- Removed some debug logs

This commit is contained in:
Patrice Vignola 2015-08-13 13:55:16 -04:00
parent bbf3de222f
commit ca79ca8381
3 changed files with 96 additions and 97 deletions

View File

@ -27,6 +27,12 @@ namespace DeathBook.Model
{
List<Person> people = new List<Person>(numPeople);
/* 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.
*/
float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323
float dz = (2f / numPeople) * radius;

View File

@ -21,7 +21,6 @@ public class PersonTest : MonoBehaviour
void OnMouseOver()
{
Debug.Log("abc");
if (!_highlighted)
{
_highlighted = true;

View File

@ -1,94 +1,88 @@
using UnityEngine;
using System.Collections;
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using DeathBook.Model;
public class SphereSR : MonoBehaviour
{
public FriendshipLink LinkObj;
public PersonTest PersonObj;
using DeathBook.Model;
public class SphereSR : MonoBehaviour
{
public FriendshipLink LinkObj;
public PersonTest 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;
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 PersonTest[] peopleNodes;
//TODO private Friendship[] friendships;
private GameObject[] nodes;
void Awake()
{
//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)
{
/* 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.
*/
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 PersonTest[lvl.people.Count];
int ctr = 0;
@ -100,10 +94,10 @@ public class SphereSR : MonoBehaviour
pInst.transform.parent = this.transform;
peopleNodes[ctr++] = pInst;
}
}
private void AssignLinks(Level lvl)
}
}
private void AssignLinks(Level lvl)
{
foreach (Friendship f in lvl.friendships)
{
@ -111,10 +105,10 @@ public class SphereSR : MonoBehaviour
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);
// Temporary stuff, for testing
peopleNodes[id1].AddLink(link);
peopleNodes[id2].AddLink(link);
}
}
}
}
}
}