mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
Merge branch 'master' of https://github.com/ConjureETS/DeathBook
Conflicts: Assets/Scripts/Models/Status.cs
This commit is contained in:
commit
46968948fb
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@ -43,7 +43,6 @@ namespace DeathBook.Model
|
||||
|
||||
link.Awareness += Self.Strategy.GetDeathNoticing(1f /*Friend.Popularity*/, Link.Importance, Self.FriendCount, Self.AwarenessLevel);
|
||||
|
||||
link.Awareness = Mathf.Min(link.Awareness + deltaTime * 0.1f, 1f);
|
||||
if (link.Awareness >= 1f)
|
||||
{
|
||||
self.NoticeDeath(this);
|
||||
|
||||
@ -76,7 +76,7 @@ namespace DeathBook.Model
|
||||
for (int i = 0; i < totalCount; i++)
|
||||
{
|
||||
p1 = people[i];
|
||||
missing = avgConnections - p1.FriendCount; // TODO Add randomness
|
||||
missing = Mathf.Clamp((int) Utils.GetRandomValue(avgConnections, avgConnections*1.2f, 3), 1, 100) - p1.FriendCount;
|
||||
|
||||
if (missing <= 0)
|
||||
continue;
|
||||
|
||||
@ -1,6 +1,5 @@
|
||||
using UnityEngine;
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using DeathBook.Util;
|
||||
|
||||
namespace DeathBook.Model
|
||||
@ -43,6 +42,18 @@ namespace DeathBook.Model
|
||||
float change = value - awarenessLevel;
|
||||
awarenessLevel = value;
|
||||
LevelManager.Instance.GameLevel.AddAwareness(change);
|
||||
NotifyObservers();
|
||||
}
|
||||
}
|
||||
|
||||
private static Level level;
|
||||
private static Level GameLevel
|
||||
{
|
||||
get
|
||||
{
|
||||
if (level == null)
|
||||
level = LevelManager.Instance.GameLevel;
|
||||
return level;
|
||||
}
|
||||
}
|
||||
|
||||
@ -58,8 +69,15 @@ namespace DeathBook.Model
|
||||
private Sprite picture;
|
||||
public Sprite Picture { get { return picture; } }
|
||||
|
||||
private Action onSelected;
|
||||
public Action OnSelected {get {return onSelected;} set { onSelected = value; } }
|
||||
private System.Action onSelected;
|
||||
public System.Action OnSelected {get {return onSelected;} set { onSelected = value; } }
|
||||
|
||||
private Status status = null;
|
||||
public Status CurrentStatus
|
||||
{
|
||||
get { return status; }
|
||||
set { status = value; NotifyObservers(); }
|
||||
}
|
||||
|
||||
private GameStrategy strategy;
|
||||
public GameStrategy Strategy
|
||||
@ -109,15 +127,16 @@ namespace DeathBook.Model
|
||||
|
||||
//Debug.Log("Person " + id + " died!");
|
||||
alive = false;
|
||||
CurrentStatus = null;
|
||||
|
||||
if (LevelManager.Instance.GameLevel.tutorialInt == 4)
|
||||
LevelManager.Instance.GameLevel.tutorialInt = 5;
|
||||
if (GameLevel.tutorialInt == 4)
|
||||
GameLevel.tutorialInt = 5;
|
||||
|
||||
foreach (Friendship f in friendsList)
|
||||
f.Other.NotifyFriendWasKilled();
|
||||
NotifyObservers();
|
||||
|
||||
LevelManager.Instance.GameLevel.RegisterKill(this);
|
||||
GameLevel.RegisterKill(this);
|
||||
|
||||
if (LevelManager.Instance.GameLevel.tutorialInt == 5 && LevelManager.Instance.GameLevel.NumDead == 3)
|
||||
{
|
||||
@ -129,16 +148,18 @@ namespace DeathBook.Model
|
||||
|
||||
public void NoticeDeath(Friendship f)
|
||||
{
|
||||
int deathTime = LevelManager.Instance.GameLevel.GameTime;
|
||||
int deathTime = GameLevel.GameTime;
|
||||
int sinceLastDeath = numDeadFriends == 0 ? int.MaxValue/2 : deathTime - lastFriendDeath;
|
||||
|
||||
float strategyOutput = Strategy.GetAwarenessChange(numDeadFriends, numAliveFriends, sinceLastDeath);
|
||||
|
||||
AwarenessLevel = Mathf.Min(AwarenessLevel + strategyOutput, 1f);
|
||||
|
||||
NotifyObservers();
|
||||
if (Random.value < 0.2f)
|
||||
{
|
||||
CurrentStatus = new Status(GameLevel.GameTime, f);
|
||||
}
|
||||
|
||||
|
||||
//Debug.Log("I am " + id + " and I know my friend " + f.Friend.Id + " was killed.. " + strategyOutput);
|
||||
}
|
||||
|
||||
@ -150,12 +171,39 @@ namespace DeathBook.Model
|
||||
return !(time < ConnectionTime && time > DisconnectionTime);
|
||||
}
|
||||
|
||||
/*private void ShareStatus()
|
||||
{
|
||||
if (Random.value < 0.3f)
|
||||
{
|
||||
foreach (Friendship f in friendsList)
|
||||
f.Friend.ReceiveStatus(CurrentStatus);
|
||||
}
|
||||
}*/
|
||||
|
||||
/*public void ReceiveStatus(Status newStatus)
|
||||
{
|
||||
Debug.Log("Oh noes, " + newStatus.Friends.Friend + " died...");
|
||||
foreach (Friendship f in friendsList)
|
||||
{
|
||||
if (f.Friend == newStatus.Friends) ;
|
||||
}
|
||||
}*/
|
||||
|
||||
public void Update(float deltaTime)
|
||||
{
|
||||
if (CurrentStatus != null)
|
||||
{
|
||||
if (CurrentStatus.EndTime < GameLevel.GameTime)
|
||||
{
|
||||
//ShareStatus();
|
||||
CurrentStatus = null;
|
||||
}
|
||||
}
|
||||
|
||||
if (!Alive)
|
||||
return;
|
||||
|
||||
int time = LevelManager.Instance.GameLevel.DayTime;
|
||||
int time = GameLevel.DayTime;
|
||||
|
||||
bool isOnline = IsOnline(time);
|
||||
|
||||
|
||||
@ -8,7 +8,7 @@ using System;
|
||||
[RequireComponent(typeof(Collider))]
|
||||
public class PersonNode : MonoBehaviour, IObserver
|
||||
{
|
||||
private const float UpdateFrequency = 0.5f;
|
||||
private const float UpdateFrequency = 0.4f;
|
||||
private float time = 0;
|
||||
|
||||
public Action<PersonNode> OnClicked;
|
||||
@ -23,7 +23,8 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
public float KillHoldDuration = 2f;
|
||||
public RatioProgression xMarkLeft;
|
||||
public RatioProgression xMarkRight;
|
||||
public Renderer bloodSplatter;
|
||||
public Renderer bloodSplatter;
|
||||
public Renderer shoutBubble;
|
||||
|
||||
private List<Link> _links;
|
||||
private bool _highlighted = false;
|
||||
@ -157,6 +158,8 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
||||
if (_model.Alive)
|
||||
{
|
||||
shoutBubble.gameObject.SetActive(_model.CurrentStatus != null);
|
||||
|
||||
SetColors();
|
||||
}
|
||||
else
|
||||
|
||||
@ -1,17 +1,21 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using DeathBook.Util;
|
||||
using DeathBook.Model;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Timer : MonoBehaviour
|
||||
{
|
||||
public Text TimerText;
|
||||
|
||||
|
||||
|
||||
void Update()
|
||||
{
|
||||
TimerText.text = Utils.GetTimeString(LevelManager.Instance.GameLevel.DayTime);
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using DeathBook.Util;
|
||||
using DeathBook.Model;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Timer : MonoBehaviour
|
||||
{
|
||||
public Text TimerText;
|
||||
int lastTime = -1;
|
||||
|
||||
void Update()
|
||||
{
|
||||
int time = LevelManager.Instance.GameLevel.DayTime / 30;
|
||||
if (time != lastTime)
|
||||
{
|
||||
TimerText.text = Utils.GetTimeString(time * 30);
|
||||
lastTime = time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -13,7 +13,7 @@ public class loadLevel : MonoBehaviour
|
||||
|
||||
void NextScene()
|
||||
{
|
||||
Application.LoadLevel("Gameplay");
|
||||
Application.LoadLevel("Tutoriel");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user