mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
261 lines
8.0 KiB
C#
261 lines
8.0 KiB
C#
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 GameObjectsOptions gameObjects = new GameObjectsOptions();
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public LevelOptions levelOptions = new LevelOptions();
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public GameStrategy strategy = new GameStrategy();
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private NetworkDisconnection sphere;
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[System.Serializable]
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public class GameObjectsOptions
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{
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public Link LinkObj;
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public PersonNode PersonObj;
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}
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[System.Serializable]
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public class LevelOptions
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{
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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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}
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public float rotationSpeed = 0.7f;
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public float torqueForce = 50f;
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public PersonDetailsPanel DetailsPanel;
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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 LevelManager manager;
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private PersonNode[] peopleNodes;
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private PersonNode _selectedNode;
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private float _timeSinceLastClick;
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private Level lvl;
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// Used to disable the physics when the user has clicked on a node
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private bool _isRotatingTowardsNode = false;
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void Awake()
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{
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manager = LevelManager.Instance;
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lvl = manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius, strategy);
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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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if (_timeSinceLastClick < 2f)
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{
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_timeSinceLastClick += Time.deltaTime;
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}
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manager.GameLevel.Update(Time.deltaTime);
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//TEMPORARY QUICK FIX: Even though we are never moving the sphere, it starts moving as soon as it stops rotating
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transform.position = Vector3.zero;
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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) > levelOptions.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 change 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 && !_isRotatingTowardsNode))
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{
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if (lvl.tutorialInt == 1)
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{
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lvl.allowNext = true;
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}
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MoveSphere();
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}
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//scroll
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if (Input.GetAxis("Mouse ScrollWheel") != 0)
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{
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// if (Camera.main.ScreenToViewportPoint(Input.mousePosition) < new Vector3(1,1,1))
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if (Camera.main.ScreenToViewportPoint(Input.mousePosition).x < 1)
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{
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Camera.main.fieldOfView -= Input.GetAxis("Mouse ScrollWheel") * 10f;
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}
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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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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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}
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private void InstantiateNodes(Level lvl)
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{
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peopleNodes = new PersonNode[lvl.People.Count];
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for (int i = 0; i < lvl.People.Count; i++)
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{
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Person person = lvl.People[i];
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PersonNode pInst = Instantiate(gameObjects.PersonObj, person.InitialPosition, Quaternion.identity) as PersonNode;
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pInst.OnClicked += OnNodeClicked;
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pInst.Model = person;
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pInst.transform.parent = this.transform;
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peopleNodes[i] = pInst;
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}
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}
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private void OnNodeClicked(PersonNode node)
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{
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if (lvl.tutorialInt == 2)
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lvl.allowNext = true;
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rb.angularVelocity = Vector3.zero;
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if (_selectedNode != null)
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{
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_selectedNode.Select(false);
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}
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if (!_isRotatingTowardsNode || node != _selectedNode)
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{
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if ((lvl.tutorialInt == -1) || (lvl.tutorialInt > 1) || (lvl.tutorialInt > 1))
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FocusOnNode(node);
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}
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/*
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if (_timeSinceLastClick < 0.5f && node == _selectedNode)
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{
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// We focus on the node if double clicked
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FocusOnNode(node);
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}
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_timeSinceLastClick = 0f;*/
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DetailsPanel.SetNode(node);
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node.Select(true);
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_selectedNode = node;
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}
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private void AssignLinks(Level lvl)
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{
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foreach (FriendshipLink f in lvl.Friendships)
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{
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Link link = Instantiate(gameObjects.LinkObj) as Link;
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int id1 = f.Friend1.id;
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int id2 = f.Friend2.id;
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link.Model = f;
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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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public void FocusOnNode(PersonNode node)
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{
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StopCoroutine("RotateTowardsNodeCoroutine");
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StartCoroutine("RotateTowardsNodeCoroutine", node);
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/*
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Debug.Log(node.transform.eulerAngles);
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float xangle = (Mathf.Atan2(finalPos.z, finalPos.y) - Mathf.Atan2(initialPos.z, initialPos.y)) * Mathf.Rad2Deg;
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Debug.Log(node.transform.position);
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transform.Rotate(new Vector3(90, 0, 0));
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//transform.rotation = transform.rotation * Quaternion.AngleAxis(xangle, Vector3.right);
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Debug.Log(xangle);
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float yAngle = (Mathf.Atan2(finalPos.x, finalPos.z) - Mathf.Atan2(node.transform.position.x, node.transform.position.z)) * Mathf.Rad2Deg;
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Debug.Log(yAngle);
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//transform.Rotate(new Vector3(xangle, yAngle, 0));
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//float zAngle = (Mathf.Atan2(finalPos.y, finalPos.x) - Mathf.Atan2(initialPos.y, initialPos.x)) * Mathf.Rad2Deg;
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//transform.rotation = transform.rotation * Quaternion.AngleAxis(xangle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up) * Quaternion.AngleAxis(zAngle, Vector3.forward);
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*/
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}
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private IEnumerator RotateTowardsNodeCoroutine(PersonNode node)
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{
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_isRotatingTowardsNode = true;
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rb.angularVelocity = Vector3.zero;
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//Vector3 finalPos = new Vector3(0f, 0f, -SphereRadius);
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Quaternion initialRot = transform.localRotation;
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transform.localRotation = Quaternion.identity; // Temporary hack for the game jam
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Vector3 nodePos = node.transform.position;
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Vector3 longDir = nodePos;
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longDir.y = 0;
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float xAngle = Mathf.Asin(nodePos.normalized.y) * Mathf.Rad2Deg; // Latitude
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float yAngle = Vector3.Angle(-Vector3.forward, longDir) * (longDir.x < 0 ? -1 : 1); // Longitude
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Quaternion finalRot = Quaternion.AngleAxis(-xAngle, Vector3.right) * Quaternion.AngleAxis(yAngle, Vector3.up);
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float ratio = 0f;
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while (ratio < 1f && transform.localRotation != finalRot)
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{
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ratio += Time.deltaTime / 1.5f;
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transform.localRotation = Quaternion.Lerp(initialRot, finalRot, Mathf.SmoothStep(0f, 1f, ratio));
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yield return null;
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}
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_isRotatingTowardsNode = false;
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}
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}
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