This commit is contained in:
Patrice Vignola 2015-08-12 11:46:16 -04:00
commit 8da5556915
16 changed files with 95 additions and 691 deletions

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@ -0,0 +1,13 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace DeathBook.Model
{
class Friendship
{
private Person friend1, friend2;
private int importance; //on a scale from 1 to 100
}
}

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@ -3,7 +3,10 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
public class Headline : Post
namespace DeathBook.Model
{
private Person author;
}
public class Headline : Post
{
private Person author;
}
}

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@ -1,10 +1,14 @@
using UnityEngine;
using System.Collections;
public class Level {
private int points;
private Person[] peeps;
//private Generator gen;
private int gameTime;
private int globalAwareness;
using System.Collections;
namespace DeathBook.Model
{
public class Level
{
private int points;
private Person[] peeps;
//private Generator gen;
private int gameTime;
private int globalAwareness;
}
}

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@ -1,10 +1,13 @@
using System.Collections.Generic;
public class LevelGenerator
namespace DeathBook.Model
{
public Level generateLevel(/*put stuff here*/)
public class LevelGenerator
{
//and here...
return null;
public Level generateLevel(/*put stuff here*/)
{
//and here...
return null;
}
}
}

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@ -1,9 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
public class LinkedList
{
//TODO
}

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@ -1,31 +1,34 @@
using UnityEngine;
using System.Collections;
public class Person
{
private string name;
private Person[] friendList;
private int friendCount; //lazy
private int timeBetweenPosts; // f = 1/T;
private int connectionTime;
private int disconnectionTime;
private int awarenessLevel;
private bool alive;
private int happiness;
private bool connected;
using System.Collections;
//private Node node;
private bool isConnected(int time)
namespace DeathBook.Model
{
public class Person
{
return disconnectionTime > time && time > connectionTime;
private string name;
private Friendship[] friendList;
private int friendCount; //lazy
private int timeBetweenPosts; // f = 1/T;
private int connectionTime;
private int disconnectionTime;
private int awarenessLevel;
private bool alive;
private int happiness;
private bool connected;
//private Node node;
private bool isConnected(int time)
{
return disconnectionTime > time && time > connectionTime;
}
private int calculateWeight()
{
//friendCount * ____ + 1/timeBetweenPosts + }
return 0;
}
}
private int calculateWeight()
{
//friendCount * ____ + 1/timeBetweenPosts + }
return 0;
}
}
}

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@ -1,8 +1,11 @@
using System.Collections.Generic;
public class Post
namespace DeathBook.Model
{
private string text;
private string title;
private string date;
public class Post
{
private string text;
private string title;
private string date;
}
}

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@ -1,16 +1,19 @@
using System.Collections.Generic;
public class PostGenerator
namespace DeathBook.Model
{
public Status generateStatus(/*put stuff here*/)
public class PostGenerator
{
//and here...
return null;
}
public Status generateStatus(/*put stuff here*/)
{
//and here...
return null;
}
public Headline generateHeadline(/*put stuff here*/)
{
//and here...
return null;
public Headline generateHeadline(/*put stuff here*/)
{
//and here...
return null;
}
}
}

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@ -1,6 +1,9 @@
using System.Collections.Generic;
public class Status : Post
namespace DeathBook.Model
{
//TODO
}
public class Status : Post
{
//TODO
}
}

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@ -1,38 +0,0 @@
using UnityEngine;
using System.Collections;
public class TestSphereSR : MonoBehaviour {
public GameObject cube;
public GameObject sphere1, sphere2;
public float hSpeed;
public float vSpeed;
public float speed;
public float spawnTime;
private float lastTime = 0;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
float dt = Time.deltaTime;
lastTime -= dt;
if (lastTime < 0)
{
Spawn();
lastTime += spawnTime;
}
this.transform.Rotate(Vector3.up, vSpeed * speed * dt);
sphere1.transform.Rotate(Vector3.forward, hSpeed * speed * dt);
}
private void Spawn()
{
Instantiate(cube, sphere2.transform.position, Quaternion.identity);
}
}