Merge branch 'master' of https://github.com/ConjureETS/DeathBook
Conflicts: Assets/Scripts/NetworkingSphere.cs Signed-off-by: RosimInc <rosim_inc@hotmail.com>
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8
Assets/Scenes/splash.unity.meta
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@ -1,248 +1,257 @@
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||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Model;
|
||||
|
||||
public class NetworkingSphere : MonoBehaviour
|
||||
{
|
||||
public GameObjectsOptions gameObjects = new GameObjectsOptions();
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using DeathBook.Model;
|
||||
|
||||
public class NetworkingSphere : MonoBehaviour
|
||||
{
|
||||
public GameObjectsOptions gameObjects = new GameObjectsOptions();
|
||||
public LevelOptions levelOptions = new LevelOptions();
|
||||
public GameStrategy strategy = new GameStrategy();
|
||||
private NetworkDisconnection sphere;
|
||||
|
||||
[System.Serializable]
|
||||
public class GameObjectsOptions
|
||||
{
|
||||
public Link LinkObj;
|
||||
public PersonNode PersonObj;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class LevelOptions
|
||||
{
|
||||
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;
|
||||
|
||||
public PersonDetailsPanel DetailsPanel;
|
||||
|
||||
private bool dragging = false;
|
||||
private Vector3 delta = new Vector3();
|
||||
private Rigidbody rb;
|
||||
|
||||
private LevelManager manager;
|
||||
|
||||
private PersonNode[] peopleNodes;
|
||||
|
||||
private PersonNode _selectedNode;
|
||||
private float _timeSinceLastClick;
|
||||
|
||||
// Used to disable the physics when the user has clicked on a node
|
||||
private bool _isRotatingTowardsNode = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
manager = LevelManager.Instance;
|
||||
private NetworkDisconnection sphere;
|
||||
|
||||
[System.Serializable]
|
||||
public class GameObjectsOptions
|
||||
{
|
||||
public Link LinkObj;
|
||||
public PersonNode PersonObj;
|
||||
}
|
||||
|
||||
[System.Serializable]
|
||||
public class LevelOptions
|
||||
{
|
||||
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;
|
||||
|
||||
public PersonDetailsPanel DetailsPanel;
|
||||
|
||||
private bool dragging = false;
|
||||
private Vector3 delta = new Vector3();
|
||||
private Rigidbody rb;
|
||||
|
||||
private LevelManager manager;
|
||||
|
||||
private PersonNode[] peopleNodes;
|
||||
|
||||
private PersonNode _selectedNode;
|
||||
private float _timeSinceLastClick;
|
||||
|
||||
// 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);
|
||||
|
||||
InstantiateNodes(lvl);
|
||||
AssignLinks(lvl);
|
||||
rb = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
|
||||
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 + "");
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_timeSinceLastClick < 2f)
|
||||
{
|
||||
_timeSinceLastClick += 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;
|
||||
|
||||
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) > levelOptions.SphereRadius + 1f)
|
||||
{
|
||||
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
|
||||
//when right btn clicked, call the change rotation
|
||||
if (Input.GetMouseButtonDown(1))
|
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{
|
||||
dragging = true;
|
||||
}
|
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else if (Input.GetMouseButtonUp(1))
|
||||
{
|
||||
dragging = false;
|
||||
delta = new Vector3();
|
||||
}
|
||||
|
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if (dragging && !_isRotatingTowardsNode)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MoveSphere()
|
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{
|
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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);
|
||||
|
||||
rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse);
|
||||
rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
private void InstantiateNodes(Level lvl)
|
||||
{
|
||||
peopleNodes = new PersonNode[lvl.People.Count];
|
||||
|
||||
for (int i = 0; i < lvl.People.Count; i++)
|
||||
{
|
||||
Person person = lvl.People[i];
|
||||
|
||||
PersonNode pInst = Instantiate(gameObjects.PersonObj, person.InitialPosition, Quaternion.identity) as PersonNode;
|
||||
|
||||
pInst.OnClicked += OnNodeClicked;
|
||||
|
||||
pInst.Model = person;
|
||||
pInst.transform.parent = this.transform;
|
||||
|
||||
peopleNodes[i] = pInst;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnNodeClicked(PersonNode node)
|
||||
{
|
||||
if (_selectedNode != null)
|
||||
{
|
||||
_selectedNode.Select(false);
|
||||
}
|
||||
|
||||
if (_timeSinceLastClick < 0.5f && node == _selectedNode)
|
||||
{
|
||||
// We focus on the node if double clicked
|
||||
FocusOnNode(node);
|
||||
}
|
||||
|
||||
_timeSinceLastClick = 0f;
|
||||
|
||||
DetailsPanel.SetNode(node);
|
||||
node.Select(true);
|
||||
|
||||
_selectedNode = node;
|
||||
}
|
||||
|
||||
private void AssignLinks(Level lvl)
|
||||
{
|
||||
foreach (FriendshipLink f in lvl.Friendships)
|
||||
{
|
||||
Link link = Instantiate(gameObjects.LinkObj) as Link;
|
||||
int id1 = f.Friend1.id;
|
||||
int id2 = f.Friend2.id;
|
||||
link.Model = f;
|
||||
link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
|
||||
|
||||
// Temporary stuff, for testing
|
||||
peopleNodes[id1].AddLink(link);
|
||||
peopleNodes[id2].AddLink(link);
|
||||
}
|
||||
}
|
||||
|
||||
public void FocusOnNode(PersonNode node)
|
||||
{
|
||||
StopCoroutine("RotateTowardsNodeCoroutine");
|
||||
StartCoroutine("RotateTowardsNodeCoroutine", node);
|
||||
|
||||
/*
|
||||
Debug.Log(node.transform.eulerAngles);
|
||||
|
||||
float xangle = (Mathf.Atan2(finalPos.z, finalPos.y) - Mathf.Atan2(initialPos.z, initialPos.y)) * Mathf.Rad2Deg;
|
||||
|
||||
Debug.Log(node.transform.position);
|
||||
transform.Rotate(new Vector3(90, 0, 0));
|
||||
//transform.rotation = transform.rotation * Quaternion.AngleAxis(xangle, Vector3.right);
|
||||
Debug.Log(xangle);
|
||||
float yAngle = (Mathf.Atan2(finalPos.x, finalPos.z) - Mathf.Atan2(node.transform.position.x, node.transform.position.z)) * Mathf.Rad2Deg;
|
||||
Debug.Log(yAngle);
|
||||
//transform.Rotate(new Vector3(xangle, yAngle, 0));
|
||||
|
||||
//float zAngle = (Mathf.Atan2(finalPos.y, finalPos.x) - Mathf.Atan2(initialPos.y, initialPos.x)) * Mathf.Rad2Deg;
|
||||
|
||||
//transform.rotation = transform.rotation * Quaternion.AngleAxis(xangle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up) * Quaternion.AngleAxis(zAngle, Vector3.forward);
|
||||
*/
|
||||
}
|
||||
|
||||
private IEnumerator RotateTowardsNodeCoroutine(PersonNode node)
|
||||
{
|
||||
_isRotatingTowardsNode = true;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
//Vector3 finalPos = new Vector3(0f, 0f, -SphereRadius);
|
||||
|
||||
Quaternion initialRot = transform.localRotation;
|
||||
|
||||
|
||||
transform.localRotation = Quaternion.identity; // Temporary hack for the game jam
|
||||
|
||||
|
||||
Vector3 nodePos = node.transform.position;
|
||||
|
||||
Vector3 longDir = nodePos;
|
||||
longDir.y = 0;
|
||||
|
||||
float xAngle = Mathf.Asin(nodePos.normalized.y) * Mathf.Rad2Deg; // Latitude
|
||||
float yAngle = Vector3.Angle(-Vector3.forward, longDir) * (longDir.x < 0 ? -1 : 1); // Longitude
|
||||
|
||||
Quaternion finalRot = Quaternion.AngleAxis(-xAngle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up);
|
||||
|
||||
float ratio = 0f;
|
||||
|
||||
while (ratio < 1f && transform.localRotation != finalRot)
|
||||
{
|
||||
ratio += Time.deltaTime / 1.5f;
|
||||
|
||||
transform.localRotation = Quaternion.Lerp(initialRot, finalRot, Mathf.SmoothStep(0f, 1f, ratio));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_isRotatingTowardsNode = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (_timeSinceLastClick < 2f)
|
||||
{
|
||||
_timeSinceLastClick += 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;
|
||||
|
||||
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) > levelOptions.SphereRadius + 1f)
|
||||
{
|
||||
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
|
||||
}
|
||||
|
||||
//when right btn clicked, call the change rotation
|
||||
if (Input.GetMouseButtonDown(1))
|
||||
{
|
||||
dragging = true;
|
||||
}
|
||||
else if (Input.GetMouseButtonUp(1))
|
||||
{
|
||||
dragging = false;
|
||||
delta = new Vector3();
|
||||
}
|
||||
|
||||
if (dragging && !_isRotatingTowardsNode)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse);
|
||||
rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
private void InstantiateNodes(Level lvl)
|
||||
{
|
||||
peopleNodes = new PersonNode[lvl.People.Count];
|
||||
|
||||
for (int i = 0; i < lvl.People.Count; i++)
|
||||
{
|
||||
Person person = lvl.People[i];
|
||||
|
||||
PersonNode pInst = Instantiate(gameObjects.PersonObj, person.InitialPosition, Quaternion.identity) as PersonNode;
|
||||
|
||||
pInst.OnClicked += OnNodeClicked;
|
||||
|
||||
pInst.Model = person;
|
||||
pInst.transform.parent = this.transform;
|
||||
|
||||
peopleNodes[i] = pInst;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnNodeClicked(PersonNode node)
|
||||
{
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
if (_selectedNode != null)
|
||||
{
|
||||
_selectedNode.Select(false);
|
||||
}
|
||||
|
||||
if (!_isRotatingTowardsNode || node != _selectedNode)
|
||||
{
|
||||
FocusOnNode(node);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
if (_timeSinceLastClick < 0.5f && node == _selectedNode)
|
||||
{
|
||||
// We focus on the node if double clicked
|
||||
FocusOnNode(node);
|
||||
}
|
||||
|
||||
_timeSinceLastClick = 0f;*/
|
||||
|
||||
DetailsPanel.SetNode(node);
|
||||
node.Select(true);
|
||||
|
||||
_selectedNode = node;
|
||||
}
|
||||
|
||||
private void AssignLinks(Level lvl)
|
||||
{
|
||||
foreach (FriendshipLink f in lvl.Friendships)
|
||||
{
|
||||
Link link = Instantiate(gameObjects.LinkObj) as Link;
|
||||
int id1 = f.Friend1.id;
|
||||
int id2 = f.Friend2.id;
|
||||
link.Model = f;
|
||||
link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
|
||||
|
||||
// Temporary stuff, for testing
|
||||
peopleNodes[id1].AddLink(link);
|
||||
peopleNodes[id2].AddLink(link);
|
||||
}
|
||||
}
|
||||
|
||||
public void FocusOnNode(PersonNode node)
|
||||
{
|
||||
StopCoroutine("RotateTowardsNodeCoroutine");
|
||||
StartCoroutine("RotateTowardsNodeCoroutine", node);
|
||||
|
||||
/*
|
||||
Debug.Log(node.transform.eulerAngles);
|
||||
|
||||
float xangle = (Mathf.Atan2(finalPos.z, finalPos.y) - Mathf.Atan2(initialPos.z, initialPos.y)) * Mathf.Rad2Deg;
|
||||
|
||||
Debug.Log(node.transform.position);
|
||||
transform.Rotate(new Vector3(90, 0, 0));
|
||||
//transform.rotation = transform.rotation * Quaternion.AngleAxis(xangle, Vector3.right);
|
||||
Debug.Log(xangle);
|
||||
float yAngle = (Mathf.Atan2(finalPos.x, finalPos.z) - Mathf.Atan2(node.transform.position.x, node.transform.position.z)) * Mathf.Rad2Deg;
|
||||
Debug.Log(yAngle);
|
||||
//transform.Rotate(new Vector3(xangle, yAngle, 0));
|
||||
|
||||
//float zAngle = (Mathf.Atan2(finalPos.y, finalPos.x) - Mathf.Atan2(initialPos.y, initialPos.x)) * Mathf.Rad2Deg;
|
||||
|
||||
//transform.rotation = transform.rotation * Quaternion.AngleAxis(xangle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up) * Quaternion.AngleAxis(zAngle, Vector3.forward);
|
||||
*/
|
||||
}
|
||||
|
||||
private IEnumerator RotateTowardsNodeCoroutine(PersonNode node)
|
||||
{
|
||||
_isRotatingTowardsNode = true;
|
||||
rb.angularVelocity = Vector3.zero;
|
||||
|
||||
//Vector3 finalPos = new Vector3(0f, 0f, -SphereRadius);
|
||||
|
||||
Quaternion initialRot = transform.localRotation;
|
||||
|
||||
|
||||
transform.localRotation = Quaternion.identity; // Temporary hack for the game jam
|
||||
|
||||
|
||||
Vector3 nodePos = node.transform.position;
|
||||
|
||||
Vector3 longDir = nodePos;
|
||||
longDir.y = 0;
|
||||
|
||||
float xAngle = Mathf.Asin(nodePos.normalized.y) * Mathf.Rad2Deg; // Latitude
|
||||
float yAngle = Vector3.Angle(-Vector3.forward, longDir) * (longDir.x < 0 ? -1 : 1); // Longitude
|
||||
|
||||
Quaternion finalRot = Quaternion.AngleAxis(-xAngle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up);
|
||||
|
||||
float ratio = 0f;
|
||||
|
||||
while (ratio < 1f && transform.localRotation != finalRot)
|
||||
{
|
||||
ratio += Time.deltaTime / 1.5f;
|
||||
|
||||
transform.localRotation = Quaternion.Lerp(initialRot, finalRot, Mathf.SmoothStep(0f, 1f, ratio));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
_isRotatingTowardsNode = false;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1,127 +1,127 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
using DeathBook.Model;
|
||||
using DeathBook.Util;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
{
|
||||
public Image ProfilePicture;
|
||||
public Text Name;
|
||||
public Text FriendsTitle;
|
||||
public GameObject FriendsPanel;
|
||||
public Button KillButton;
|
||||
public Button WatchButton;
|
||||
public Button XButton;
|
||||
public GameObject Container;
|
||||
public RatioProgression AwarenessBar;
|
||||
public RatioProgression FriendAwarenessBar;
|
||||
|
||||
public UIFriendPicture FriendPicture;
|
||||
|
||||
private PersonNode _node;
|
||||
private Person _model;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Container.SetActive(false);
|
||||
}
|
||||
|
||||
public void SetNode(PersonNode node)
|
||||
{
|
||||
if (_model != null)
|
||||
{
|
||||
_model.UnSubscribe(this);
|
||||
}
|
||||
|
||||
_node = node;
|
||||
_model = node.Model;
|
||||
|
||||
_model.Subscribe(this);
|
||||
|
||||
Container.SetActive(true);
|
||||
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
private void UpdateInfo()
|
||||
{
|
||||
Name.text = _model.Name;
|
||||
|
||||
KillButton.gameObject.SetActive(_model.Alive);
|
||||
WatchButton.gameObject.SetActive(_model.Alive);
|
||||
|
||||
AwarenessBar.SetCompletedRatio(_model.AwarenessLevel);
|
||||
|
||||
foreach (Transform picture in FriendsPanel.transform)
|
||||
{
|
||||
Destroy(picture.gameObject);
|
||||
}
|
||||
|
||||
ProfilePicture.sprite = _model.Picture;
|
||||
|
||||
RectTransform panelTrans = FriendsPanel.GetComponent<RectTransform>();
|
||||
|
||||
panelTrans.anchorMin = new Vector2(0f, -0.3125f * _model.FriendList.Count);
|
||||
panelTrans.anchorMax = new Vector2(1f, 1f);
|
||||
panelTrans.offsetMin = Vector2.zero;
|
||||
panelTrans.offsetMax = Vector2.zero;
|
||||
|
||||
float height = 1f / _model.FriendList.Count;
|
||||
|
||||
// We copy the list so we can sort it without affecting the model data
|
||||
List<Friendship> list = new List<Friendship>(_model.FriendList);
|
||||
list.Sort();
|
||||
|
||||
FriendsTitle.text = string.Concat("Friends (", list.Count, ")");
|
||||
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
Person friend = list[i].Friend;
|
||||
|
||||
float minY = 1f - (height - 0.01f) * (i + 1) - i * 0.01f;
|
||||
float maxY = 1f - height * i;
|
||||
|
||||
// Friend picture
|
||||
UIFriendPicture friendPicture = Instantiate(FriendPicture) as UIFriendPicture;
|
||||
Image picture = friendPicture.Picture;
|
||||
|
||||
friendPicture.Model = friend;
|
||||
picture.sprite = friend.Picture;
|
||||
picture.transform.SetParent(FriendsPanel.transform);
|
||||
picture.rectTransform.anchorMin = new Vector2(0.022f, minY);
|
||||
picture.rectTransform.anchorMax = new Vector2(0.26f, maxY);
|
||||
picture.rectTransform.offsetMin = Vector2.zero;
|
||||
picture.rectTransform.offsetMax = Vector2.zero;
|
||||
|
||||
// Awareness bar
|
||||
RatioProgression awarenessBar = Instantiate(FriendAwarenessBar) as RatioProgression;
|
||||
RectTransform barRectTrans = awarenessBar.GetComponent<RectTransform>();
|
||||
|
||||
awarenessBar.SetCompletedRatio(friend.AwarenessLevel);
|
||||
|
||||
awarenessBar.transform.SetParent(FriendsPanel.transform);
|
||||
barRectTrans.anchorMin = new Vector2(0.28f, minY);
|
||||
barRectTrans.anchorMax = new Vector2(1f, maxY);
|
||||
barRectTrans.offsetMin = Vector2.zero;
|
||||
barRectTrans.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
Container.SetActive(false);
|
||||
_node.Select(false);
|
||||
}
|
||||
|
||||
public void KillNode()
|
||||
{
|
||||
_node.Kill();
|
||||
}
|
||||
}
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
using UnityEngine.UI;
|
||||
using DeathBook.Model;
|
||||
using DeathBook.Util;
|
||||
using System.Collections.Generic;
|
||||
|
||||
public class PersonDetailsPanel : MonoBehaviour, IObserver
|
||||
{
|
||||
public Image ProfilePicture;
|
||||
public Text Name;
|
||||
public Text FriendsTitle;
|
||||
public GameObject FriendsPanel;
|
||||
public Button KillButton;
|
||||
public Button WatchButton;
|
||||
public Button XButton;
|
||||
public GameObject Container;
|
||||
public RatioProgression AwarenessBar;
|
||||
public RatioProgression FriendAwarenessBar;
|
||||
|
||||
public UIFriendPicture FriendPicture;
|
||||
|
||||
private PersonNode _node;
|
||||
private Person _model;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
Container.SetActive(false);
|
||||
}
|
||||
|
||||
public void SetNode(PersonNode node)
|
||||
{
|
||||
if (_model != null)
|
||||
{
|
||||
_model.UnSubscribe(this);
|
||||
}
|
||||
|
||||
_node = node;
|
||||
_model = node.Model;
|
||||
|
||||
_model.Subscribe(this);
|
||||
|
||||
Container.SetActive(true);
|
||||
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
UpdateInfo();
|
||||
}
|
||||
|
||||
private void UpdateInfo()
|
||||
{
|
||||
Name.text = _model.Name;
|
||||
|
||||
KillButton.gameObject.SetActive(_model.Alive);
|
||||
WatchButton.gameObject.SetActive(_model.Alive);
|
||||
|
||||
AwarenessBar.SetCompletedRatio(_model.AwarenessLevel);
|
||||
|
||||
foreach (Transform picture in FriendsPanel.transform)
|
||||
{
|
||||
Destroy(picture.gameObject);
|
||||
}
|
||||
|
||||
ProfilePicture.sprite = _model.Picture;
|
||||
|
||||
RectTransform panelTrans = FriendsPanel.GetComponent<RectTransform>();
|
||||
|
||||
panelTrans.anchorMin = new Vector2(0f, -0.3125f * _model.FriendList.Count);
|
||||
panelTrans.anchorMax = new Vector2(1f, 1f);
|
||||
panelTrans.offsetMin = Vector2.zero;
|
||||
panelTrans.offsetMax = Vector2.zero;
|
||||
|
||||
float height = 1f / _model.FriendList.Count;
|
||||
|
||||
// We copy the list so we can sort it without affecting the model data
|
||||
List<Friendship> list = new List<Friendship>(_model.FriendList);
|
||||
list.Sort();
|
||||
|
||||
FriendsTitle.text = string.Concat("Friends (", list.Count, ")");
|
||||
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
Person friend = list[i].Friend;
|
||||
|
||||
float minY = 1f - (height - 0.01f) * (i + 1) - i * 0.01f;
|
||||
float maxY = 1f - height * i;
|
||||
|
||||
// Friend picture
|
||||
UIFriendPicture friendPicture = Instantiate(FriendPicture) as UIFriendPicture;
|
||||
Image picture = friendPicture.Picture;
|
||||
|
||||
friendPicture.Model = friend;
|
||||
picture.sprite = friend.Picture;
|
||||
picture.transform.SetParent(FriendsPanel.transform);
|
||||
picture.rectTransform.anchorMin = new Vector2(0.022f, minY);
|
||||
picture.rectTransform.anchorMax = new Vector2(0.26f, maxY);
|
||||
picture.rectTransform.offsetMin = Vector2.zero;
|
||||
picture.rectTransform.offsetMax = Vector2.zero;
|
||||
|
||||
// Awareness bar
|
||||
RatioProgression awarenessBar = Instantiate(FriendAwarenessBar) as RatioProgression;
|
||||
RectTransform barRectTrans = awarenessBar.GetComponent<RectTransform>();
|
||||
|
||||
awarenessBar.SetCompletedRatio(friend.AwarenessLevel);
|
||||
|
||||
awarenessBar.transform.SetParent(FriendsPanel.transform);
|
||||
barRectTrans.anchorMin = new Vector2(0.28f, minY);
|
||||
barRectTrans.anchorMax = new Vector2(1f, maxY);
|
||||
barRectTrans.offsetMin = Vector2.zero;
|
||||
barRectTrans.offsetMax = Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
public void Close()
|
||||
{
|
||||
Container.SetActive(false);
|
||||
_node.Select(false);
|
||||
}
|
||||
|
||||
public void KillNode()
|
||||
{
|
||||
_node.Kill();
|
||||
}
|
||||
}
|
||||
|
||||
@ -20,7 +20,10 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
public Color EndColor = Color.red;
|
||||
|
||||
public Renderer internQuad;
|
||||
public Renderer xQuad;
|
||||
public float KillHoldDuration = 2f;
|
||||
public RatioProgression xMarkLeft;
|
||||
public RatioProgression xMarkRight;
|
||||
public Renderer bloodSplatter;
|
||||
|
||||
private List<Link> _links;
|
||||
private bool _highlighted = false;
|
||||
@ -30,6 +33,8 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
private Renderer _renderer;
|
||||
private Transform _transform;
|
||||
|
||||
private float _holdDuration;
|
||||
|
||||
public Person Model
|
||||
{
|
||||
get { return _model; }
|
||||
@ -99,9 +104,48 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
|
||||
public void Kill()
|
||||
{
|
||||
_model.Kill();
|
||||
if (_model.Kill())
|
||||
{
|
||||
StartCoroutine(SplashBlood());
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator SplashBlood()
|
||||
{
|
||||
bloodSplatter.gameObject.SetActive(true);
|
||||
|
||||
float ratio = 0f;
|
||||
|
||||
Vector3 finalScale = Vector3.one * 1.7f;
|
||||
|
||||
while (ratio < 1f)
|
||||
{
|
||||
ratio += Time.deltaTime / 0.4f;
|
||||
|
||||
bloodSplatter.transform.localScale = Vector3.Lerp(Vector3.zero, finalScale, ratio);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
ratio = 0f;
|
||||
|
||||
Color initialColor = bloodSplatter.material.color;
|
||||
Color finalColor = initialColor;
|
||||
finalColor.a = 0f;
|
||||
|
||||
// Fade out
|
||||
while (ratio < 1f)
|
||||
{
|
||||
ratio += Time.deltaTime / 1f;
|
||||
|
||||
bloodSplatter.material.color = Color.Lerp(initialColor, finalColor, ratio);
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
bloodSplatter.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Notify()
|
||||
{
|
||||
//Debug.Log("Received notification! " + Model.AwarenessLevel);
|
||||
@ -113,12 +157,10 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
||||
if (_model.Alive)
|
||||
{
|
||||
xQuad.enabled = false;
|
||||
SetColors();
|
||||
}
|
||||
else
|
||||
{
|
||||
xQuad.enabled = true;
|
||||
gameObject.GetComponent<Renderer>().material.color = new Color32(50, 50, 50, 1);
|
||||
UpdateLinks(false);
|
||||
}
|
||||
@ -168,10 +210,38 @@ public class PersonNode : MonoBehaviour, IObserver
|
||||
|
||||
void OnMouseDown()
|
||||
{
|
||||
_holdDuration = 0f;
|
||||
|
||||
// The sphere should be subscribed to this event and update the data accordingly
|
||||
if (OnClicked != null)
|
||||
{
|
||||
OnClicked(this);
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseDrag()
|
||||
{
|
||||
if (!_model.Alive) return;
|
||||
|
||||
Debug.Log(_model.Alive);
|
||||
|
||||
_holdDuration += Time.deltaTime;
|
||||
|
||||
xMarkLeft.SetCompletedRatio(Mathf.Clamp(_holdDuration - 0.025f, 0f, 1f));
|
||||
xMarkRight.SetCompletedRatio(Mathf.Clamp(_holdDuration - 1.025f, 0f, 1f));
|
||||
|
||||
if (_holdDuration >= KillHoldDuration)
|
||||
{
|
||||
Kill();
|
||||
}
|
||||
}
|
||||
|
||||
void OnMouseUp()
|
||||
{
|
||||
if (_model.Alive)
|
||||
{
|
||||
xMarkLeft.SetCompletedRatio(0f);
|
||||
xMarkRight.SetCompletedRatio(0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
19
Assets/Scripts/loadLevel.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class loadLevel : MonoBehaviour
|
||||
{
|
||||
public int timeToWait = 2;
|
||||
// Use this for initialization
|
||||
|
||||
void Start()
|
||||
{
|
||||
Invoke("NextScene", timeToWait);
|
||||
}
|
||||
|
||||
void NextScene()
|
||||
{
|
||||
Application.LoadLevel("Gameplay");
|
||||
}
|
||||
|
||||
}
|
||||
12
Assets/Scripts/loadLevel.cs.meta
Normal file
@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2931322f1f0c62f40b2d7a6e493934ca
|
||||
timeCreated: 1439741672
|
||||
licenseType: Free
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,86 @@
|
||||
// http://wiki.unity3d.com/index.php?title=Shader_Code
|
||||
|
||||
Shader "Pat Shaders/RatioProgressionDiagonalLeft"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_CompletedColor ("Completed Tint", Color) = (0,0,0,0)
|
||||
_RemainingColor ("Remaining Tint", Color) = (1,1,1,1)
|
||||
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
|
||||
_Ratio ("Ratio", Range(0,1)) = 0.5
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// http://docs.unity3d.com/460/Documentation/Manual/SL-SubshaderTags.html
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent-1"
|
||||
|
||||
}
|
||||
|
||||
// http://docs.unity3d.com/Manual/SL-Blend.html
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
fixed4 _CompletedColor;
|
||||
fixed4 _RemainingColor;
|
||||
float _Ratio;
|
||||
sampler2D _MainTex;
|
||||
|
||||
// Data transferred from application to vertex program
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Data transferred from vertex program to fragment program
|
||||
struct fragmentInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Vertex program
|
||||
fragmentInput vert(vertexInput i)
|
||||
{
|
||||
fragmentInput o;
|
||||
|
||||
o.position = mul(UNITY_MATRIX_MVP, i.vertex); // Model*View*Projection matrix
|
||||
o.texcoord0 = i.texcoord0;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
// Fragment program
|
||||
fixed4 frag(fragmentInput i) : COLOR
|
||||
{
|
||||
float4 color;
|
||||
|
||||
if (i.texcoord0.x <= _Ratio && i.texcoord0.y >= 1 - _Ratio)
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _CompletedColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _RemainingColor;
|
||||
}
|
||||
|
||||
color.rgb = color.rgb * color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb0f298d1fd9ff24c8aed06d334c0b1f
|
||||
timeCreated: 1439740748
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -0,0 +1,86 @@
|
||||
// http://wiki.unity3d.com/index.php?title=Shader_Code
|
||||
|
||||
Shader "Pat Shaders/RatioProgressionDiagonalRight"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_CompletedColor ("Completed Tint", Color) = (0,0,0,0)
|
||||
_RemainingColor ("Remaining Tint", Color) = (1,1,1,1)
|
||||
|
||||
_MainTex ("Texture", 2D) = "white" {}
|
||||
|
||||
_Ratio ("Ratio", Range(0,1)) = 0.5
|
||||
}
|
||||
|
||||
SubShader
|
||||
{
|
||||
// http://docs.unity3d.com/460/Documentation/Manual/SL-SubshaderTags.html
|
||||
Tags
|
||||
{
|
||||
"Queue"="Transparent-1"
|
||||
|
||||
}
|
||||
|
||||
// http://docs.unity3d.com/Manual/SL-Blend.html
|
||||
Blend One OneMinusSrcAlpha
|
||||
|
||||
Pass
|
||||
{
|
||||
CGPROGRAM
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
fixed4 _CompletedColor;
|
||||
fixed4 _RemainingColor;
|
||||
float _Ratio;
|
||||
sampler2D _MainTex;
|
||||
|
||||
// Data transferred from application to vertex program
|
||||
struct vertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Data transferred from vertex program to fragment program
|
||||
struct fragmentInput
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 texcoord0 : TEXCOORD0; // Normalized, from 0 to 1
|
||||
};
|
||||
|
||||
// Vertex program
|
||||
fragmentInput vert(vertexInput i)
|
||||
{
|
||||
fragmentInput o;
|
||||
|
||||
o.position = mul(UNITY_MATRIX_MVP, i.vertex); // Model*View*Projection matrix
|
||||
o.texcoord0 = i.texcoord0;
|
||||
|
||||
return o;
|
||||
}
|
||||
|
||||
// Fragment program
|
||||
fixed4 frag(fragmentInput i) : COLOR
|
||||
{
|
||||
float4 color;
|
||||
|
||||
if (i.texcoord0.x >= 1 - _Ratio && i.texcoord0.y >= 1 - _Ratio)
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _CompletedColor;
|
||||
}
|
||||
else
|
||||
{
|
||||
color = tex2D(_MainTex, i.texcoord0) * _RemainingColor;
|
||||
}
|
||||
|
||||
color.rgb = color.rgb * color.a;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b0aba77b532f48a48b23f8b41fbe3bcd
|
||||
timeCreated: 1439740921
|
||||
licenseType: Free
|
||||
ShaderImporter:
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -1,2 +1,2 @@
|
||||
m_EditorVersion: 5.0.2f1
|
||||
m_EditorVersion: 5.1.1f1
|
||||
m_StandardAssetsVersion: 0
|
||||
|
||||