Started implementing the person model

Signed-off-by: RosimInc <rosim_inc@hotmail.com>
This commit is contained in:
RosimInc 2015-08-13 21:57:44 -04:00
parent 43451b9be4
commit 768e1b2673
6 changed files with 97 additions and 11 deletions

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@ -10,6 +10,9 @@ namespace DeathBook.Model
private float probability; private float probability;
private float radius; private float radius;
private const float minConnTime = 3;
private const float maxConnTime = 20;
public Level GenerateLevel(int numPeople, int avgFriends, float probability, float radius) public Level GenerateLevel(int numPeople, int avgFriends, float probability, float radius)
{ {
this.numPeople = numPeople; this.numPeople = numPeople;
@ -48,7 +51,8 @@ namespace DeathBook.Model
x = Mathf.Cos(longitude) * r; x = Mathf.Cos(longitude) * r;
y = Mathf.Sin(longitude) * r; y = Mathf.Sin(longitude) * r;
p = new Person(i, x, y, z); p = CreatePerson(i, x, y, z);
people.Add(p); people.Add(p);
z -= dz; z -= dz;
@ -123,6 +127,17 @@ namespace DeathBook.Model
p2.AddFriendship(f); p2.AddFriendship(f);
return f; return f;
} }
private Person CreatePerson(int id, float x, float y, float z)
{
Vector3 pos = new Vector3(x, y, z);
//Vector2 times =
//Person p = new Person(id, pos,);
Person p = new Person(id);
return p;
}
} }
internal class DistanceNode internal class DistanceNode

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@ -9,22 +9,21 @@ namespace DeathBook.Model
private string name; private string name;
private List<Friendship> friendList = new List<Friendship>(); private List<Friendship> friendList = new List<Friendship>();
public Vector3 initialPosition; public Vector3 initialPosition;
public float connectionTime;
public float disconnectionTime;
public float awarenessLevel;
public bool alive;
public bool connected;
public int numFriends; public int numFriends;
private int timeBetweenPosts; // f = 1/T; public int timeBetweenPosts; // f = 1/T;
private int connectionTime; public float importance; // Size of the quad
private int disconnectionTime;
private int awarenessLevel;
private bool alive;
private int happiness; private int happiness;
private bool connected;
//private Node node; public Person(int id)
public Person(int id, float x, float y, float z)
{ {
this.id = id; this.id = id;
initialPosition = new Vector3(x, y, z);
} }
public void AddFriendship(Friendship f) public void AddFriendship(Friendship f)

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@ -0,0 +1,32 @@
using System.Collections.Generic;
using UnityEngine;
namespace DeathBook.Model
{
public class Utils
{
public static void Test()
{
float mean = 50;
float range = 50;
int numSteps = 2;
int numTries = 100;
for (int i = 0; i < numTries; i++)
{
Debug.Log(GetRandomValue(mean, range, numSteps));
}
}
public static float GetRandomValue(float mean, float range, int numSteps)
{
float sum = 0;
for (int i = 0; i < numSteps; i++)
{
sum += Random.value;
}
return (sum / numSteps * 2 - 1) * range + mean;
}
}
}

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@ -0,0 +1,12 @@
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16
Assets/Tests/SRTest.cs Normal file
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@ -0,0 +1,16 @@
using UnityEngine;
using System.Collections;
using DeathBook.Model;
public class SRTest : MonoBehaviour {
// Use this for initialization
void Start () {
Utils.Test();
}
// Update is called once per frame
void Update () {
}
}

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