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RosimInc 2015-08-12 19:45:31 -04:00
commit 5a01f17045
20 changed files with 1226 additions and 874 deletions

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@ -1,21 +1,43 @@
using UnityEngine;
using System.Collections;
public class Beam : MonoBehaviour
[RequireComponent(typeof(LineRenderer))]
public class FriendshipLink : MonoBehaviour
{
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>();
_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);
EndPoint.position = EndObject.position + new Vector3(0f, 0f, 0.5f);
StartPoint.position = StartObject.position + new Vector3(0f, 0f, 0f);
EndPoint.position = EndObject.position + new Vector3(0f, 0f, 0f);
float angle = Vector3.Angle(EndPoint.position - StartPoint.position, transform.right);
@ -50,4 +72,17 @@ public class Beam : MonoBehaviour
BeamLine.SetPosition(0, StartPoint.position);
BeamLine.SetPosition(1, EndPoint.position);
}
public void AttachToObjects(GameObject origin, GameObject destination)
{
StartObject = origin.transform;
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);
}
}

View File

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129
Assets/Tests/Center.cs Normal file
View File

@ -0,0 +1,129 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Center : MonoBehaviour
{
public FriendshipLink Link;
public PersonTest Person;
public int PointsAmount = 50;
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[] people;
private GameObject[] nodes;
void Awake()
{
InstantiateNodes();
AssignLinks();
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()
{
/* 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);
}
}
}

View File

@ -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<FriendshipLink> _links;
private bool _highlighted = false;
void Awake()
{
_links = new List<FriendshipLink>();
}
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);
}
}
}

View File

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@ -1,76 +0,0 @@
using UnityEngine;
using System.Collections;
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);
z -= dz;
longitude += dlong;
}
}
}

View File

@ -4,4 +4,6 @@
EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes: []
m_Scenes:
- enabled: 1
path: Assets/Scenes/Gameplay.unity