person graphical node: awareness color code, online/offline visuals

This commit is contained in:
Sophie 2015-08-13 19:52:52 -04:00
parent bbf3de222f
commit 48d4f15c41
20 changed files with 1253 additions and 106 deletions

9
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using UnityEngine;
using System.Collections;
public class QuadUserTest : MonoBehaviour {
public float awareness;
public Color startingColor;
public Color middleColor;
public Color endColor;
public bool isAlive;
public bool isOnline;
public GameObject internQuad;
public GameObject xQuad;
// Use this for initialization
void Start () {
awareness = 0;
startingColor = Color.green;
middleColor = Color.yellow;
endColor = Color.red;
xQuad.GetComponent<Renderer>().enabled = false;
setPicOnline(internQuad);
isAlive = true;
isOnline = true;
}
// Update is called once per frame
void Update () {
//awareness += 1 / 5f * Time.deltaTime; //awareness from 0 to 1 in 5 seconds
//set color for awareness
if (awareness<0.5)
gameObject.GetComponent<Renderer>().material.color = Color.Lerp(startingColor, middleColor, awareness*2);
else if (awareness >= 0.5)
{
gameObject.GetComponent<Renderer>().material.color = Color.Lerp(middleColor, endColor, awareness * 2 - 1);
//isAlive = false;
}
//set greyed out for offline
if (isOnline)
setPicOnline(internQuad);
else
setPicOffline(internQuad);
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
if(isAlive)
xQuad.GetComponent<Renderer>().enabled = false;
else
{
isOnline = false;
//TODO: check if all friends are aware
xQuad.GetComponent<Renderer>().enabled = true;
gameObject.GetComponent<Renderer>().material.color = new Color32(50, 50, 50, 1);
}
//TODO: (optional) effect for frequent poster users
}
void setPicOnline(GameObject quad)
{
quad.GetComponent<Renderer>().material.color = new Color32(255, 255, 255, 1);
}
void setPicOffline(GameObject quad)
{
quad.GetComponent<Renderer>().material.color = new Color32(80, 80, 80, 1);
}
}

View File

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@ -1,94 +1,94 @@
using UnityEngine;
using System.Collections;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DeathBook.Model;
public class SphereSR : MonoBehaviour
{
public FriendshipLink LinkObj;
public PersonTest PersonObj;
using DeathBook.Model;
public class SphereSR : 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;
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()
{
//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)
{
/* 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.
*/
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)
{
/* 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;
@ -100,10 +100,10 @@ public class SphereSR : MonoBehaviour
pInst.transform.parent = this.transform;
peopleNodes[ctr++] = pInst;
}
}
private void AssignLinks(Level lvl)
}
}
private void AssignLinks(Level lvl)
{
foreach (Friendship f in lvl.friendships)
{
@ -111,10 +111,10 @@ public class SphereSR : MonoBehaviour
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);
// Temporary stuff, for testing
peopleNodes[id1].AddLink(link);
peopleNodes[id2].AddLink(link);
}
}
}
}
}
}

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