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https://github.com/ConjureETS/DeathBook.git
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- More rotation related changes
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@ -1,11 +1,22 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections;
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using DeathBook.Util;
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using DeathBook.Model;
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[RequireComponent(typeof(LineRenderer))]
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public class FriendshipLink : MonoBehaviour
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{
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public Color HighlightedColor = new Color(1f, 1f, 1f, 0.5f);
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public class Link : MonoBehaviour, IObserver
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{
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private float highlightAlpha = 0.8f;
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private float defaultAlpha = 0.5f;
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private Color currentDefaultColor;
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private Color currentHighlightColor;
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private static float defaultScale = 0.03f;
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private float hightlightScale = 0.2f;
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private bool isHighlighted = false;
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[SerializeField]
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private Transform StartPoint;
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@ -16,16 +27,28 @@ public class FriendshipLink : MonoBehaviour
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private LineRenderer BeamLine;
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//public ParticleSystem BeamParticles;
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[SerializeField]
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||||
private Transform StartObject;
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[SerializeField]
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||||
private Transform EndObject;
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private Transform EndObject;
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private FriendshipLink model;
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public FriendshipLink Model
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{
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get { return model; }
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set
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{
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model = value;
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model.Subscribe(this);
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//Make it between 0.1 and 0.4
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GetColors(Model.Awareness);
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hightlightScale = Model.Importance * 0.3f + 0.1f;
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Highlight(false);
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}
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}
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private float LIFETIME_RATIO = 0.025f;
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||||
private Renderer _renderer;
|
||||
private Color _defaultColor;
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||||
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void Awake()
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||||
{
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@ -36,14 +59,21 @@ public class FriendshipLink : MonoBehaviour
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||||
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||||
_renderer.material = Instantiate(_renderer.material);
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|
||||
_defaultColor = _renderer.material.GetColor("_TintColor");
|
||||
//_defaultColor = _renderer.material.GetColor("_TintColor");
|
||||
|
||||
//Activate(false);
|
||||
}
|
||||
}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
GetColors(Model.Awareness);
|
||||
UpdateBeam();
|
||||
//TODO SR
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
UpdateVisualEffects();
|
||||
{
|
||||
UpdateVisualEffects();
|
||||
}
|
||||
|
||||
public void Activate(bool state)
|
||||
@ -79,10 +109,35 @@ public class FriendshipLink : MonoBehaviour
|
||||
EndObject = destination.transform;
|
||||
}
|
||||
|
||||
public void Highlight(bool state, float weight)
|
||||
{
|
||||
// For now, the weight does nothing but it should eventually influence the intensity and size of the link
|
||||
|
||||
_renderer.material.SetColor("_TintColor", state ? HighlightedColor : _defaultColor);
|
||||
}
|
||||
public void Highlight(bool state)
|
||||
{
|
||||
; isHighlighted = state;
|
||||
UpdateBeam();
|
||||
}
|
||||
|
||||
private void GetColors(float level)
|
||||
{
|
||||
//If level is 0.0, green [0,1,0].
|
||||
//If level is 0.5, yellow [1,1,0].
|
||||
//If level is 1.0, red [1,0,0].
|
||||
|
||||
float r = 1f;
|
||||
float g = 1f;
|
||||
|
||||
if (level < 0.5f)
|
||||
r = Mathf.Lerp(0, 1, level*2);
|
||||
else
|
||||
g = Mathf.Lerp(1, 0, level * 2 - 1);
|
||||
|
||||
currentDefaultColor = new Color(r, g, 0f, defaultAlpha);
|
||||
currentHighlightColor = new Color(r, g, 0f, highlightAlpha);
|
||||
}
|
||||
|
||||
private void UpdateBeam()
|
||||
{
|
||||
float width = isHighlighted ? hightlightScale : defaultScale;
|
||||
BeamLine.SetWidth(width, width);
|
||||
|
||||
_renderer.material.SetColor("_TintColor", isHighlighted ? currentHighlightColor : currentDefaultColor);
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a24d489629b440b4d9fcfafc24239241
|
||||
timeCreated: 1439446791
|
||||
guid: 9c9bbff116cac264d9d7fdcce8cf92e5
|
||||
timeCreated: 1439591140
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
@ -1,18 +1,61 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using DeathBook.Util;
|
||||
|
||||
namespace DeathBook.Model
|
||||
{
|
||||
public class Friendship
|
||||
public class Friendship : Updatable
|
||||
{
|
||||
public Person friend1, friend2;
|
||||
private int importance; //on a scale from 1 to 100
|
||||
private Person self;
|
||||
public Person Self { get { return self; } }
|
||||
private Person friend;
|
||||
public Person Friend { get { return friend; } }
|
||||
|
||||
private Friendship other;
|
||||
public Friendship Other { get { return other; } set { other = value; } }
|
||||
|
||||
public Friendship(Person p1, Person p2, int scale)
|
||||
private FriendshipLink link;
|
||||
public FriendshipLink Link { get { return link; } }
|
||||
|
||||
private bool noticedDeath = false;
|
||||
|
||||
public Friendship(Person self, Person friend, FriendshipLink link)
|
||||
{
|
||||
friend1 = p1;
|
||||
friend2 = p2;
|
||||
importance = scale;
|
||||
this.self = self;
|
||||
this.friend = friend;
|
||||
this.link = link;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (noticedDeath)
|
||||
return;
|
||||
|
||||
//This function is only called when friend is dead
|
||||
//awareness = Mathf.Min(awareness + deltaTime * CalculateWeight(), 1);
|
||||
link.Awareness = Mathf.Min(link.Awareness + deltaTime * 0.1f, 1f);
|
||||
if (link.Awareness >= 1f)
|
||||
{
|
||||
self.NoticeDeath(this);
|
||||
noticedDeath = true;
|
||||
}
|
||||
}
|
||||
|
||||
//returns a number between 0 and 1
|
||||
private float CalculateWeight()
|
||||
{
|
||||
float weight = 0;
|
||||
|
||||
weight += link.Importance;
|
||||
//weight += friend.TimeBetweenPosts;
|
||||
|
||||
return weight * 0.1f;
|
||||
}
|
||||
|
||||
/*internal enum Knowledge
|
||||
{
|
||||
Alive, Doubt, Dead
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
30
Assets/Scripts/Models/FriendshipLink.cs
Normal file
30
Assets/Scripts/Models/FriendshipLink.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Util;
|
||||
|
||||
namespace DeathBook.Model
|
||||
{
|
||||
public class FriendshipLink : Observable
|
||||
{
|
||||
private Person friend1, friend2;
|
||||
public Person Friend1 { get { return friend1; } }
|
||||
public Person Friend2 { get { return friend2; } }
|
||||
|
||||
private float importance; //on a scale from 0 to 1
|
||||
public float Importance { get { return importance; } }
|
||||
|
||||
private float awareness = 0; //on a scale from 0 to 1
|
||||
public float Awareness
|
||||
{
|
||||
get { return awareness; }
|
||||
set { awareness = value; NotifyObservers(); }
|
||||
}
|
||||
|
||||
public FriendshipLink(Person p1, Person p2, float importance)
|
||||
{
|
||||
friend1 = p1;
|
||||
friend2 = p2;
|
||||
this.importance = importance;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c495d00d780bd3d49866ec60f5efbf66
|
||||
timeCreated: 1439307989
|
||||
guid: 5c672f95914b3f04088de0f562834941
|
||||
timeCreated: 1439578834
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
@ -1,24 +1,40 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Util;
|
||||
|
||||
namespace DeathBook.Model
|
||||
{
|
||||
public class Level
|
||||
public class Level : Observable, Updatable
|
||||
{
|
||||
private const float TimeScale = 30f;
|
||||
|
||||
private int score;
|
||||
public int Score { get { return score; } }
|
||||
|
||||
public List<Person> people;
|
||||
public List<Friendship> friendships;
|
||||
private List<Person> people;
|
||||
public List<Person> People { get { return people; } }
|
||||
private List<FriendshipLink> friendships;
|
||||
public List<FriendshipLink> Friendships { get { return friendships; } }
|
||||
|
||||
//1 = 1 minute
|
||||
private float gameTime;
|
||||
public int GameTime { get { return (int)(gameTime * TimeScale); } }
|
||||
|
||||
//private Generator gen;
|
||||
private int gameTime;
|
||||
private int globalAwareness;
|
||||
private float globalAwareness; //on a scale from 0 to 1
|
||||
public float GlobalAwareness { get { return globalAwareness; } }
|
||||
|
||||
public Level(List<Person> people, List<Friendship> friendships)
|
||||
public Level(List<Person> people, List<FriendshipLink> friendships)
|
||||
{
|
||||
this.people = people;
|
||||
this.friendships = friendships;
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
gameTime += deltaTime;
|
||||
NotifyObservers();
|
||||
|
||||
//TODO Global awareness - start trends
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -10,6 +10,9 @@ namespace DeathBook.Model
|
||||
private float probability;
|
||||
private float radius;
|
||||
|
||||
private const float minConnTime = 3;
|
||||
private const float maxConnTime = 20;
|
||||
|
||||
public Level GenerateLevel(int numPeople, int avgFriends, float probability, float radius)
|
||||
{
|
||||
this.numPeople = numPeople;
|
||||
@ -18,7 +21,7 @@ namespace DeathBook.Model
|
||||
this.radius = radius;
|
||||
|
||||
List<Person> people = CreatePeople();
|
||||
List<Friendship> friendships = CreateFriendships(people);
|
||||
List<FriendshipLink> friendships = CreateFriendships(people);
|
||||
|
||||
return new Level(people, friendships);
|
||||
}
|
||||
@ -48,7 +51,8 @@ namespace DeathBook.Model
|
||||
x = Mathf.Cos(longitude) * r;
|
||||
y = Mathf.Sin(longitude) * r;
|
||||
|
||||
p = new Person(i, x, y, z);
|
||||
p = CreatePerson(i, x, y, z);
|
||||
|
||||
people.Add(p);
|
||||
|
||||
z -= dz;
|
||||
@ -56,16 +60,12 @@ namespace DeathBook.Model
|
||||
longitude += dlong;
|
||||
}
|
||||
|
||||
Debug.Log("People: " + people.Count);
|
||||
|
||||
return people;
|
||||
}
|
||||
|
||||
private List<Friendship> CreateFriendships(List<Person> people)
|
||||
private List<FriendshipLink> CreateFriendships(List<Person> people)
|
||||
{
|
||||
Debug.Log("Creating friendships" + probability);
|
||||
|
||||
List<Friendship> friendships = new List<Friendship>();
|
||||
List<FriendshipLink> friendships = new List<FriendshipLink>();
|
||||
Person p1, p2;
|
||||
|
||||
int totalCount = people.Count;
|
||||
@ -76,7 +76,7 @@ namespace DeathBook.Model
|
||||
for (int i = 0; i < totalCount; i++)
|
||||
{
|
||||
p1 = people[i];
|
||||
missing = avgConnections - p1.numFriends; // TODO Add randomness
|
||||
missing = avgConnections - p1.FriendCount; // TODO Add randomness
|
||||
|
||||
if (missing <= 0)
|
||||
continue;
|
||||
@ -86,7 +86,7 @@ namespace DeathBook.Model
|
||||
for (int j = i+1; j < totalCount; j++)
|
||||
{
|
||||
p2 = people[j];
|
||||
if (p2.numFriends < avgConnections * 1.2)
|
||||
if (p2.FriendCount < avgConnections * 1.2)
|
||||
list.AddLast(new DistanceNode(p1, p2));
|
||||
}
|
||||
|
||||
@ -112,17 +112,33 @@ namespace DeathBook.Model
|
||||
list.Remove(smallest);
|
||||
}
|
||||
}
|
||||
Debug.Log(friendships.Count);
|
||||
|
||||
return friendships;
|
||||
}
|
||||
|
||||
private Friendship CreateFriendship(Person p1, Person p2)
|
||||
private FriendshipLink CreateFriendship(Person p1, Person p2)
|
||||
{
|
||||
Friendship f = new Friendship(p1, p2, Random.Range(1,100));
|
||||
p1.AddFriendship(f);
|
||||
p2.AddFriendship(f);
|
||||
FriendshipLink f = new FriendshipLink(p1, p2, Random.value);
|
||||
Friendship f1 = new Friendship(p1, p2, f);
|
||||
Friendship f2 = new Friendship(p2, p1, f);
|
||||
f1.Other = f2;
|
||||
f2.Other = f1;
|
||||
|
||||
p1.AddFriendship(f1);
|
||||
p2.AddFriendship(f2);
|
||||
|
||||
return f;
|
||||
}
|
||||
|
||||
private Person CreatePerson(int id, float x, float y, float z)
|
||||
{
|
||||
Vector3 pos = new Vector3(x, y, z);
|
||||
//Vector2 times =
|
||||
|
||||
Person p = new Person(id, pos);
|
||||
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
internal class DistanceNode
|
||||
@ -133,19 +149,7 @@ namespace DeathBook.Model
|
||||
public DistanceNode(Person p1, Person p2)
|
||||
{
|
||||
p = p2;
|
||||
dist = (p2.initialPosition - p1.initialPosition).sqrMagnitude;
|
||||
dist = (p2.InitialPosition - p1.InitialPosition).sqrMagnitude;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* 1. Friendship urgency - 0-1
|
||||
* Number of friends missing
|
||||
* VS number of nodes left
|
||||
*
|
||||
* 2. Friendship possibility
|
||||
* Closeness
|
||||
* 0 < distance^2 < root(2)*rSq < 4*rSq
|
||||
*
|
||||
*/
|
||||
}
|
||||
|
||||
23
Assets/Scripts/Models/LevelManager.cs
Normal file
23
Assets/Scripts/Models/LevelManager.cs
Normal file
@ -0,0 +1,23 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DeathBook.Model
|
||||
{
|
||||
public class LevelManager
|
||||
{
|
||||
private static LevelManager instance = new LevelManager();
|
||||
public static LevelManager Instance { get {return instance; } }
|
||||
|
||||
private Level level = null;
|
||||
public Level GameLevel { get { return level; } }
|
||||
|
||||
private LevelGenerator gen = new LevelGenerator();
|
||||
|
||||
private LevelManager() {}
|
||||
|
||||
public void NewLevel(int numPeople, int avgFriends, float probability, float radius)
|
||||
{
|
||||
level = gen.GenerateLevel(numPeople, avgFriends, probability, radius);
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/Models/LevelManager.cs.meta
Normal file
12
Assets/Scripts/Models/LevelManager.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ccfb5fe3d9ad971499b807bde15217c4
|
||||
timeCreated: 1439591141
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,92 +1,124 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using DeathBook.Util;
|
||||
|
||||
namespace DeathBook.Model
|
||||
{
|
||||
public class Person : Observable
|
||||
public class Person : Observable, Updatable
|
||||
{
|
||||
public Action OnSelected;
|
||||
|
||||
public int id;
|
||||
private string name;
|
||||
private List<Friendship> friendList = new List<Friendship>();
|
||||
public Vector3 initialPosition;
|
||||
public int numFriends;
|
||||
public int Id { get { return id; } }
|
||||
|
||||
private string firstName;
|
||||
private string lastName;
|
||||
public string Name { get { return firstName + " " + lastName; } }
|
||||
public string FirstName { get { return firstName; } }
|
||||
|
||||
private Vector3 initialPosition;
|
||||
public Vector3 InitialPosition { get { return initialPosition; } }
|
||||
|
||||
private List<Friendship> friendsList = new List<Friendship>();
|
||||
public List<Friendship> FriendList { get { return friendsList; } }
|
||||
private List<Friendship> deadFriendsList = new List<Friendship>();
|
||||
public List<Friendship> DeadFriendList { get { return deadFriendsList; } }
|
||||
|
||||
private int numAliveFriends = 0;
|
||||
private int numDeadFriends = 0;
|
||||
private int friendCount = 0;
|
||||
public int FriendCount { get { return friendCount; } }
|
||||
|
||||
private int timeBetweenPosts; // f = 1/T;
|
||||
private int connectionTime;
|
||||
private int disconnectionTime;
|
||||
private int awarenessLevel;
|
||||
private bool alive;
|
||||
public int TimeBetweenPosts { get { return timeBetweenPosts; } }
|
||||
|
||||
private int happiness;
|
||||
private bool connected;
|
||||
private float connectionTime;
|
||||
public float ConnectionTime { get { return connectionTime; } }
|
||||
|
||||
private Sprite picture;
|
||||
private float disconnectionTime;
|
||||
public float DisconnectionTime { get { return disconnectionTime; } }
|
||||
|
||||
//private Node node;
|
||||
private float awarenessLevel = 0; //on a scale from 0 to 1
|
||||
public float AwarenessLevel { get { return awarenessLevel; } }
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return name; }
|
||||
}
|
||||
private bool alive = true;
|
||||
public bool Alive { get { return alive; } }
|
||||
|
||||
public bool Alive
|
||||
{
|
||||
get { return alive; }
|
||||
}
|
||||
private bool online = true;
|
||||
public bool Online { get { return online; } }
|
||||
|
||||
private Sprite picture;
|
||||
public Sprite Picture { get { return picture; } }
|
||||
|
||||
public int AwarenessLevel
|
||||
{
|
||||
get { return awarenessLevel; }
|
||||
}
|
||||
|
||||
public List<Friendship> FriendList
|
||||
{
|
||||
get { return friendList; }
|
||||
}
|
||||
|
||||
public int FriendsCount
|
||||
{
|
||||
get { return numFriends; }
|
||||
}
|
||||
|
||||
public bool Online
|
||||
{
|
||||
get { return connected; }
|
||||
}
|
||||
|
||||
public Sprite Picture
|
||||
{
|
||||
get { return picture; }
|
||||
}
|
||||
|
||||
public Person(int id, float x, float y, float z)
|
||||
public Person(int id, Vector3 pos)
|
||||
{
|
||||
this.id = id;
|
||||
initialPosition = new Vector3(x, y, z);
|
||||
alive = true;
|
||||
initialPosition = pos;
|
||||
|
||||
// For testing purposes
|
||||
picture = UnityEngine.Random.Range(0, 2) == 0 ? PictureGenerator.GetFemalePicture() : PictureGenerator.GetMalePicture();
|
||||
// TODO Use names from db
|
||||
firstName = "Mark";
|
||||
lastName = "Zuckerberg";
|
||||
|
||||
// Temporary
|
||||
name = String.Format("Firstname{0} Lastname{0}", id);
|
||||
// For testing purposes
|
||||
picture = UnityEngine.Random.Range(0, 2) == 0 ? PictureGenerator.GetFemalePicture() : PictureGenerator.GetMalePicture();
|
||||
}
|
||||
|
||||
public void AddFriendship(Friendship f)
|
||||
{
|
||||
friendList.Add(f);
|
||||
numFriends++;
|
||||
friendsList.Add(f);
|
||||
numAliveFriends++;
|
||||
friendCount++;
|
||||
}
|
||||
|
||||
private bool isConnected(int time)
|
||||
public void NotifyFriendWasKilled(Friendship f)
|
||||
{
|
||||
return disconnectionTime > time && time > connectionTime;
|
||||
//Debug.Log("I am " + id + " and my friend " + f.Friend.Id + " was killed");
|
||||
numAliveFriends--;
|
||||
numDeadFriends++;
|
||||
deadFriendsList.Add(f);
|
||||
}
|
||||
|
||||
private int calculateWeight()
|
||||
public void Kill()
|
||||
{
|
||||
//friendCount * ____ + 1/timeBetweenPosts + }
|
||||
return 0;
|
||||
//Debug.Log("Person " + id + " died!");
|
||||
alive = false;
|
||||
foreach (Friendship f in friendsList)
|
||||
f.Friend.NotifyFriendWasKilled(f.Other);
|
||||
NotifyObservers();
|
||||
}
|
||||
|
||||
public void NoticeDeath(Friendship f)
|
||||
{
|
||||
//TODO apply more rules here
|
||||
awarenessLevel = Mathf.Min(AwarenessLevel + 0.2f, 1f);
|
||||
//Debug.Log("I am " + id + " and I know my friend " + f.Friend.Id + " was killed.. " + AwarenessLevel);
|
||||
//TODO remove from dead friends list to accelerate
|
||||
NotifyObservers();
|
||||
}
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
//TODO Update if connected
|
||||
int time = LevelManager.Instance.GameLevel.GameTime;
|
||||
|
||||
|
||||
|
||||
//The following actions are only performed if user is online
|
||||
if (!Online)
|
||||
return;
|
||||
|
||||
foreach (Friendship f in deadFriendsList)
|
||||
f.Update(deltaTime);
|
||||
}
|
||||
|
||||
public void SelectNode()
|
||||
{
|
||||
if (OnSelected != null)
|
||||
{
|
||||
OnSelected();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
32
Assets/Scripts/Models/Utils.cs
Normal file
32
Assets/Scripts/Models/Utils.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace DeathBook.Model
|
||||
{
|
||||
public class Utils
|
||||
{
|
||||
public static void Test()
|
||||
{
|
||||
float mean = 50;
|
||||
float range = 50;
|
||||
int numSteps = 2;
|
||||
|
||||
int numTries = 100;
|
||||
|
||||
for (int i = 0; i < numTries; i++)
|
||||
{
|
||||
Debug.Log(GetRandomValue(mean, range, numSteps));
|
||||
}
|
||||
}
|
||||
|
||||
public static float GetRandomValue(float mean, float range, int numSteps)
|
||||
{
|
||||
float sum = 0;
|
||||
for (int i = 0; i < numSteps; i++)
|
||||
{
|
||||
sum += Random.value;
|
||||
}
|
||||
return (sum / numSteps * 2 - 1) * range + mean;
|
||||
}
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/Models/Utils.cs.meta
Normal file
12
Assets/Scripts/Models/Utils.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 710c7285af897124a8e7e5c5ecf05109
|
||||
timeCreated: 1439506723
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -5,14 +5,27 @@ using DeathBook.Model;
|
||||
|
||||
public class NetworkingSphere : MonoBehaviour
|
||||
{
|
||||
public FriendshipLink LinkObj;
|
||||
public PersonNode PersonObj;
|
||||
public int NumPeople = 50;
|
||||
public int AvgNumFriends = 20;
|
||||
public float FriendshipLikeliness = 0.4f;
|
||||
public float SphereRadius = 1f;
|
||||
public float rotationSpeed = 0.7f;
|
||||
public GameObjectsOptions gameObjects = new GameObjectsOptions();
|
||||
public LevelOptions levelOptions = new LevelOptions();
|
||||
private NetworkDisconnection sphere;
|
||||
|
||||
[System.Serializable]
|
||||
public class GameObjectsOptions
|
||||
{
|
||||
public Link LinkObj;
|
||||
public PersonNode PersonObj;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class LevelOptions
|
||||
{
|
||||
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;
|
||||
|
||||
public PersonDetailsPanel DetailsPanel;
|
||||
@ -21,23 +34,35 @@ public class NetworkingSphere : MonoBehaviour
|
||||
private Vector3 delta = new Vector3();
|
||||
private Rigidbody rb;
|
||||
|
||||
private LevelManager manager;
|
||||
|
||||
private PersonNode[] peopleNodes;
|
||||
//TODO private Friendship[] friendships;
|
||||
|
||||
private PersonNode _selectedNode;
|
||||
|
||||
// Used to disable the physics when the user has clicked on a node
|
||||
private bool _isRotatingTowardsNode = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
LevelGenerator lGen = new LevelGenerator();
|
||||
Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius);
|
||||
manager = LevelManager.Instance;
|
||||
manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius);
|
||||
Level lvl = manager.GameLevel;
|
||||
|
||||
InstantiateNodes(lvl);
|
||||
AssignLinks(lvl);
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
/*void OnGUI()
|
||||
{
|
||||
GUI.Button(new Rect(10, 100, 400, 40), manager.GameLevel.GameTime + "");
|
||||
}*/
|
||||
|
||||
void Update()
|
||||
{
|
||||
manager.GameLevel.Update(Time.deltaTime);
|
||||
|
||||
//TEMPORARY QUICK FIX: Even though we are never moving the sphere, it starts moving as soon as it stops rotating
|
||||
transform.position = Vector3.zero;
|
||||
|
||||
@ -48,12 +73,12 @@ public class NetworkingSphere : MonoBehaviour
|
||||
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)
|
||||
if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > levelOptions.SphereRadius + 1f)
|
||||
{
|
||||
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
|
||||
//when right btn clicked, call MoveSphere
|
||||
//when right btn clicked, call the change rotation
|
||||
if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
dragging = true;
|
||||
@ -64,20 +89,21 @@ public class NetworkingSphere : MonoBehaviour
|
||||
delta = new Vector3();
|
||||
}
|
||||
|
||||
if (dragging)
|
||||
if (dragging && !_isRotatingTowardsNode)
|
||||
{
|
||||
MoveSphere();
|
||||
}
|
||||
|
||||
//scroll
|
||||
if (Input.GetAxis("Mouse ScrollWheel") != 0)
|
||||
{
|
||||
// if (Camera.main.ScreenToViewportPoint(Input.mousePosition) < new Vector3(1,1,1))
|
||||
if (Camera.main.ScreenToViewportPoint(Input.mousePosition).x < 1)
|
||||
{
|
||||
Camera.main.fieldOfView -= Input.GetAxis("Mouse ScrollWheel") * 10f;
|
||||
}
|
||||
}
|
||||
|
||||
//scroll
|
||||
if (Input.GetAxis("Mouse ScrollWheel") != 0)
|
||||
{
|
||||
// if (Camera.main.ScreenToViewportPoint(Input.mousePosition) < new Vector3(1,1,1))
|
||||
if (Camera.main.ScreenToViewportPoint(Input.mousePosition).x < 1)
|
||||
{
|
||||
Camera.main.fieldOfView -= Input.GetAxis("Mouse ScrollWheel") * 10f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MoveSphere()
|
||||
@ -97,13 +123,13 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
private void InstantiateNodes(Level lvl)
|
||||
{
|
||||
peopleNodes = new PersonNode[lvl.people.Count];
|
||||
peopleNodes = new PersonNode[lvl.People.Count];
|
||||
|
||||
for (int i = 0; i < lvl.people.Count; i++)
|
||||
for (int i = 0; i < lvl.People.Count; i++)
|
||||
{
|
||||
Person person = lvl.people[i];
|
||||
Person person = lvl.People[i];
|
||||
|
||||
PersonNode pInst = Instantiate(PersonObj, person.initialPosition, Quaternion.identity) as PersonNode;
|
||||
PersonNode pInst = Instantiate(gameObjects.PersonObj, person.InitialPosition, Quaternion.identity) as PersonNode;
|
||||
|
||||
pInst.OnClicked += OnNodeClicked;
|
||||
|
||||
@ -116,6 +142,8 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
private void OnNodeClicked(PersonNode node)
|
||||
{
|
||||
if (node == _selectedNode) return;
|
||||
|
||||
if (_selectedNode != null)
|
||||
{
|
||||
_selectedNode.Select(false);
|
||||
@ -132,11 +160,12 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
private void AssignLinks(Level lvl)
|
||||
{
|
||||
foreach (Friendship f in lvl.friendships)
|
||||
foreach (FriendshipLink f in lvl.Friendships)
|
||||
{
|
||||
FriendshipLink link = Instantiate(LinkObj) as FriendshipLink;
|
||||
int id1 = f.friend1.id;
|
||||
int id2 = f.friend2.id;
|
||||
Link link = Instantiate(gameObjects.LinkObj) as Link;
|
||||
int id1 = f.Friend1.id;
|
||||
int id2 = f.Friend2.id;
|
||||
link.Model = f;
|
||||
link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
|
||||
|
||||
// Temporary stuff, for testing
|
||||
@ -171,6 +200,9 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
private IEnumerator RotateTowardsNodeCoroutine(PersonNode node)
|
||||
{
|
||||
_isRotatingTowardsNode = true;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
//Vector3 finalPos = new Vector3(0f, 0f, -SphereRadius);
|
||||
|
||||
Quaternion initialRot = transform.localRotation;
|
||||
@ -184,10 +216,10 @@ public class NetworkingSphere : MonoBehaviour
|
||||
Vector3 longDir = nodePos;
|
||||
longDir.y = 0;
|
||||
|
||||
float longitude = Vector3.Angle(-Vector3.forward, longDir) * (longDir.x < 0 ? -1 : 1);
|
||||
float latitude = Mathf.Asin(nodePos.normalized.y) * Mathf.Rad2Deg;
|
||||
float xAngle = Mathf.Asin(nodePos.normalized.y) * Mathf.Rad2Deg; // Latitude
|
||||
float yAngle = Vector3.Angle(-Vector3.forward, longDir) * (longDir.x < 0 ? -1 : 1); // Longitude
|
||||
|
||||
Quaternion finalRot = Quaternion.AngleAxis(-latitude, Vector3.right) * Quaternion.AngleAxis(longitude, Vector3.up);
|
||||
Quaternion finalRot = Quaternion.AngleAxis(-xAngle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up);
|
||||
|
||||
float ratio = 0f;
|
||||
|
||||
@ -199,5 +231,7 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_isRotatingTowardsNode = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,30 +1,33 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
// Using an abstract class to avoid repeating code, but could be implemented as an interface if inheritance is somehow needed for the subjects
|
||||
public abstract class Observable
|
||||
{
|
||||
private List<IObserver> observers;
|
||||
|
||||
public Observable()
|
||||
{
|
||||
observers = new List<IObserver>();
|
||||
}
|
||||
|
||||
public void Subscribe(IObserver observer)
|
||||
{
|
||||
observers.Add(observer);
|
||||
}
|
||||
|
||||
public void UnSubscribe(IObserver observer)
|
||||
{
|
||||
observers.Remove(observer);
|
||||
}
|
||||
|
||||
public void NotifyObservers()
|
||||
{
|
||||
foreach (IObserver observer in observers)
|
||||
{
|
||||
observer.Notify();
|
||||
}
|
||||
}
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DeathBook.Util
|
||||
{
|
||||
// Using an abstract class to avoid repeating code, but could be implemented as an interface if inheritance is somehow needed for the subjects
|
||||
public abstract class Observable
|
||||
{
|
||||
private List<IObserver> observers;
|
||||
|
||||
public Observable()
|
||||
{
|
||||
observers = new List<IObserver>();
|
||||
}
|
||||
|
||||
public void Subscribe(IObserver observer)
|
||||
{
|
||||
observers.Add(observer);
|
||||
}
|
||||
|
||||
public void UnSubscribe(IObserver observer)
|
||||
{
|
||||
observers.Remove(observer);
|
||||
}
|
||||
|
||||
public void NotifyObservers()
|
||||
{
|
||||
foreach (IObserver observer in observers)
|
||||
{
|
||||
observer.Notify();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,4 +1,7 @@
|
||||
public interface IObserver
|
||||
{
|
||||
void Notify();
|
||||
namespace DeathBook.Util
|
||||
{
|
||||
public interface IObserver
|
||||
{
|
||||
void Notify();
|
||||
}
|
||||
}
|
||||
9
Assets/Scripts/ObserverPattern/IUpdatable.cs
Normal file
9
Assets/Scripts/ObserverPattern/IUpdatable.cs
Normal file
@ -0,0 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace DeathBook.Util
|
||||
{
|
||||
public interface Updatable
|
||||
{
|
||||
void Update(float deltaTime);
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/ObserverPattern/IUpdatable.cs.meta
Normal file
12
Assets/Scripts/ObserverPattern/IUpdatable.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 897f94f455c7ce64394a644bd3cf070b
|
||||
timeCreated: 1439591140
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -2,6 +2,7 @@
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
using DeathBook.Model;
|
||||
using DeathBook.Util;
|
||||
|
||||
public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
{
|
||||
@ -13,7 +14,7 @@ public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
public Button XButton;
|
||||
public GameObject Container;
|
||||
|
||||
public Image UIFriendPicture;
|
||||
public UIFriendPicture FriendPicture;
|
||||
|
||||
private PersonNode _node;
|
||||
private Person _model;
|
||||
@ -49,6 +50,9 @@ public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
{
|
||||
Name.text = _model.Name;
|
||||
|
||||
KillButton.gameObject.SetActive(_model.Alive);
|
||||
WatchButton.gameObject.SetActive(_model.Alive);
|
||||
|
||||
foreach (Transform picture in FriendsPanel.transform)
|
||||
{
|
||||
Destroy(picture.gameObject);
|
||||
@ -67,17 +71,21 @@ public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
|
||||
for (int i = 0; i < _model.FriendList.Count; i++)
|
||||
{
|
||||
Person friend = _model.FriendList[i].friend1 == _model ? _model.FriendList[i].friend2 : _model.FriendList[i].friend1;
|
||||
Person friend = _model.FriendList[i].Friend;
|
||||
|
||||
Image friendPicture = Instantiate(UIFriendPicture) as Image;
|
||||
UIFriendPicture friendPicture = Instantiate(FriendPicture) as UIFriendPicture;
|
||||
|
||||
friendPicture.sprite = friend.Picture;
|
||||
friendPicture.Model = friend;
|
||||
|
||||
friendPicture.transform.SetParent(FriendsPanel.transform);
|
||||
friendPicture.rectTransform.anchorMin = new Vector2(0.022f, 1f - (height - 0.01f) * (i + 1) - i * 0.01f);
|
||||
friendPicture.rectTransform.anchorMax = new Vector2(0.26f, (1f - height * i));
|
||||
friendPicture.rectTransform.offsetMin = Vector2.zero;
|
||||
friendPicture.rectTransform.offsetMax = Vector2.zero;
|
||||
Image picture = friendPicture.Picture;
|
||||
|
||||
picture.sprite = friend.Picture;
|
||||
|
||||
picture.transform.SetParent(FriendsPanel.transform);
|
||||
picture.rectTransform.anchorMin = new Vector2(0.022f, 1f - (height - 0.01f) * (i + 1) - i * 0.01f);
|
||||
picture.rectTransform.anchorMax = new Vector2(0.26f, (1f - height * i));
|
||||
picture.rectTransform.offsetMin = Vector2.zero;
|
||||
picture.rectTransform.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
@ -86,4 +94,9 @@ public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
Container.SetActive(false);
|
||||
_node.Select(false);
|
||||
}
|
||||
|
||||
public void KillNode()
|
||||
{
|
||||
_node.Kill();
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,161 +1,178 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Model;
|
||||
using System;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class PersonNode : MonoBehaviour, IObserver
|
||||
{
|
||||
public Action<PersonNode> OnClicked;
|
||||
|
||||
public Color SelectedColor = Color.blue;
|
||||
|
||||
public Color StartColor = Color.green;
|
||||
public Color MiddleColor = Color.yellow;
|
||||
public Color EndColor = Color.red;
|
||||
|
||||
public Renderer internQuad;
|
||||
public Renderer xQuad;
|
||||
|
||||
private List<FriendshipLink> _links;
|
||||
private bool _highlighted = false;
|
||||
private bool _selected = false;
|
||||
|
||||
private Person _model;
|
||||
private Renderer _renderer;
|
||||
private Transform _transform;
|
||||
|
||||
public Person Model
|
||||
{
|
||||
get { return _model; }
|
||||
set
|
||||
{
|
||||
_model = value;
|
||||
_model.Subscribe(this);
|
||||
UpdateInfo();
|
||||
SetProfilePicture();
|
||||
}
|
||||
}
|
||||
|
||||
private void SetProfilePicture()
|
||||
{
|
||||
internQuad.material.mainTexture = _model.Picture.texture;
|
||||
internQuad.material.SetTexture("_MainTex", _model.Picture.texture);
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_links = new List<FriendshipLink>();
|
||||
_renderer = GetComponent<Renderer>();
|
||||
_transform = GetComponent<Transform>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Find another way to do it if it lags to much
|
||||
_transform.LookAt(new Vector3(_transform.position.x, _transform.position.y, _transform.position.z + 1));
|
||||
}
|
||||
|
||||
public void AddLink(FriendshipLink link)
|
||||
{
|
||||
_links.Add(link);
|
||||
}
|
||||
|
||||
public void Select(bool state)
|
||||
{
|
||||
_selected = state;
|
||||
UpdateLinks(state);
|
||||
|
||||
if (state)
|
||||
{
|
||||
_renderer.material.color = SelectedColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateInfo();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLinks(bool state)
|
||||
{
|
||||
foreach (FriendshipLink link in _links)
|
||||
{
|
||||
link.Highlight(state, 1f);
|
||||
}
|
||||
}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
private void UpdateInfo()
|
||||
{
|
||||
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
||||
if (_model.Alive)
|
||||
{
|
||||
xQuad.enabled = false;
|
||||
SetColors();
|
||||
}
|
||||
else
|
||||
{
|
||||
xQuad.enabled = true;
|
||||
gameObject.GetComponent<Renderer>().material.color = new Color32(50, 50, 50, 1);
|
||||
UpdateLinks(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetColors()
|
||||
{
|
||||
//set greyed out for offline
|
||||
if (_model.Online)
|
||||
{
|
||||
internQuad.material.color = new Color32(255, 255, 255, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
internQuad.material.color = new Color32(80, 80, 80, 1);
|
||||
}
|
||||
|
||||
if (_model.AwarenessLevel < 0.5)
|
||||
{
|
||||
gameObject.GetComponent<Renderer>().material.color = Color.Lerp(StartColor, MiddleColor, _model.AwarenessLevel * 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
gameObject.GetComponent<Renderer>().material.color = Color.Lerp(MiddleColor, EndColor, _model.AwarenessLevel * 2 - 1);
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseEnter()
|
||||
{
|
||||
if (!_selected && !_highlighted)
|
||||
{
|
||||
UpdateLinks(true);
|
||||
}
|
||||
|
||||
_highlighted = true;
|
||||
}
|
||||
|
||||
void OnMouseExit()
|
||||
{
|
||||
if (!_selected)
|
||||
{
|
||||
UpdateLinks(false);
|
||||
}
|
||||
|
||||
_highlighted = false;
|
||||
}
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
// The sphere should be subscribed to this event and update the data accordingly
|
||||
if (OnClicked != null)
|
||||
{
|
||||
OnClicked(this);
|
||||
}
|
||||
|
||||
Debug.Log("clicked");
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Model;
|
||||
using DeathBook.Util;
|
||||
using System;
|
||||
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class PersonNode : MonoBehaviour, IObserver
|
||||
{
|
||||
private const float UpdateFrequency = 0.5f;
|
||||
private float time = 0;
|
||||
|
||||
public Action<PersonNode> OnClicked;
|
||||
|
||||
public Color SelectedColor = Color.blue;
|
||||
|
||||
public Color StartColor = Color.green;
|
||||
public Color MiddleColor = Color.yellow;
|
||||
public Color EndColor = Color.red;
|
||||
|
||||
public Renderer internQuad;
|
||||
public Renderer xQuad;
|
||||
|
||||
private List<Link> _links;
|
||||
private bool _highlighted = false;
|
||||
private bool _selected = false;
|
||||
|
||||
private Person _model;
|
||||
private Renderer _renderer;
|
||||
private Transform _transform;
|
||||
|
||||
|
||||
public Person Model
|
||||
{
|
||||
get { return _model; }
|
||||
set
|
||||
{
|
||||
_model = value;
|
||||
_model.Subscribe(this);
|
||||
_model.OnSelected += () => { OnClicked(this); };
|
||||
UpdateInfo();
|
||||
SetProfilePicture();
|
||||
}
|
||||
}
|
||||
|
||||
private void SetProfilePicture()
|
||||
{
|
||||
internQuad.material.mainTexture = _model.Picture.texture;
|
||||
internQuad.material.SetTexture("_MainTex", _model.Picture.texture);
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_links = new List<Link>();
|
||||
_renderer = GetComponent<Renderer>();
|
||||
_transform = GetComponent<Transform>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
time += Time.deltaTime;
|
||||
if (time > UpdateFrequency)
|
||||
{
|
||||
_model.Update(time);
|
||||
time = 0;
|
||||
}
|
||||
|
||||
// Find another way to do it if it lags to much
|
||||
_transform.LookAt(new Vector3(_transform.position.x, _transform.position.y, _transform.position.z + 1));
|
||||
}
|
||||
|
||||
public void AddLink(Link link)
|
||||
{
|
||||
_links.Add(link);
|
||||
}
|
||||
|
||||
public void Select(bool state)
|
||||
{
|
||||
_selected = state;
|
||||
UpdateLinks(state);
|
||||
|
||||
if (state)
|
||||
{
|
||||
_renderer.material.color = SelectedColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateInfo();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateLinks(bool isHighlighted)
|
||||
{
|
||||
foreach (Link link in _links)
|
||||
{
|
||||
link.Highlight(isHighlighted);
|
||||
}
|
||||
}
|
||||
|
||||
public void Kill()
|
||||
{
|
||||
_model.Kill();
|
||||
}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
//Debug.Log("Received notification! " + Model.AwarenessLevel);
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
private void UpdateInfo()
|
||||
{
|
||||
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
||||
if (_model.Alive)
|
||||
{
|
||||
xQuad.enabled = false;
|
||||
SetColors();
|
||||
}
|
||||
else
|
||||
{
|
||||
xQuad.enabled = true;
|
||||
gameObject.GetComponent<Renderer>().material.color = new Color32(50, 50, 50, 1);
|
||||
UpdateLinks(false);
|
||||
}
|
||||
}
|
||||
|
||||
private void SetColors()
|
||||
{
|
||||
//set greyed out for offline
|
||||
if (_model.Online)
|
||||
{
|
||||
internQuad.material.color = new Color32(255, 255, 255, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
internQuad.material.color = new Color32(80, 80, 80, 1);
|
||||
}
|
||||
|
||||
if (_model.AwarenessLevel < 0.5)
|
||||
{
|
||||
gameObject.GetComponent<Renderer>().material.color = Color.Lerp(StartColor, MiddleColor, _model.AwarenessLevel * 2);
|
||||
}
|
||||
else
|
||||
{
|
||||
gameObject.GetComponent<Renderer>().material.color = Color.Lerp(MiddleColor, EndColor, _model.AwarenessLevel * 2 - 1);
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseEnter()
|
||||
{
|
||||
if (!_selected && !_highlighted)
|
||||
{
|
||||
UpdateLinks(true);
|
||||
}
|
||||
|
||||
_highlighted = true;
|
||||
}
|
||||
|
||||
void OnMouseExit()
|
||||
{
|
||||
if (!_selected)
|
||||
{
|
||||
UpdateLinks(false);
|
||||
}
|
||||
|
||||
_highlighted = false;
|
||||
}
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
// The sphere should be subscribed to this event and update the data accordingly
|
||||
if (OnClicked != null)
|
||||
{
|
||||
OnClicked(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
33
Assets/Scripts/UIFriendPicture.cs
Normal file
33
Assets/Scripts/UIFriendPicture.cs
Normal file
@ -0,0 +1,33 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using DeathBook.Model;
|
||||
using UnityEngine.UI;
|
||||
|
||||
[RequireComponent(typeof(Image))]
|
||||
public class UIFriendPicture : MonoBehaviour
|
||||
{
|
||||
private Person _model;
|
||||
|
||||
public Person Model
|
||||
{
|
||||
get { return _model; }
|
||||
set { _model = value; }
|
||||
}
|
||||
|
||||
private Image _picture;
|
||||
|
||||
public Image Picture
|
||||
{
|
||||
get { return _picture; }
|
||||
}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_picture = GetComponent<Image>();
|
||||
}
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
_model.SelectNode();
|
||||
}
|
||||
}
|
||||
12
Assets/Scripts/UIFriendPicture.cs.meta
Normal file
12
Assets/Scripts/UIFriendPicture.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 343d57f2bac42ae48ba9722c53e5526f
|
||||
timeCreated: 1439693427
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
1296
Assets/Tests/Gameplay_SR.unity
Normal file
1296
Assets/Tests/Gameplay_SR.unity
Normal file
File diff suppressed because it is too large
Load Diff
8
Assets/Tests/Gameplay_SR.unity.meta
Normal file
8
Assets/Tests/Gameplay_SR.unity.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 43c96e134d44b1646b218de6f0e4c659
|
||||
timeCreated: 1439592514
|
||||
licenseType: Free
|
||||
DefaultImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,114 +0,0 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Model;
|
||||
|
||||
public class SphereSR : MonoBehaviour
|
||||
{
|
||||
public FriendshipLink LinkObj;
|
||||
public PersonNode 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 PersonNode[] 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 PersonNode[lvl.people.Count];
|
||||
|
||||
int ctr = 0;
|
||||
foreach (Person p in lvl.people)
|
||||
{
|
||||
|
||||
PersonNode pInst = Instantiate(PersonObj, p.initialPosition, Quaternion.identity) as PersonNode;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user