Conflicts:
	Assets/Scripts/NetworkingSphere.cs

Signed-off-by: RosimInc <rosim_inc@hotmail.com>
This commit is contained in:
RosimInc 2015-08-16 14:55:54 -04:00
commit 79997ca4b5
39 changed files with 2274 additions and 393 deletions

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@ -1,248 +1,257 @@
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))
{
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)
{
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;
}
}

View File

@ -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();
}
}

View File

@ -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);
}
}
}

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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");
}
}

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fileFormatVersion: 2
guid: 2931322f1f0c62f40b2d7a6e493934ca
timeCreated: 1439741672
licenseType: Free
MonoImporter:
serializedVersion: 2
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icon: {instanceID: 0}
userData:
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@ -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
}
}
}

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fileFormatVersion: 2
guid: bb0f298d1fd9ff24c8aed06d334c0b1f
timeCreated: 1439740748
licenseType: Free
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userData:
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@ -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
}
}
}

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m_EditorVersion: 5.0.2f1
m_EditorVersion: 5.1.1f1
m_StandardAssetsVersion: 0