Started implementing game time, player awareness update after death.

Signed-off-by: RosimInc <rosim_inc@hotmail.com>
This commit is contained in:
RosimInc 2015-08-14 18:51:31 -04:00
parent 1a05475a6a
commit 9d06c3fe30
24 changed files with 1523 additions and 286 deletions

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@ -1082,6 +1082,18 @@ Prefab:
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@ -2,7 +2,7 @@
using System.Collections;
[RequireComponent(typeof(LineRenderer))]
public class FriendshipLink : MonoBehaviour
public class Link : MonoBehaviour
{
public Color HighlightedColor = new Color(1f, 1f, 1f, 0.5f);

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@ -1,6 +1,6 @@
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licenseType: Free
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@ -1,25 +1,53 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using DeathBook.Util;
namespace DeathBook.Model
{
public class Friendship
public class Friendship : Observable, Updatable
{
public Person friend1, friend2;
private int importance; //on a scale from 1 to 100
private Person self;
public Person Self { get { return self; } }
private Person friend;
public Person Friend { get { return friend; } }
private Friendship other;
public Friendship Other { get { return other; } set { other = value; } }
public Friendship(Person p1, Person p2, int scale)
private FriendshipLink link;
public FriendshipLink Link { get { return link; } }
private float awareness = 0; //on a scale from 0 to 1
public float Awareness { get { return awareness; } }
public Friendship(Person self, Person friend)
{
friend1 = p1;
friend2 = p2;
importance = scale;
this.self = self;
this.friend = friend;
}
public Person GetFriend(Person p)
public void Update(float deltaTime)
{
if (p == friend1)
return friend2;
return friend1;
//This function is only called when friend is dead
awareness = Mathf.Max(awareness + deltaTime * CalculateWeight(), 100);
NotifyObservers();
}
//returns a number between 0 and 1
private float CalculateWeight()
{
float weight = 0;
weight += link.Importance;
return weight;
}
internal enum Knowledge
{
Alive, Doubt, Dead
}
}
}

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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using DeathBook.Util;
namespace DeathBook.Model
{
public class FriendshipLink : Observable
{
private Person friend1, friend2;
public Person Friend1 { get { return friend1; } }
public Person Friend2 { get { return friend2; } }
private float importance; //on a scale from 0 to 1
public float Importance { get { return importance; } }
private float risk = 0; //on a scale from 0 to 1
public float Risk { get { return risk; } }
public FriendshipLink(Person p1, Person p2, float importance)
{
friend1 = p1;
friend2 = p2;
this.importance = importance;
}
}
}

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@ -1,6 +1,6 @@
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@ -1,24 +1,40 @@
using UnityEngine;
using System.Collections.Generic;
using DeathBook.Util;
namespace DeathBook.Model
{
public class Level
public class Level : Observable, Updatable
{
private const float TimeScale = 30f;
private int score;
public int Score { get { return score; } }
public List<Person> people;
public List<Friendship> friendships;
private List<Person> people;
public List<Person> People { get { return people; } }
private List<FriendshipLink> friendships;
public List<FriendshipLink> Friendships { get { return friendships; } }
//1 = 1 minute
private float gameTime;
public int GameTime { get { return (int)(gameTime * TimeScale); } }
//private Generator gen;
private int gameTime;
private int globalAwareness;
private float globalAwareness; //on a scale from 0 to 1
public float GlobalAwareness { get { return globalAwareness; } }
public Level(List<Person> people, List<Friendship> friendships)
public Level(List<Person> people, List<FriendshipLink> friendships)
{
this.people = people;
this.friendships = friendships;
}
public void Update(float deltaTime)
{
gameTime += deltaTime;
NotifyObservers();
//TODO Global awareness - start trends
}
}
}

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@ -21,7 +21,7 @@ namespace DeathBook.Model
this.radius = radius;
List<Person> people = CreatePeople();
List<Friendship> friendships = CreateFriendships(people);
List<FriendshipLink> friendships = CreateFriendships(people);
return new Level(people, friendships);
}
@ -60,16 +60,12 @@ namespace DeathBook.Model
longitude += dlong;
}
Debug.Log("People: " + people.Count);
return people;
}
private List<Friendship> CreateFriendships(List<Person> people)
private List<FriendshipLink> CreateFriendships(List<Person> people)
{
Debug.Log("Creating friendships" + probability);
List<Friendship> friendships = new List<Friendship>();
List<FriendshipLink> friendships = new List<FriendshipLink>();
Person p1, p2;
int totalCount = people.Count;
@ -80,7 +76,7 @@ namespace DeathBook.Model
for (int i = 0; i < totalCount; i++)
{
p1 = people[i];
missing = avgConnections - p1.numFriends; // TODO Add randomness
missing = avgConnections - p1.FriendCount; // TODO Add randomness
if (missing <= 0)
continue;
@ -90,7 +86,7 @@ namespace DeathBook.Model
for (int j = i+1; j < totalCount; j++)
{
p2 = people[j];
if (p2.numFriends < avgConnections * 1.2)
if (p2.FriendCount < avgConnections * 1.2)
list.AddLast(new DistanceNode(p1, p2));
}
@ -115,16 +111,24 @@ namespace DeathBook.Model
}
list.Remove(smallest);
}
Debug.Log("Friends + " + p1.FriendCount);
}
Debug.Log(friendships.Count);
return friendships;
}
private Friendship CreateFriendship(Person p1, Person p2)
private FriendshipLink CreateFriendship(Person p1, Person p2)
{
Friendship f = new Friendship(p1, p2, Random.Range(1,100));
p1.AddFriendship(f);
p2.AddFriendship(f);
FriendshipLink f = new FriendshipLink(p1, p2, Random.Range(1,100));
Friendship f1 = new Friendship(p1, p2);
Friendship f2 = new Friendship(p2, p1);
f1.Other = f2;
f2.Other = f1;
p1.AddFriendship(f1);
p2.AddFriendship(f2);
return f;
}
@ -133,9 +137,7 @@ namespace DeathBook.Model
Vector3 pos = new Vector3(x, y, z);
//Vector2 times =
//Person p = new Person(id, pos,);
Person p = new Person(id, pos);
p.initialPosition = pos;
return p;
}
@ -149,19 +151,7 @@ namespace DeathBook.Model
public DistanceNode(Person p1, Person p2)
{
p = p2;
dist = (p2.initialPosition - p1.initialPosition).sqrMagnitude;
dist = (p2.InitialPosition - p1.InitialPosition).sqrMagnitude;
}
}
/*
* 1. Friendship urgency - 0-1
* Number of friends missing
* VS number of nodes left
*
* 2. Friendship possibility
* Closeness
* 0 < distance^2 < root(2)*rSq < 4*rSq
*
*/
}

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@ -0,0 +1,23 @@
using UnityEngine;
using System.Collections.Generic;
namespace DeathBook.Model
{
public class LevelManager
{
private static LevelManager instance = new LevelManager();
public static LevelManager Instance { get {return instance; } }
private Level level = null;
public Level GameLevel { get { return level; } }
private LevelGenerator gen = new LevelGenerator();
private LevelManager() {}
public void NewLevel(int numPeople, int avgFriends, float probability, float radius)
{
level = gen.GenerateLevel(numPeople, avgFriends, probability, radius);
}
}
}

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@ -1,6 +1,6 @@
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@ -1,82 +1,86 @@
using UnityEngine;
using System.Collections.Generic;
using System;
using DeathBook.Util;
namespace DeathBook.Model
{
public class Person : Observable
public class Person : Observable, Updatable
{
public int id;
private string name;
private List<Friendship> friendList = new List<Friendship>();
public Vector3 initialPosition;
public int numFriends;
public int Id { get { return id; } }
private string firstName;
private string lastName;
public string Name { get { return firstName + " " + lastName; } }
public string FirstName { get { return firstName; } }
private Vector3 initialPosition;
public Vector3 InitialPosition { get { return initialPosition; } }
private List<Friendship> friendsList = new List<Friendship>();
public List<Friendship> FriendList { get { return friendsList; } }
private List<Friendship> deadFriendsList = new List<Friendship>();
public List<Friendship> DeadFriendList { get { return deadFriendsList; } }
private int numAliveFriends = 0;
private int numDeadFriends = 0;
private int friendCount = 0;
public int FriendCount { get { return friendCount; } }
private int timeBetweenPosts; // f = 1/T;
private int connectionTime;
private int disconnectionTime;
private int awarenessLevel;
private bool alive;
public int TimeBetweenPosts { get { return timeBetweenPosts; } }
private int happiness;
private bool connected;
private float connectionTime;
public float ConnectionTime { get { return connectionTime; } }
//private Node node;
private float disconnectionTime;
public float DisconnectionTime { get { return disconnectionTime; } }
public string Name
{
get { return name; }
}
private float awarenessLevel = 0; //on a scale from 0 to 1
public float AwarenessLevel { get { return awarenessLevel; } }
public bool Alive
{
get { return alive; }
}
private bool alive = true;
public bool Alive { get { return alive; } }
public int AwarenessLevel
{
get { return awarenessLevel; }
}
//private int happiness = 1; //on a scale from 0 to 1
//public int Happiness { get { return happiness; } }
public List<Friendship> FriendList
{
get { return friendList; }
}
public int FriendsCount
{
get { return numFriends; }
}
public bool Online
{
get { return connected; }
}
private bool online = false;
public bool Online { get { return online; } }
public Person(int id, Vector3 pos)
{
this.id = id;
initialPosition = pos;
alive = true;
// TODO Use names from db
name = String.Format("Firstname{0} Lastname{0}", id);
firstName = "Mark";
lastName = "Zuckerberg";
}
public void AddFriendship(Friendship f)
{
friendList.Add(f);
numFriends++;
friendsList.Add(f);
numAliveFriends++;
friendCount++;
}
private bool isConnected(int time)
public void KillFriend(Friendship f)
{
return disconnectionTime > time && time > connectionTime;
numAliveFriends--;
numDeadFriends++;
deadFriendsList.Add(f);
}
private int calculateWeight()
public void Update(float deltaTime)
{
//friendCount * ____ + 1/timeBetweenPosts + }
return 0;
//TODO Update if connected
int time = LevelManager.Instance.GameLevel.GameTime;
//The following actions are only performed if user is online
if (!Online)
return;
}
}
}

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@ -5,7 +5,7 @@ using DeathBook.Model;
public class NetworkingSphere : MonoBehaviour
{
public FriendshipLink LinkObj;
public Link LinkObj;
public PersonNode PersonObj;
public int NumPeople = 50;
public int AvgNumFriends = 20;
@ -22,14 +22,14 @@ public class NetworkingSphere : MonoBehaviour
private Rigidbody rb;
private PersonNode[] peopleNodes;
//TODO private Friendship[] friendships;
private PersonNode _selectedNode;
void Awake()
{
LevelGenerator lGen = new LevelGenerator();
Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius);
{
LevelManager manager = LevelManager.Instance;
manager.NewLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius);
Level lvl = manager.GameLevel;
InstantiateNodes(lvl);
AssignLinks(lvl);
@ -87,13 +87,13 @@ public class NetworkingSphere : MonoBehaviour
private void InstantiateNodes(Level lvl)
{
peopleNodes = new PersonNode[lvl.people.Count];
peopleNodes = new PersonNode[lvl.People.Count];
for (int i = 0; i < lvl.people.Count; i++)
for (int i = 0; i < lvl.People.Count; i++)
{
Person person = lvl.people[i];
Person person = lvl.People[i];
PersonNode pInst = Instantiate(PersonObj, person.initialPosition, Quaternion.identity) as PersonNode;
PersonNode pInst = Instantiate(PersonObj, person.InitialPosition, Quaternion.identity) as PersonNode;
pInst.OnClicked += OnNodeClicked;
@ -119,11 +119,11 @@ public class NetworkingSphere : MonoBehaviour
private void AssignLinks(Level lvl)
{
foreach (Friendship f in lvl.friendships)
foreach (FriendshipLink f in lvl.Friendships)
{
FriendshipLink link = Instantiate(LinkObj) as FriendshipLink;
int id1 = f.friend1.id;
int id2 = f.friend2.id;
Link link = Instantiate(LinkObj) as Link;
int id1 = f.Friend1.id;
int id2 = f.Friend2.id;
link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
// Temporary stuff, for testing

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@ -1,30 +1,33 @@
using System.Collections.Generic;
// Using an abstract class to avoid repeating code, but could be implemented as an interface if inheritance is somehow needed for the subjects
public abstract class Observable
{
private List<IObserver> observers;
public Observable()
{
observers = new List<IObserver>();
}
public void Subscribe(IObserver observer)
{
observers.Add(observer);
}
public void UnSubscribe(IObserver observer)
{
observers.Remove(observer);
}
public void NotifyObservers()
{
foreach (IObserver observer in observers)
{
observer.Notify();
}
}
using System.Collections.Generic;
namespace DeathBook.Util
{
// Using an abstract class to avoid repeating code, but could be implemented as an interface if inheritance is somehow needed for the subjects
public abstract class Observable
{
private List<IObserver> observers;
public Observable()
{
observers = new List<IObserver>();
}
public void Subscribe(IObserver observer)
{
observers.Add(observer);
}
public void UnSubscribe(IObserver observer)
{
observers.Remove(observer);
}
public void NotifyObservers()
{
foreach (IObserver observer in observers)
{
observer.Notify();
}
}
}
}

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@ -1,4 +1,7 @@
public interface IObserver
{
void Notify();
namespace DeathBook.Util
{
public interface IObserver
{
void Notify();
}
}

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@ -0,0 +1,9 @@
using System.Collections.Generic;
namespace DeathBook.Util
{
public interface Updatable
{
void Update(float deltaTime);
}
}

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@ -1,7 +1,8 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using DeathBook.Model;
using DeathBook.Model;
using DeathBook.Util;
public class PersonDetailsPanel : MonoBehaviour, IObserver
{

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@ -1,7 +1,8 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DeathBook.Model;
using DeathBook.Model;
using DeathBook.Util;
using System;
[RequireComponent(typeof(Collider))]
@ -18,7 +19,7 @@ public class PersonNode : MonoBehaviour, IObserver
public Renderer internQuad;
public Renderer xQuad;
private List<FriendshipLink> _links;
private List<Link> _links;
private bool _highlighted = false;
private bool _selected = false;
@ -39,7 +40,7 @@ public class PersonNode : MonoBehaviour, IObserver
void Awake()
{
_links = new List<FriendshipLink>();
_links = new List<Link>();
_renderer = GetComponent<Renderer>();
_transform = GetComponent<Transform>();
}
@ -50,7 +51,7 @@ public class PersonNode : MonoBehaviour, IObserver
_transform.LookAt(new Vector3(_transform.position.x, _transform.position.y, _transform.position.z + 1));
}
public void AddLink(FriendshipLink link)
public void AddLink(Link link)
{
_links.Add(link);
}
@ -72,7 +73,7 @@ public class PersonNode : MonoBehaviour, IObserver
private void UpdateLinks(bool state)
{
foreach (FriendshipLink link in _links)
foreach (Link link in _links)
{
link.Highlight(state, 1f);
}

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@ -1,16 +0,0 @@
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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@ -1,114 +0,0 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DeathBook.Model;
public class SphereSR : MonoBehaviour
{
public FriendshipLink LinkObj;
public PersonNode PersonObj;
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;
private bool dragging = false;
private Vector3 delta = new Vector3();
private Rigidbody rb;
private PersonNode[] peopleNodes;
//TODO private Friendship[] friendships;
private GameObject[] nodes;
void Awake()
{
LevelGenerator lGen = new LevelGenerator();
Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius);
InstantiateNodes(lvl);
AssignLinks(lvl);
rb = GetComponent<Rigidbody>();
}
void Update()
{
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) > SphereRadius + 1f)
{
transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
}
//when right btn clicked, call the chnge rotation
if (Input.GetMouseButtonDown(1))
{
dragging = true;
}
else if (Input.GetMouseButtonUp(1))
{
dragging = false;
delta = new Vector3();
}
if (dragging)
{
MoveSphere();
}
}
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);
//rigidbody.AddTorque();
rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse);
rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse);
Debug.Log(delta.x + ", " + delta.y);
}
private void InstantiateNodes(Level lvl)
{
peopleNodes = new PersonNode[lvl.people.Count];
int ctr = 0;
foreach (Person p in lvl.people)
{
PersonNode pInst = Instantiate(PersonObj, p.initialPosition, Quaternion.identity) as PersonNode;
pInst.transform.parent = this.transform;
peopleNodes[ctr++] = pInst;
}
}
private void AssignLinks(Level lvl)
{
foreach (Friendship f in lvl.friendships)
{
FriendshipLink link = Instantiate(LinkObj) as FriendshipLink;
int id1 = f.friend1.id;
int id2 = f.friend2.id;
link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
// Temporary stuff, for testing
peopleNodes[id1].AddLink(link);
peopleNodes[id2].AddLink(link);
}
}
}