This commit is contained in:
RosimInc 2015-08-16 03:34:27 -04:00
commit cd236c05b7
30 changed files with 1373 additions and 49 deletions

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@ -1247,7 +1331,7 @@ RectTransform:
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View File

@ -196,6 +196,8 @@ RectTransform:
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m_LocalScale: {x: 1, y: 1, z: 1}
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@ -334,7 +336,7 @@ RectTransform:
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@ -396,7 +398,7 @@ RectTransform:
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@ -616,7 +618,7 @@ RectTransform:
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View File

@ -5,7 +5,7 @@ using DeathBook.Util;
namespace DeathBook.Model
{
public class Friendship : Updatable
public class Friendship : Updatable, IComparable<Friendship>
{
private Person self;
public Person Self { get { return self; } }
@ -59,6 +59,22 @@ namespace DeathBook.Model
return weight * 0.1f;
}
public int CompareTo(Friendship other)
{
int value = 0;
if (this.Friend.AwarenessLevel < other.Friend.AwarenessLevel)
{
value = 1;
}
else if (this.Friend.AwarenessLevel > other.Friend.AwarenessLevel)
{
value = -1;
}
return value;
}
/*internal enum Knowledge
{
Alive, Doubt, Dead

View File

@ -39,6 +39,7 @@ public class NetworkingSphere : MonoBehaviour
private PersonNode[] peopleNodes;
private PersonNode _selectedNode;
private float _timeSinceLastClick;
// Used to disable the physics when the user has clicked on a node
private bool _isRotatingTowardsNode = false;
@ -62,6 +63,11 @@ public class NetworkingSphere : MonoBehaviour
void Update()
{
if (_timeSinceLastClick < 2f)
{
_timeSinceLastClick += Time.deltaTime;
}
manager.GameLevel.Update(Time.deltaTime);
//TEMPORARY QUICK FIX: Even though we are never moving the sphere, it starts moving as soon as it stops rotating
@ -143,20 +149,23 @@ public class NetworkingSphere : MonoBehaviour
private void OnNodeClicked(PersonNode node)
{
if (node == _selectedNode) return;
if (_selectedNode != null)
{
_selectedNode.Select(false);
}
if (_timeSinceLastClick < 0.5f && node == _selectedNode)
{
// We focus on the node if double clicked
FocusOnNode(node);
}
_timeSinceLastClick = 0f;
DetailsPanel.SetNode(node);
node.Select(true);
_selectedNode = node;
// Testing to see how it looks and feels like
FocusOnNode(node);
}
private void AssignLinks(Level lvl)
@ -224,7 +233,7 @@ public class NetworkingSphere : MonoBehaviour
float ratio = 0f;
while (ratio < 1f)
while (ratio < 1f && transform.localRotation != finalRot)
{
ratio += Time.deltaTime / 1.5f;

View File

@ -3,16 +3,20 @@ using System.Collections;
using UnityEngine.UI;
using DeathBook.Model;
using DeathBook.Util;
using System.Collections.Generic;
public class PersonDetailsPanel : MonoBehaviour, IObserver
{
public Image ProfilePicture;
public Text Name;
public Text FriendsTitle;
public GameObject FriendsPanel;
public Button KillButton;
public Button WatchButton;
public Button XButton;
public GameObject Container;
public RatioProgression AwarenessBar;
public RatioProgression FriendAwarenessBar;
public UIFriendPicture FriendPicture;
@ -53,6 +57,8 @@ public class PersonDetailsPanel : MonoBehaviour, IObserver
KillButton.gameObject.SetActive(_model.Alive);
WatchButton.gameObject.SetActive(_model.Alive);
AwarenessBar.SetCompletedRatio(_model.AwarenessLevel);
foreach (Transform picture in FriendsPanel.transform)
{
Destroy(picture.gameObject);
@ -69,23 +75,42 @@ public class PersonDetailsPanel : MonoBehaviour, IObserver
float height = 1f / _model.FriendList.Count;
for (int i = 0; i < _model.FriendList.Count; i++)
// We copy the list so we can sort it without affecting the model data
List<Friendship> list = new List<Friendship>(_model.FriendList);
list.Sort();
FriendsTitle.text = string.Concat("Friends (", list.Count, ")");
for (int i = 0; i < list.Count; i++)
{
Person friend = _model.FriendList[i].Friend;
Person friend = list[i].Friend;
float minY = 1f - (height - 0.01f) * (i + 1) - i * 0.01f;
float maxY = 1f - height * i;
// Friend picture
UIFriendPicture friendPicture = Instantiate(FriendPicture) as UIFriendPicture;
friendPicture.Model = friend;
Image picture = friendPicture.Picture;
friendPicture.Model = friend;
picture.sprite = friend.Picture;
picture.transform.SetParent(FriendsPanel.transform);
picture.rectTransform.anchorMin = new Vector2(0.022f, 1f - (height - 0.01f) * (i + 1) - i * 0.01f);
picture.rectTransform.anchorMax = new Vector2(0.26f, (1f - height * i));
picture.rectTransform.anchorMin = new Vector2(0.022f, minY);
picture.rectTransform.anchorMax = new Vector2(0.26f, maxY);
picture.rectTransform.offsetMin = Vector2.zero;
picture.rectTransform.offsetMax = Vector2.zero;
// Awareness bar
RatioProgression awarenessBar = Instantiate(FriendAwarenessBar) as RatioProgression;
RectTransform barRectTrans = awarenessBar.GetComponent<RectTransform>();
awarenessBar.SetCompletedRatio(friend.AwarenessLevel);
awarenessBar.transform.SetParent(FriendsPanel.transform);
barRectTrans.anchorMin = new Vector2(0.28f, minY);
barRectTrans.anchorMax = new Vector2(1f, maxY);
barRectTrans.offsetMin = Vector2.zero;
barRectTrans.offsetMax = Vector2.zero;
}
}

View File

@ -30,7 +30,6 @@ public class PersonNode : MonoBehaviour, IObserver
private Renderer _renderer;
private Transform _transform;
public Person Model
{
get { return _model; }

View File

@ -0,0 +1,9 @@
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guid: 32f37163e04c7e04cb5e5272d4ae8f07
folderAsset: yes
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@ -0,0 +1,28 @@
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class RatioProgression : MonoBehaviour
{
private Material _material;
void Awake()
{
if (GetComponent<Renderer>() != null)
{
// GetComponent<Renderer>().material creates its own instance of the material, so it's not shared
_material = GetComponent<Renderer>().material;
}
else if (GetComponent<Image>() != null)
{
// For the UI images, GetComponent<Image>().material is a shared material, so we have to clone it
_material = Instantiate(GetComponent<Image>().material);
GetComponent<Image>().material = _material;
}
}
public void SetCompletedRatio(float ratio)
{
_material.SetFloat("_Ratio", ratio);
}
}

View File

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 51e725985a0e317458c006132d935c25
timeCreated: 1434607162
licenseType: Free
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icon: {instanceID: 0}
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@ -29,5 +29,6 @@ public class UIFriendPicture : MonoBehaviour
public void OnClick()
{
_model.SelectNode();
_model.SelectNode();
}
}

9
Assets/Shaders.meta Normal file
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@ -0,0 +1,23 @@
Shader "Custom/MaskTest" {
Properties
{
_MainTex ("Base (RGB) Alpha (A)", 2D) = "white" {}
_Cutoff ("Base Alpha cutoff", Range (0,.9)) = .5
_Stencil ("Stencil Ref", Float) = 0
}
SubShader {
Tags {"Queue" = "Transparent+1"}
Offset 0, -1
ColorMask 0
ZWrite On
Pass
{
AlphaTest Greater [_Cutoff]
SetTexture [_MainTex] {
combine texture * primary, texture
}
}
}
}

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@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 705181f423730b9468fdb10a3b99c156
timeCreated: 1439703308
licenseType: Free
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@ -0,0 +1,86 @@
// http://wiki.unity3d.com/index.php?title=Shader_Code
Shader "Pat Shaders/RatioProgression"
{
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)
{
color = tex2D(_MainTex, i.texcoord0) * _CompletedColor;
}
else
{
color = tex2D(_MainTex, i.texcoord0) * _RemainingColor;
}
color.rgb = color.rgb * color.a;
return color;
}
ENDCG
}
}
}

View File

@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: dc0fe2d53692d3a4288028f8d5372963
timeCreated: 1434590948
licenseType: Free
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defaultTextures: []
userData:
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@ -0,0 +1,96 @@
// http://wiki.unity3d.com/index.php?title=Shader_Code
Shader "Pat Shaders/RatioProgressionMasked"
{
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
// To avoid "Material doesn't have stencil properties" message
_Stencil ("Stencil Ref", Float) = 0
}
SubShader
{
// http://docs.unity3d.com/460/Documentation/Manual/SL-SubshaderTags.html
Tags
{
"Queue"="Transparent+2"
}
// http://docs.unity3d.com/Manual/SL-Blend.html
Blend One OneMinusSrcAlpha
Pass
{
Stencil {
Ref 2
Comp always
Pass replace
ZFail decrWrap
}
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)
{
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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timeCreated: 1439704164
licenseType: Free
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