mirror of
https://github.com/ConjureETS/DeathBook.git
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- Added the friendship links (randomly generated for now)
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propertyPath: m_IsActive
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 11495142, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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propertyPath: StartObject
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value:
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objectReference: {fileID: 1398388657}
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- target: {fileID: 11495142, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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propertyPath: EndObject
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value:
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objectReference: {fileID: 1439566043}
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- target: {fileID: 12095142, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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propertyPath: m_Materials.Array.data[0]
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value:
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objectReference: {fileID: 2100000, guid: 40733a86ddd05214d99d64b3771e45b6, type: 2}
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- target: {fileID: 195142, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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propertyPath: m_Name
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value: AspiBeam 1
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objectReference: {fileID: 0}
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m_RemovedComponents: []
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m_ParentPrefab: {fileID: 100100000, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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m_IsPrefabParent: 0
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--- !u!4 &1777942510 stripped
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Transform:
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m_PrefabParentObject: {fileID: 495136, guid: fab430cecad80ad4391987a06b550cb7, type: 2}
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m_PrefabInternal: {fileID: 1631297195}
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--- !u!120 &1979266189 stripped
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LineRenderer:
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m_PrefabParentObject: {fileID: 12095142, guid: fab430cecad80ad4391987a06b550cb7,
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type: 2}
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m_PrefabInternal: {fileID: 397033313}
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m_RootOrder: 1
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|
||||
@ -1,21 +1,34 @@
|
||||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
public class Beam : MonoBehaviour
|
||||
public class FriendshipLink : MonoBehaviour
|
||||
{
|
||||
public Transform StartPoint;
|
||||
public Transform EndPoint;
|
||||
public LineRenderer BeamLine;
|
||||
[SerializeField]
|
||||
private Transform StartPoint;
|
||||
|
||||
[SerializeField]
|
||||
private Transform EndPoint;
|
||||
|
||||
[SerializeField]
|
||||
private LineRenderer BeamLine;
|
||||
//public ParticleSystem BeamParticles;
|
||||
|
||||
public Transform StartObject;
|
||||
public Transform EndObject;
|
||||
[SerializeField]
|
||||
private Transform StartObject;
|
||||
|
||||
[SerializeField]
|
||||
private Transform EndObject;
|
||||
|
||||
private float LIFETIME_RATIO = 0.025f;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
BeamLine.SetWidth(0.2f, 0.2f);
|
||||
|
||||
Renderer lineRenderer = BeamLine.GetComponent<Renderer>();
|
||||
|
||||
lineRenderer.material = Instantiate(lineRenderer.material);
|
||||
|
||||
//Activate(false);
|
||||
}
|
||||
|
||||
@ -34,8 +47,8 @@ public class Beam : MonoBehaviour
|
||||
|
||||
private void UpdateVisualEffects()
|
||||
{
|
||||
StartPoint.position = StartObject.position + new Vector3(0f, 0f, 0.5f);
|
||||
EndPoint.position = EndObject.position + new Vector3(0f, 0f, 0.5f);
|
||||
StartPoint.position = StartObject.position + new Vector3(0f, 0f, 0f);
|
||||
EndPoint.position = EndObject.position + new Vector3(0f, 0f, 0f);
|
||||
|
||||
float angle = Vector3.Angle(EndPoint.position - StartPoint.position, transform.right);
|
||||
|
||||
@ -50,4 +63,10 @@ public class Beam : MonoBehaviour
|
||||
BeamLine.SetPosition(0, StartPoint.position);
|
||||
BeamLine.SetPosition(1, EndPoint.position);
|
||||
}
|
||||
|
||||
public void AttachToObjects(GameObject origin, GameObject destination)
|
||||
{
|
||||
StartObject = origin.transform;
|
||||
EndObject = destination.transform;
|
||||
}
|
||||
}
|
||||
@ -73,7 +73,7 @@ GameObject:
|
||||
- 4: {fileID: 495142}
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||||
- 114: {fileID: 11495142}
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m_Layer: 0
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m_Name: AspiBeam
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m_Name: FriendshipLink
|
||||
m_TagString: Untagged
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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@ -135,7 +135,7 @@ Transform:
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m_PrefabInternal: {fileID: 100100000}
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m_GameObject: {fileID: 195142}
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: -3.6500001, z: 0}
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m_LocalPosition: {x: -.573046267, y: -.809006572, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_Children:
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||||
- {fileID: 495136}
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@ -154,9 +154,9 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: c495d00d780bd3d49866ec60f5efbf66, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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StartPoint: {fileID: 0}
|
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EndPoint: {fileID: 0}
|
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BeamLine: {fileID: 0}
|
||||
StartPoint: {fileID: 495136}
|
||||
EndPoint: {fileID: 495134}
|
||||
BeamLine: {fileID: 12095142}
|
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StartObject: {fileID: 0}
|
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EndObject: {fileID: 0}
|
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--- !u!120 &12095142
|
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@ -169,7 +169,7 @@ LineRenderer:
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m_CastShadows: 1
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m_ReceiveShadows: 1
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m_Materials:
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- {fileID: 2100000, guid: 6e2fd46a10c2e3d4eaf42976ce304c87, type: 2}
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- {fileID: 2100000, guid: 40733a86ddd05214d99d64b3771e45b6, type: 2}
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m_SubsetIndices:
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m_StaticBatchRoot: {fileID: 0}
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m_UseLightProbes: 0
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@ -19,7 +19,7 @@ Material:
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name: _MainTex
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second:
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m_Texture: {fileID: 2800000, guid: dce27f2c9adab1144824c9b2040f18d5, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 24.6399994, y: 1}
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m_Offset: {x: 0, y: 0}
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data:
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first:
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@ -150,4 +150,4 @@ Material:
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data:
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first:
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name: _TintColor
|
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second: {r: .5, g: .5, b: .5, a: .5}
|
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second: {r: .257352948, g: .10029196, b: .233522967, a: .501960814}
|
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|
||||
@ -3,74 +3,62 @@ using System.Collections;
|
||||
|
||||
public class Sphere : MonoBehaviour
|
||||
{
|
||||
public FriendshipLink Link;
|
||||
public GameObject SpherePrototype;
|
||||
public int PointsAmount = 50;
|
||||
public float SphereRadius = 1f;
|
||||
|
||||
private GameObject[] nodes;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
// First test (Orion Elenzil)
|
||||
/*
|
||||
for (int i = 0; i < PointsAmount; i++)
|
||||
InstantiateNodes();
|
||||
AssignLinks();
|
||||
}
|
||||
|
||||
private void InstantiateNodes()
|
||||
{
|
||||
float theta = (360f / PointsAmount) * i;
|
||||
float phi = (Mathf.PI / 2 / PointsAmount) * i;
|
||||
/* 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.
|
||||
*/
|
||||
nodes = new GameObject[PointsAmount];
|
||||
|
||||
float x = Mathf.Cos(Mathf.Sqrt(phi)) * Mathf.Cos(theta);
|
||||
float y = Mathf.Cos(Mathf.Sqrt(phi)) * Mathf.Sin(theta);
|
||||
float z = (UnityEngine.Random.value < 0.5f ? -1 : 1) * Mathf.Sin(Mathf.Sqrt(phi));
|
||||
Debug.Log(UnityEngine.Random.value);
|
||||
Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
|
||||
}*/
|
||||
float goldenAngle = Mathf.PI * (3 - Mathf.Sqrt(5));
|
||||
|
||||
// Second test (default unit sphere random distribution)
|
||||
/*
|
||||
for (int i = 0; i < PointsAmount; i++)
|
||||
{
|
||||
float u = UnityEngine.Random.Range(-1f, 1f);
|
||||
float a = UnityEngine.Random.Range(0f, 2 * Mathf.PI);
|
||||
|
||||
float x = Mathf.Sqrt(1 - u * u) * Mathf.Cos(a);
|
||||
float y = Mathf.Sqrt(1 - u * u) * Mathf.Sin(a);
|
||||
float z = u;
|
||||
|
||||
Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
|
||||
}*/
|
||||
|
||||
// Third test (sphere semi-uniform distribution)
|
||||
/*
|
||||
for (int i = 0; i < PointsAmount; i++)
|
||||
{
|
||||
float u = (SphereRadius * 2 / PointsAmount) * i - SphereRadius;
|
||||
float a = UnityEngine.Random.Range(0f, 2 * Mathf.PI); // ((2 * Mathf.PI) / PointsAmount) * i;
|
||||
|
||||
Debug.Log(a);
|
||||
|
||||
float x = Mathf.Sqrt(SphereRadius * SphereRadius - u * u) * Mathf.Cos(a);
|
||||
float y = Mathf.Sqrt(SphereRadius * SphereRadius - u * u) * Mathf.Sin(a);
|
||||
float z = u;
|
||||
|
||||
Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
|
||||
}*/
|
||||
|
||||
// Fourth test (sphere uniform distribution using the spiral method)
|
||||
float dlong = Mathf.PI * (3 - Mathf.Sqrt(5)); //~2.39996323
|
||||
|
||||
float dz = (2f/PointsAmount) * SphereRadius;
|
||||
float zDistance = (2f / PointsAmount) * SphereRadius;
|
||||
float longitude = 0f;
|
||||
float z = SphereRadius - dz/2;
|
||||
float z = SphereRadius;
|
||||
|
||||
for (int i = 0; i < PointsAmount; i++)
|
||||
{
|
||||
float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z);
|
||||
|
||||
float x = Mathf.Cos(longitude) * r;
|
||||
float y = Mathf.Sin(longitude) * r;
|
||||
float x = Mathf.Sin(longitude) * r;
|
||||
float y = Mathf.Cos(longitude) * r;
|
||||
|
||||
Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity);
|
||||
GameObject simon = Instantiate(SpherePrototype, new Vector3(x, y, z), Quaternion.identity) as GameObject;
|
||||
|
||||
z -= dz;
|
||||
longitude += dlong;
|
||||
simon.transform.parent = this.transform;
|
||||
|
||||
nodes[i] = simon;
|
||||
|
||||
z -= zDistance;
|
||||
longitude += goldenAngle;
|
||||
}
|
||||
}
|
||||
|
||||
private void AssignLinks()
|
||||
{
|
||||
for (int i = 0; i < nodes.Length / 4; i++)
|
||||
{
|
||||
FriendshipLink link = Instantiate(Link) as FriendshipLink;
|
||||
|
||||
int destinationIndex = Random.Range(nodes.Length / 2, nodes.Length - 1);
|
||||
|
||||
link.AttachToObjects(nodes[i], nodes[destinationIndex]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user