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- Merged the friendship/levelgenerator stuff in the gameplay scene
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114
Assets/Scripts/NetworkingSphere.cs
Normal file
114
Assets/Scripts/NetworkingSphere.cs
Normal file
@ -0,0 +1,114 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using DeathBook.Model;
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public class NetworkingSphere : MonoBehaviour
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{
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public FriendshipLink LinkObj;
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public PersonTest PersonObj;
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public int NumPeople = 50;
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public int AvgNumFriends = 20;
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public float FriendshipLikeliness = 0.4f;
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public float SphereRadius = 1f;
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public float rotationSpeed = 0.7f;
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public float torqueForce = 50f;
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private bool dragging = false;
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private Vector3 delta = new Vector3();
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private Rigidbody rb;
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private PersonTest[] peopleNodes;
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//TODO private Friendship[] friendships;
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private GameObject[] nodes;
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void Awake()
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{
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LevelGenerator lGen = new LevelGenerator();
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Level lvl = lGen.GenerateLevel(NumPeople, AvgNumFriends, FriendshipLikeliness, SphereRadius);
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InstantiateNodes(lvl);
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AssignLinks(lvl);
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rb = GetComponent<Rigidbody>();
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}
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void Update()
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{
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Vector3 screenMousePos = Input.mousePosition;
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screenMousePos.z = transform.position.z - Camera.main.transform.position.z;
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Vector3 worldMousePos = Camera.main.ScreenToWorldPoint(screenMousePos);
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// If the world position of the mouse is greater than the radius of the sphere, we are outside
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if (Mathf.Sqrt(worldMousePos.x * worldMousePos.x + worldMousePos.y * worldMousePos.y) > SphereRadius + 1f)
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{
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transform.Rotate(Vector3.one * Time.deltaTime * rotationSpeed);
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}
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//when right btn clicked, call the chnge rotation
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if (Input.GetMouseButtonDown(1))
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{
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dragging = true;
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}
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else if (Input.GetMouseButtonUp(1))
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{
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dragging = false;
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delta = new Vector3();
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}
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if (dragging)
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{
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MoveSphere();
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}
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}
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void MoveSphere()
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{
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float deltaX = Input.GetAxis("Mouse X");
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float deltaY = Input.GetAxis("Mouse Y");
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if (deltaX == 0 && deltaY == 0)
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{
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delta = new Vector3();
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rb.angularVelocity *= 0.8f;
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}
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delta += new Vector3(deltaX, deltaY, 0);
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//rigidbody.AddTorque();
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rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.deltaTime, ForceMode.Impulse);
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rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.deltaTime, ForceMode.Impulse);
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Debug.Log(delta.x + ", " + delta.y);
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}
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private void InstantiateNodes(Level lvl)
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{
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peopleNodes = new PersonTest[lvl.people.Count];
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int ctr = 0;
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foreach (Person p in lvl.people)
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{
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PersonTest pInst = Instantiate(PersonObj, p.initialPosition, Quaternion.identity) as PersonTest;
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pInst.transform.parent = this.transform;
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peopleNodes[ctr++] = pInst;
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}
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}
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private void AssignLinks(Level lvl)
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{
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foreach (Friendship f in lvl.friendships)
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{
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FriendshipLink link = Instantiate(LinkObj) as FriendshipLink;
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int id1 = f.friend1.id;
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int id2 = f.friend2.id;
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link.AttachToObjects(peopleNodes[id1].gameObject, peopleNodes[id2].gameObject);
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// Temporary stuff, for testing
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peopleNodes[id1].AddLink(link);
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peopleNodes[id2].AddLink(link);
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}
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}
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}
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@ -1,146 +0,0 @@
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class Center : MonoBehaviour
|
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{
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//public float fov = Camera.main.fieldOfView;
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public Vector3 nextPosition;
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public float moveSpeed = 0;
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public FriendshipLink Link;
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public PersonTest Person;
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public int PointsAmount = 50;
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public float SphereRadius = 1f;
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public float rotationSpeed = 0.7f;
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public float torqueForce = 50f;
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private bool dragging = false;
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private Vector3 delta = new Vector3();
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private Rigidbody rb;
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private PersonTest[] people;
|
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private GameObject[] nodes;
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void Awake()
|
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{
|
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InstantiateNodes();
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AssignLinks();
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rb = GetComponent<Rigidbody>();
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}
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||||
void Update()
|
||||
{
|
||||
Vector3 screenMousePos = Input.mousePosition;
|
||||
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||||
screenMousePos.z = transform.position.z - Camera.main.transform.position.z;
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||||
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();
|
||||
}
|
||||
|
||||
//camera zoom
|
||||
if (Input.GetAxis("Mouse ScrollWheel") != 0)
|
||||
{
|
||||
Debug.Log("Pressed middle click.");
|
||||
//Camera.main.transform.position.z += (moveSpeed * Time.deltaTime);
|
||||
//transform.position = Vector3.Lerp(transform.position, nextPosition, Time.deltaTime * moveSpeed);
|
||||
//Camera.main.fieldOfView += Input.GetAxis("Mouse ScrollWheel") * 10f;
|
||||
//Camera.main.transform
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
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);
|
||||
rb.AddTorque(Vector3.down * delta.x * torqueForce * Time.fixedDeltaTime, ForceMode.Impulse);
|
||||
rb.AddTorque(Vector3.right * delta.y * torqueForce * Time.fixedDeltaTime, ForceMode.Impulse);
|
||||
Debug.Log(delta.x + ", " + delta.y);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
private void InstantiateNodes()
|
||||
{
|
||||
/* Sphere uniform distribution using the spiral method with the golden angle
|
||||
* ~2.39996323 rad, the golden angle (the most irrational angle)
|
||||
* is used here to make sure that the sin and cos functions
|
||||
* dont end up drawing clusters of points and the spirals are way
|
||||
* less visible.
|
||||
*/
|
||||
people = new PersonTest[PointsAmount];
|
||||
|
||||
float goldenAngle = Mathf.PI * (3 - Mathf.Sqrt(5));
|
||||
|
||||
float zDistance = (2f / PointsAmount) * SphereRadius;
|
||||
float longitude = 0f;
|
||||
float z = SphereRadius;
|
||||
|
||||
for (int i = 0; i < PointsAmount; i++)
|
||||
{
|
||||
float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z);
|
||||
|
||||
float x = Mathf.Sin(longitude) * r;
|
||||
float y = Mathf.Cos(longitude) * r;
|
||||
|
||||
PersonTest simon = Instantiate(Person, new Vector3(x, y, z), Quaternion.identity) as PersonTest;
|
||||
|
||||
simon.transform.parent = this.transform;
|
||||
|
||||
people[i] = simon;
|
||||
|
||||
z -= zDistance;
|
||||
longitude += goldenAngle;
|
||||
}
|
||||
}
|
||||
|
||||
private void AssignLinks()
|
||||
{
|
||||
for (int i = 0; i < people.Length / 4; i++)
|
||||
{
|
||||
FriendshipLink link = Instantiate(Link) as FriendshipLink;
|
||||
|
||||
int destinationIndex = Random.Range(people.Length / 2, people.Length - 1);
|
||||
|
||||
link.AttachToObjects(people[i].gameObject, people[destinationIndex].gameObject);
|
||||
|
||||
// Temporary stuff, for testing
|
||||
people[i].AddLink(link);
|
||||
people[destinationIndex].AddLink(link);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 646dd6566f9e1374caa3af8ad37c43d3
|
||||
timeCreated: 1439361747
|
||||
guid: d4b0e683ea5ec974987ea1f6741b333c
|
||||
timeCreated: 1439489111
|
||||
licenseType: Free
|
||||
NativeFormatImporter:
|
||||
userData:
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user