i < people.Length / 4; i++)
|
||||
{
|
||||
FriendshipLink link = Instantiate(Link) as FriendshipLink;
|
||||
|
||||
int destinationIndex = Random.Range(people.Length / 2, people.Length - 1);
|
||||
|
||||
link.AttachToObjects(people[i].gameObject, people[destinationIndex].gameObject);
|
||||
|
||||
// Temporary stuff, for testing
|
||||
people[i].AddLink(link);
|
||||
people[destinationIndex].AddLink(link);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -5,6 +5,8 @@ using System.Collections.Generic;
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class PersonTest : MonoBehaviour
|
||||
{
|
||||
public PersonDetailsPanel DetailsPanel;
|
||||
|
||||
// Temporary, for test
|
||||
private List<FriendshipLink> _links;
|
||||
private bool _highlighted = false;
|
||||
@ -21,7 +23,6 @@ public class PersonTest : MonoBehaviour
|
||||
|
||||
void OnMouseOver()
|
||||
{
|
||||
Debug.Log("abc");
|
||||
if (!_highlighted)
|
||||
{
|
||||
_highlighted = true;
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 646dd6566f9e1374caa3af8ad37c43d3
|
||||
timeCreated: 1439361747
|
||||
guid: d4b0e683ea5ec974987ea1f6741b333c
|
||||
timeCreated: 1439489111
|
||||
licenseType: Free
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
|
||||
@ -83,12 +83,6 @@ public class SphereSR : MonoBehaviour
|
||||
|
||||
private void InstantiateNodes(Level lvl)
|
||||
{
|
||||
/* Sphere uniform distribution using the spiral method with the golden angle
|
||||
* ~2.39996323 rad, the golden angle (the most irrational angle)
|
||||
* is used here to make sure that the sin and cos functions
|
||||
* dont end up drawing clusters of points and the spirals are way
|
||||
* less visible.
|
||||
*/
|
||||
peopleNodes = new PersonTest[lvl.people.Count];
|
||||
|
||||
int ctr = 0;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user