DeathBook/Assets/Tests/Center.cs
Patrice Vignola d414ed7f6e - Added the links highlighting when hovering on a node and stopping the
sphere rotation when hovering over it
2015-08-12 13:48:16 -04:00

86 lines
2.5 KiB
C#

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class Center : MonoBehaviour
{
public FriendshipLink Link;
public PersonTest Person;
public int PointsAmount = 50;
public float SphereRadius = 1f;
public float rotationSpeed = 0.7f;
private PersonTest[] people;
void Awake()
{
InstantiateNodes();
AssignLinks();
}
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);
}
}
private void InstantiateNodes()
{
/* 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.
*/
people = new PersonTest[PointsAmount];
float goldenAngle = Mathf.PI * (3 - Mathf.Sqrt(5));
float zDistance = (2f / PointsAmount) * SphereRadius;
float longitude = 0f;
float z = SphereRadius;
for (int i = 0; i < PointsAmount; i++)
{
float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z);
float x = Mathf.Sin(longitude) * r;
float y = Mathf.Cos(longitude) * r;
PersonTest simon = Instantiate(Person, new Vector3(x, y, z), Quaternion.identity) as PersonTest;
simon.transform.parent = this.transform;
people[i] = simon;
z -= zDistance;
longitude += goldenAngle;
}
}
private void AssignLinks()
{
for (int i = 0; i < people.Length / 4; i++)
{
FriendshipLink link = Instantiate(Link) as FriendshipLink;
int destinationIndex = Random.Range(people.Length / 2, people.Length - 1);
link.AttachToObjects(people[i].gameObject, people[destinationIndex].gameObject);
// Temporary stuff, for testing
people[i].AddLink(link);
people[destinationIndex].AddLink(link);
}
}
}