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public Transform StartPoint; - public Transform EndPoint; - public LineRenderer BeamLine; + public Color HighlightedColor = new Color(1f, 1f, 1f, 0.5f); + + [SerializeField] + private Transform StartPoint; + + [SerializeField] + private Transform EndPoint; + + [SerializeField] + private LineRenderer BeamLine; //public ParticleSystem BeamParticles; - public Transform StartObject; - public Transform EndObject; + [SerializeField] + private Transform StartObject; + + [SerializeField] + private Transform EndObject; private float LIFETIME_RATIO = 0.025f; + private Renderer _renderer; + private Color _defaultColor; + void Awake() { + // Set the importance (weight) of the link here BeamLine.SetWidth(0.2f, 0.2f); + + _renderer = BeamLine.GetComponent(); + + _renderer.material = Instantiate(_renderer.material); + + _defaultColor = _renderer.material.GetColor("_TintColor"); + //Activate(false); } @@ -34,8 +56,8 @@ public class Beam : MonoBehaviour private void UpdateVisualEffects() { - StartPoint.position = StartObject.position + new Vector3(0f, 0f, 0.5f); - 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HighlightedColor : _defaultColor); + } } diff --git a/Assets/Tests/Beam/Beam.cs.meta b/Assets/Tests/Beam/FriendshipLink.cs.meta similarity index 100% rename from Assets/Tests/Beam/Beam.cs.meta rename to Assets/Tests/Beam/FriendshipLink.cs.meta diff --git a/Assets/Tests/Beam/AspiBeam.prefab b/Assets/Tests/Beam/FriendshipLink.prefab similarity index 98% rename from Assets/Tests/Beam/AspiBeam.prefab rename to Assets/Tests/Beam/FriendshipLink.prefab index 9dd054e..d3c567f 100644 --- a/Assets/Tests/Beam/AspiBeam.prefab +++ b/Assets/Tests/Beam/FriendshipLink.prefab @@ -73,7 +73,7 @@ GameObject: - 4: {fileID: 495142} - 114: {fileID: 11495142} m_Layer: 0 - m_Name: AspiBeam + m_Name: FriendshipLink m_TagString: Untagged m_Icon: {fileID: 0} m_NavMeshLayer: 0 @@ -135,7 +135,7 @@ Transform: m_PrefabInternal: {fileID: 100100000} m_GameObject: {fileID: 195142} m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} - m_LocalPosition: {x: 0, y: -3.6500001, z: 0} + m_LocalPosition: {x: -.573046267, y: -.809006572, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: - 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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() + { + /* 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); + } + } +} diff --git a/Assets/Tests/Sphere.cs.meta b/Assets/Tests/Center.cs.meta similarity index 100% rename from Assets/Tests/Sphere.cs.meta rename to Assets/Tests/Center.cs.meta diff --git a/Assets/Tests/PersonTest.cs b/Assets/Tests/PersonTest.cs new file mode 100644 index 0000000..72cfb01 --- /dev/null +++ b/Assets/Tests/PersonTest.cs @@ -0,0 +1,45 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; + +[RequireComponent(typeof(Collider))] +public class PersonTest : MonoBehaviour +{ + // Temporary, for test + private List _links; + private bool _highlighted = false; + + void Awake() + { + _links = new List(); + } + + public void AddLink(FriendshipLink link) + { + _links.Add(link); + } + + void OnMouseOver() + { + Debug.Log("abc"); + if (!_highlighted) + { + _highlighted = true; + + foreach (FriendshipLink link in _links) + { + link.Highlight(true, 1f); + } + } + } + + void OnMouseExit() + { + _highlighted = false; + + foreach (FriendshipLink link in _links) + { + link.Highlight(false, 1f); + } + } +} diff --git a/Assets/Tests/PersonTest.cs.meta b/Assets/Tests/PersonTest.cs.meta new file mode 100644 index 0000000..81c5c69 --- /dev/null +++ b/Assets/Tests/PersonTest.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 91655186257590a4297df8939c1a2256 +timeCreated: 1439395841 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Tests/Sphere.prefab b/Assets/Tests/PersonTest.prefab similarity index 73% rename from Assets/Tests/Sphere.prefab rename to Assets/Tests/PersonTest.prefab index c4c242a..ce9c0d8 100644 --- a/Assets/Tests/Sphere.prefab +++ b/Assets/Tests/PersonTest.prefab @@ -11,8 +11,10 @@ GameObject: - 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-public class Sphere : MonoBehaviour -{ - public GameObject SpherePrototype; - public int PointsAmount = 50; - public float SphereRadius = 1f; - - void Awake() - { - // First test (Orion Elenzil) - /* - for (int i = 0; i < PointsAmount; i++) - { - float theta = (360f / PointsAmount) * i; - float phi = (Mathf.PI / 2 / PointsAmount) * i; - - float x = Mathf.Cos(Mathf.Sqrt(phi)) * Mathf.Cos(theta); - float y = Mathf.Cos(Mathf.Sqrt(phi)) * Mathf.Sin(theta); - float z = (UnityEngine.Random.value < 0.5f ? -1 : 1) * Mathf.Sin(Mathf.Sqrt(phi)); - Debug.Log(UnityEngine.Random.value); - Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity); - }*/ - - // Second test (default unit sphere random distribution) - /* - for (int i = 0; i < PointsAmount; i++) - { - float u = UnityEngine.Random.Range(-1f, 1f); - float a = UnityEngine.Random.Range(0f, 2 * Mathf.PI); - - float x = Mathf.Sqrt(1 - u * u) * Mathf.Cos(a); - float y = Mathf.Sqrt(1 - u * u) * Mathf.Sin(a); - float z = u; - - Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity); - }*/ - - // Third test (sphere semi-uniform distribution) - /* - for (int i = 0; i < PointsAmount; i++) - { - float u = (SphereRadius * 2 / PointsAmount) * i - SphereRadius; - float a = UnityEngine.Random.Range(0f, 2 * Mathf.PI); // ((2 * Mathf.PI) / PointsAmount) * i; - - Debug.Log(a); - - float x = Mathf.Sqrt(SphereRadius * SphereRadius - u * u) * Mathf.Cos(a); - float y = Mathf.Sqrt(SphereRadius * SphereRadius - u * u) * Mathf.Sin(a); - float z = u; - - Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity); - }*/ - - // Fourth test (sphere uniform distribution using the spiral method) - float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323 - - float dz = (2f/PointsAmount) * SphereRadius; - float longitude = 0f; - float z = SphereRadius - dz/2; - - for (int i = 0; i < PointsAmount; i++) - { - float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z); - - float x = Mathf.Cos(longitude) * r; - float y = Mathf.Sin(longitude) * r; - - Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity); - 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