mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
Implemented shout bubbles
Signed-off-by: RosimInc <rosim_inc@hotmail.com>
This commit is contained in:
parent
6a8f4124df
commit
d798ff166c
@ -17,6 +17,23 @@ GameObject:
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@ -112,11 +130,11 @@ Transform:
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@ -261,6 +291,30 @@ MeshRenderer:
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@ -296,6 +350,13 @@ MeshFilter:
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@ -368,7 +429,8 @@ MonoBehaviour:
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bloodSplatter: {fileID: 2397622}
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shoutBubble: {fileID: 2372840}
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165
Assets/Resources/Materials/ShoutBubble.mat
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165
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@ -0,0 +1,165 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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8
Assets/Resources/Materials/ShoutBubble.mat.meta
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8
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fileFormatVersion: 2
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guid: 3480ff1ba6e1dea4da6b793db1251755
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timeCreated: 1439775713
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@ -43,7 +43,6 @@ namespace DeathBook.Model
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link.Awareness += Self.Strategy.GetDeathNoticing(1f /*Friend.Popularity*/, Link.Importance, Self.FriendCount, Self.AwarenessLevel);
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link.Awareness += Self.Strategy.GetDeathNoticing(1f /*Friend.Popularity*/, Link.Importance, Self.FriendCount, Self.AwarenessLevel);
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link.Awareness = Mathf.Min(link.Awareness + deltaTime * 0.1f, 1f);
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if (link.Awareness >= 1f)
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if (link.Awareness >= 1f)
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{
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{
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self.NoticeDeath(this);
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self.NoticeDeath(this);
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@ -1,6 +1,5 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System;
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using DeathBook.Util;
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using DeathBook.Util;
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namespace DeathBook.Model
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namespace DeathBook.Model
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@ -43,6 +42,18 @@ namespace DeathBook.Model
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float change = value - awarenessLevel;
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float change = value - awarenessLevel;
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awarenessLevel = value;
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awarenessLevel = value;
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LevelManager.Instance.GameLevel.AddAwareness(change);
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LevelManager.Instance.GameLevel.AddAwareness(change);
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NotifyObservers();
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}
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}
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private static Level level;
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private static Level GameLevel
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{
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get
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{
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if (level == null)
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level = LevelManager.Instance.GameLevel;
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return level;
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}
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}
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}
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}
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@ -58,8 +69,15 @@ namespace DeathBook.Model
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private Sprite picture;
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private Sprite picture;
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public Sprite Picture { get { return picture; } }
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public Sprite Picture { get { return picture; } }
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||||||
private Action onSelected;
|
private System.Action onSelected;
|
||||||
public Action OnSelected {get {return onSelected;} set { onSelected = value; } }
|
public System.Action OnSelected {get {return onSelected;} set { onSelected = value; } }
|
||||||
|
|
||||||
|
private Status status = null;
|
||||||
|
public Status CurrentStatus
|
||||||
|
{
|
||||||
|
get { return status; }
|
||||||
|
set { status = value; NotifyObservers(); }
|
||||||
|
}
|
||||||
|
|
||||||
private GameStrategy strategy;
|
private GameStrategy strategy;
|
||||||
public GameStrategy Strategy
|
public GameStrategy Strategy
|
||||||
@ -110,29 +128,31 @@ namespace DeathBook.Model
|
|||||||
//Debug.Log("Person " + id + " died!");
|
//Debug.Log("Person " + id + " died!");
|
||||||
alive = false;
|
alive = false;
|
||||||
|
|
||||||
if (LevelManager.Instance.GameLevel.tutorialInt == 4)
|
if (GameLevel.tutorialInt == 4)
|
||||||
LevelManager.Instance.GameLevel.allowNext = true;
|
GameLevel.allowNext = true;
|
||||||
|
|
||||||
foreach (Friendship f in friendsList)
|
foreach (Friendship f in friendsList)
|
||||||
f.Other.NotifyFriendWasKilled();
|
f.Other.NotifyFriendWasKilled();
|
||||||
NotifyObservers();
|
NotifyObservers();
|
||||||
|
|
||||||
LevelManager.Instance.GameLevel.RegisterKill(this);
|
GameLevel.RegisterKill(this);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void NoticeDeath(Friendship f)
|
public void NoticeDeath(Friendship f)
|
||||||
{
|
{
|
||||||
int deathTime = LevelManager.Instance.GameLevel.GameTime;
|
int deathTime = GameLevel.GameTime;
|
||||||
int sinceLastDeath = numDeadFriends == 0 ? int.MaxValue/2 : deathTime - lastFriendDeath;
|
int sinceLastDeath = numDeadFriends == 0 ? int.MaxValue/2 : deathTime - lastFriendDeath;
|
||||||
|
|
||||||
float strategyOutput = Strategy.GetAwarenessChange(numDeadFriends, numAliveFriends, sinceLastDeath);
|
float strategyOutput = Strategy.GetAwarenessChange(numDeadFriends, numAliveFriends, sinceLastDeath);
|
||||||
|
|
||||||
AwarenessLevel = Mathf.Min(AwarenessLevel + strategyOutput, 1f);
|
AwarenessLevel = Mathf.Min(AwarenessLevel + strategyOutput, 1f);
|
||||||
|
|
||||||
NotifyObservers();
|
if (Random.value < 0.3f)
|
||||||
|
{
|
||||||
|
CurrentStatus = new Status(GameLevel.GameTime, f);
|
||||||
|
}
|
||||||
|
|
||||||
//Debug.Log("I am " + id + " and I know my friend " + f.Friend.Id + " was killed.. " + strategyOutput);
|
//Debug.Log("I am " + id + " and I know my friend " + f.Friend.Id + " was killed.. " + strategyOutput);
|
||||||
}
|
}
|
||||||
@ -145,8 +165,35 @@ namespace DeathBook.Model
|
|||||||
return !(time < ConnectionTime && time > DisconnectionTime);
|
return !(time < ConnectionTime && time > DisconnectionTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void ShareStatus()
|
||||||
|
{
|
||||||
|
if (Random.value < 0.3f)
|
||||||
|
{
|
||||||
|
foreach (Friendship f in friendsList)
|
||||||
|
f.Friend.ReceiveStatus(CurrentStatus);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ReceiveStatus(Status newStatus)
|
||||||
|
{
|
||||||
|
Debug.Log("Oh noes, " + newStatus.Friends.Friend + " died...");
|
||||||
|
/*foreach (Friendship f in friendsList)
|
||||||
|
{
|
||||||
|
if (f.Friend == newStatus.Friends) ;
|
||||||
|
}*/
|
||||||
|
}
|
||||||
|
|
||||||
public void Update(float deltaTime)
|
public void Update(float deltaTime)
|
||||||
{
|
{
|
||||||
|
if (CurrentStatus != null)
|
||||||
|
{
|
||||||
|
if (CurrentStatus.EndTime < GameLevel.GameTime)
|
||||||
|
{
|
||||||
|
ShareStatus();
|
||||||
|
CurrentStatus = null;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (!Alive)
|
if (!Alive)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
|||||||
@ -2,8 +2,20 @@
|
|||||||
|
|
||||||
namespace DeathBook.Model
|
namespace DeathBook.Model
|
||||||
{
|
{
|
||||||
public class Status : Post
|
public class Status
|
||||||
{
|
{
|
||||||
//TODO
|
/*private int startTime;
|
||||||
|
public int StartTime { get { return startTime; } }*/
|
||||||
|
private int endTime;
|
||||||
|
public int EndTime { get { return endTime; } }
|
||||||
|
private Friendship friends;
|
||||||
|
public Friendship Friends { get { return friends; } }
|
||||||
|
|
||||||
|
public Status(int startTime, Friendship friendship)
|
||||||
|
{
|
||||||
|
/*this.startTime = startTime;*/
|
||||||
|
this.endTime = startTime = (int) Utils.GetRandomValue(60*1.5f, 35, 3);
|
||||||
|
friends = friendship;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -24,6 +24,7 @@ public class PersonNode : MonoBehaviour, IObserver
|
|||||||
public RatioProgression xMarkLeft;
|
public RatioProgression xMarkLeft;
|
||||||
public RatioProgression xMarkRight;
|
public RatioProgression xMarkRight;
|
||||||
public Renderer bloodSplatter;
|
public Renderer bloodSplatter;
|
||||||
|
public Renderer shoutBubble;
|
||||||
|
|
||||||
private List<Link> _links;
|
private List<Link> _links;
|
||||||
private bool _highlighted = false;
|
private bool _highlighted = false;
|
||||||
@ -157,6 +158,8 @@ public class PersonNode : MonoBehaviour, IObserver
|
|||||||
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
//If dead -> set offline until all friends are aware, then add a big red X to profile pic
|
||||||
if (_model.Alive)
|
if (_model.Alive)
|
||||||
{
|
{
|
||||||
|
shoutBubble.gameObject.SetActive(_model.CurrentStatus != null);
|
||||||
|
|
||||||
SetColors();
|
SetColors();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user