mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-23 20:10:58 +00:00
Merge branch 'master' of https://github.com/ConjureETS/DeathBook
This commit is contained in:
commit
4ff2acabe9
@ -96,6 +96,23 @@ MonoBehaviour:
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AvgNumFriends: 8
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strategy:
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friendRatio: {x: .200000003, y: .800000012, z: 1.5}
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deathNoticing:
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popularity: {x: .600000024, y: .400000006, z: 1}
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importance: {x: .75, y: .25, z: 1}
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numFriends: {x: .800000012, y: .200000003, z: 1}
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awareness: {x: .800000012, y: .200000003, z: 1}
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modifier: .0299999993
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chanceToPost:
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popularity: {x: .699999988, y: .300000012, z: 1}
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importance: {x: .699999988, y: .300000012, z: 1}
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frequency: {x: .699999988, y: .300000012, z: 1}
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modifier: .100000001
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1671
Assets/Scenes/Tutoriel.unity
Normal file
1671
Assets/Scenes/Tutoriel.unity
Normal file
File diff suppressed because it is too large
Load Diff
8
Assets/Scenes/Tutoriel.unity.meta
Normal file
8
Assets/Scenes/Tutoriel.unity.meta
Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 954690b6e2639f149bb1741d688d2815
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -195,8 +195,8 @@ Camera:
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m_Enabled: 1
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m_ClearFlags: 1
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m_ClearFlags: 2
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m_BackGroundColor: {r: 0, g: 0, b: 0, a: .0196078438}
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m_NormalizedViewPortRect:
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serializedVersion: 2
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x: 0
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@ -317,6 +317,7 @@ GameObject:
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m_Layer: 0
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m_Name: Background
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@ -379,3 +380,15 @@ Transform:
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m_Father: {fileID: 0}
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m_RootOrder: 3
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m_Name:
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m_EditorClassIdentifier:
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timeToWait: 2
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||||
@ -14,6 +14,7 @@ namespace DeathBook.Model
|
||||
public Vector3 friendRatio = new Vector3();
|
||||
public Vector3 lastDeath = new Vector3();
|
||||
public float maxDeathDuration = 24 * 60 * 7;
|
||||
public float modifier = 0.1f;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
@ -23,6 +24,7 @@ namespace DeathBook.Model
|
||||
public Vector3 importance = new Vector3();
|
||||
public Vector3 numFriends = new Vector3();
|
||||
public Vector3 awareness = new Vector3();
|
||||
public float modifier = 0.1f;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
@ -31,6 +33,7 @@ namespace DeathBook.Model
|
||||
public Vector3 popularity = new Vector3();
|
||||
public Vector3 importance = new Vector3();
|
||||
public Vector3 frequency = new Vector3();
|
||||
public float modifier = 0.1f;
|
||||
}
|
||||
|
||||
|
||||
@ -40,14 +43,14 @@ namespace DeathBook.Model
|
||||
|
||||
public float GetAwarenessChange(int numDeadFriends, int numAliveFriends, int sinceLastDeath)
|
||||
{
|
||||
float friendsRatioInd = numAliveFriends == 0 ? 1 : GetValue(Mathf.Min(numDeadFriends / numAliveFriends, 1), awarenessChange.friendRatio);
|
||||
float friendsRatioInd = numAliveFriends == 0 ? 1 : GetValue(Mathf.Min(numDeadFriends * 1f / numAliveFriends, 1f), awarenessChange.friendRatio);
|
||||
|
||||
float max = awarenessChange.maxDeathDuration;
|
||||
float lastDeathInd = GetValue(1 - Mathf.Min(sinceLastDeath, max) / max, awarenessChange.lastDeath);
|
||||
|
||||
//Debug.Log(lastDeathInd + " " + friendsRatioInd);
|
||||
Debug.Log(friendsRatioInd + " -- " + lastDeathInd);
|
||||
|
||||
return Mathf.Clamp(friendsRatioInd * lastDeathInd, 0, 1);
|
||||
return Mathf.Clamp(friendsRatioInd * lastDeathInd, 0, 1) * awarenessChange.modifier;
|
||||
}
|
||||
|
||||
public float GetDeathNoticing(float friendPopularity, float friendshipImportance, int numAliveFriends, float awareness)
|
||||
@ -56,12 +59,11 @@ namespace DeathBook.Model
|
||||
|
||||
float importanceInd = GetValue(friendshipImportance, deathNoticing.importance);
|
||||
|
||||
//TODO Should be inverse and there should be an expected number of friends
|
||||
float aliveFriendsInd = GetValue(numAliveFriends, deathNoticing.numFriends);
|
||||
float aliveFriendsInd = GetValue(Mathf.Min(numAliveFriends * 0.1f, 1), deathNoticing.numFriends);
|
||||
|
||||
float awarenessInd = GetValue(awareness, deathNoticing.awareness);
|
||||
|
||||
return Mathf.Clamp(popularityInd * importanceInd * aliveFriendsInd * awarenessInd, 0, 1);
|
||||
return Mathf.Clamp(popularityInd * importanceInd * aliveFriendsInd * awarenessInd, 0, 1) * deathNoticing.modifier;
|
||||
}
|
||||
|
||||
public float GetChanceToPost(float friendPopularity, float friendshipImportance)
|
||||
@ -70,7 +72,7 @@ namespace DeathBook.Model
|
||||
|
||||
float importanceInd = GetValue(1 - friendshipImportance, deathNoticing.importance);
|
||||
|
||||
return Mathf.Clamp(popularityInd * importanceInd, 0, 1);
|
||||
return Mathf.Clamp(popularityInd * importanceInd, 0, 1) * chanceToPost.modifier;
|
||||
}
|
||||
|
||||
public float GetChanceToRead()
|
||||
|
||||
@ -26,6 +26,8 @@ namespace DeathBook.Model
|
||||
|
||||
private float globalAwareness; //on a scale from 0 to 1
|
||||
public float GlobalAwareness { get { return globalAwareness; } }
|
||||
public int tutorialInt = 0;
|
||||
public bool allowNext = true;
|
||||
|
||||
private GameStrategy strategy = null;
|
||||
public GameStrategy Strategy { get { return strategy; } }
|
||||
|
||||
@ -104,11 +104,15 @@ namespace DeathBook.Model
|
||||
|
||||
public bool Kill()
|
||||
{
|
||||
if (Online)
|
||||
return false;
|
||||
if (Online || (LevelManager.Instance.GameLevel.tutorialInt < 4))
|
||||
return false;
|
||||
|
||||
//Debug.Log("Person " + id + " died!");
|
||||
alive = false;
|
||||
|
||||
if (LevelManager.Instance.GameLevel.tutorialInt == 4)
|
||||
LevelManager.Instance.GameLevel.allowNext = true;
|
||||
|
||||
foreach (Friendship f in friendsList)
|
||||
f.Other.NotifyFriendWasKilled();
|
||||
NotifyObservers();
|
||||
|
||||
@ -42,21 +42,22 @@ public class NetworkingSphere : MonoBehaviour
|
||||
private PersonNode _selectedNode;
|
||||
private float _timeSinceLastClick;
|
||||
|
||||
private Level lvl;
|
||||
|
||||
// Used to disable the physics when the user has clicked on a node
|
||||
private bool _isRotatingTowardsNode = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
manager = LevelManager.Instance;
|
||||
Level lvl = manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius, strategy);
|
||||
|
||||
lvl = manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius, strategy);
|
||||
InstantiateNodes(lvl);
|
||||
AssignLinks(lvl);
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
{
|
||||
int time = manager.GameLevel.DayTime;
|
||||
GUI.Button(new Rect(50, 50, 100, 40), Utils.GetTimeString(time));
|
||||
GUI.Button(new Rect(160, 50, 100, 40), manager.GameLevel.Awareness + "");
|
||||
@ -69,7 +70,7 @@ public class NetworkingSphere : MonoBehaviour
|
||||
_timeSinceLastClick += Time.deltaTime;
|
||||
}
|
||||
|
||||
manager.GameLevel.Update(Time.deltaTime);
|
||||
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;
|
||||
@ -81,7 +82,7 @@ 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) > levelOptions.SphereRadius + 1f)
|
||||
if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > levelOptions.SphereRadius + 1f)
|
||||
{
|
||||
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
@ -97,21 +98,25 @@ public class NetworkingSphere : MonoBehaviour
|
||||
delta = new Vector3();
|
||||
}
|
||||
|
||||
if (dragging && !_isRotatingTowardsNode)
|
||||
if ((dragging && !_isRotatingTowardsNode))
|
||||
{
|
||||
if (lvl.tutorialInt == 1)
|
||||
{
|
||||
lvl.allowNext = true;
|
||||
}
|
||||
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()
|
||||
@ -150,6 +155,9 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
private void OnNodeClicked(PersonNode node)
|
||||
{
|
||||
if (lvl.tutorialInt == 2)
|
||||
lvl.allowNext = true;
|
||||
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
if (_selectedNode != null)
|
||||
@ -159,7 +167,8 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
if (!_isRotatingTowardsNode || node != _selectedNode)
|
||||
{
|
||||
FocusOnNode(node);
|
||||
if (lvl.tutorialInt > 1)
|
||||
FocusOnNode(node);
|
||||
}
|
||||
|
||||
|
||||
@ -196,6 +205,7 @@ public class NetworkingSphere : MonoBehaviour
|
||||
|
||||
public void FocusOnNode(PersonNode node)
|
||||
{
|
||||
|
||||
StopCoroutine("RotateTowardsNodeCoroutine");
|
||||
StartCoroutine("RotateTowardsNodeCoroutine", node);
|
||||
|
||||
|
||||
74
Assets/Scripts/TutorialScript.cs
Normal file
74
Assets/Scripts/TutorialScript.cs
Normal file
@ -0,0 +1,74 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using System.Collections;
|
||||
using DeathBook.Model;
|
||||
|
||||
public class TutorialScript : MonoBehaviour {
|
||||
|
||||
public GameObject panel;
|
||||
public Text tutorialText;
|
||||
public Button btnNext;
|
||||
private Level lvl;
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
lvl = LevelManager.Instance.GameLevel;
|
||||
}
|
||||
|
||||
void Update() {
|
||||
|
||||
|
||||
btnNext.enabled = lvl.allowNext;
|
||||
|
||||
|
||||
|
||||
|
||||
if (lvl.tutorialInt == 0)
|
||||
{
|
||||
Time.timeScale = 0;
|
||||
lvl.allowNext = true;
|
||||
tutorialText.text = "The facebook servers are full!\nMark Zuckerberg hired you, Death, to kill off a few of his users.\n\nCareful, or you might scare them away from Mark's website...";
|
||||
}
|
||||
else if (lvl.tutorialInt == 1)
|
||||
{
|
||||
tutorialText.text = "See how navigating works by holding the right mouse button and moving the sphere.\n\nThen, hit Next!";
|
||||
}
|
||||
else if (lvl.tutorialInt == 2)
|
||||
{
|
||||
tutorialText.text = "Move around by left clicking on the users in the network!";
|
||||
}
|
||||
else if (lvl.tutorialInt == 3)
|
||||
{
|
||||
tutorialText.text = "Let's see what happens when you click on a user's friend list.";
|
||||
}
|
||||
else if (lvl.tutorialInt == 4)
|
||||
{
|
||||
tutorialText.text = "Alright, time for our first victim.\nHold the LEFT mouse button over a user until the X is complete.\nBeware! The user must be offline to be killed!";
|
||||
tutorialText.text += "\n\nYou can hold the mouse button until the user goes offline.";
|
||||
}
|
||||
else if (lvl.tutorialInt == 5)
|
||||
{
|
||||
tutorialText.text = "Kill many users to see how the color changes\n\nRemember, as users realize something is wrong with facebook,\nthe entire network will turn red!\n\nHaveFun!";
|
||||
lvl.allowNext = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
panel.SetActive(false);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
public void btnClick()
|
||||
{
|
||||
|
||||
lvl.tutorialInt++;
|
||||
//Debug.Log(lvl.tutorialInt + ", aasfasf");
|
||||
Time.timeScale = 1;
|
||||
tutorialText.text = "eee";
|
||||
lvl.allowNext = false;
|
||||
//panel.transform.Translate(Vector3.right * 100);
|
||||
}
|
||||
|
||||
}
|
||||
12
Assets/Scripts/TutorialScript.cs.meta
Normal file
12
Assets/Scripts/TutorialScript.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c42f0ece4454ca044b3152cc78312428
|
||||
timeCreated: 1439753311
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -7,6 +7,7 @@ using UnityEngine.UI;
|
||||
public class UIFriendPicture : MonoBehaviour
|
||||
{
|
||||
private Person _model;
|
||||
private Level lvl;
|
||||
|
||||
public Person Model
|
||||
{
|
||||
@ -23,11 +24,14 @@ public class UIFriendPicture : MonoBehaviour
|
||||
|
||||
void Awake()
|
||||
{
|
||||
lvl = LevelManager.Instance.GameLevel;
|
||||
_picture = GetComponent<Image>();
|
||||
}
|
||||
|
||||
public void OnClick()
|
||||
{
|
||||
if (lvl.tutorialInt == 3)
|
||||
lvl.allowNext = true;
|
||||
_model.SelectNode();
|
||||
_model.SelectNode();
|
||||
}
|
||||
|
||||
65
Assets/Tests/RulesTest.cs
Normal file
65
Assets/Tests/RulesTest.cs
Normal file
@ -0,0 +1,65 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using DeathBook.Model;
|
||||
|
||||
public class RulesTest : MonoBehaviour {
|
||||
|
||||
public GameStrategy strategy = new GameStrategy();
|
||||
public ChangeAwarenessTest awareness = new ChangeAwarenessTest();
|
||||
public NoticeDeathTest noticeDeath = new NoticeDeathTest();
|
||||
|
||||
public static GameStrategy str = null;
|
||||
|
||||
[System.Serializable]
|
||||
public class ChangeAwarenessTest
|
||||
{
|
||||
public int numDeadFriends;
|
||||
public int numAliveFriends;
|
||||
public int sinceLastDeath;
|
||||
public bool test = false;
|
||||
public float result = 0f;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!test)
|
||||
return;
|
||||
|
||||
test = false;
|
||||
|
||||
result = RulesTest.str.GetAwarenessChange(numDeadFriends, numAliveFriends, sinceLastDeath);
|
||||
}
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class NoticeDeathTest
|
||||
{
|
||||
public float popularity;
|
||||
public float importance;
|
||||
public int numAliveFriends;
|
||||
public float awareness;
|
||||
|
||||
public bool test = false;
|
||||
public float result = 0f;
|
||||
|
||||
public void Update()
|
||||
{
|
||||
if (!test)
|
||||
return;
|
||||
|
||||
test = false;
|
||||
|
||||
result = RulesTest.str.GetDeathNoticing(popularity, importance, numAliveFriends, awareness);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Use this for initialization
|
||||
void Start () {
|
||||
str = strategy;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update () {
|
||||
awareness.Update();
|
||||
}
|
||||
}
|
||||
12
Assets/Tests/RulesTest.cs.meta
Normal file
12
Assets/Tests/RulesTest.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: debe9fb44675c3e49ba7e4c511a91076
|
||||
timeCreated: 1439754262
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -7,3 +7,5 @@ EditorBuildSettings:
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/Gameplay.unity
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/splash.unity
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user