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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@ -150,18 +150,27 @@ public class NetworkingSphere : MonoBehaviour
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;
_timeSinceLastClick = 0f;*/
DetailsPanel.SetNode(node);
node.Select(true);

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@ -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; }
@ -99,7 +104,46 @@ 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()
@ -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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@ -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");
}
}

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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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@ -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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