mirror of
https://github.com/ConjureETS/DeathBook.git
synced 2026-03-24 04:20:58 +00:00
86 lines
2.5 KiB
C#
86 lines
2.5 KiB
C#
using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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public class Center : MonoBehaviour
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{
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public FriendshipLink Link;
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public PersonTest Person;
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public int PointsAmount = 50;
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public float SphereRadius = 1f;
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public float rotationSpeed = 0.7f;
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private PersonTest[] people;
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void Awake()
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{
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InstantiateNodes();
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AssignLinks();
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}
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void Update()
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{
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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) > 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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}
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private void InstantiateNodes()
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{
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/* Sphere uniform distribution using the spiral method with the golden angle
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* ~2.39996323 rad, the golden angle (the most irrational angle)
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* is used here to make sure that the sin and cos functions
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* dont end up drawing clusters of points and the spirals are way
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* less visible.
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*/
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people = new PersonTest[PointsAmount];
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float goldenAngle = Mathf.PI * (3 - Mathf.Sqrt(5));
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float zDistance = (2f / PointsAmount) * SphereRadius;
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float longitude = 0f;
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float z = SphereRadius;
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for (int i = 0; i < PointsAmount; i++)
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{
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float r = Mathf.Sqrt(SphereRadius * SphereRadius - z * z);
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float x = Mathf.Sin(longitude) * r;
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float y = Mathf.Cos(longitude) * r;
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PersonTest simon = Instantiate(Person, new Vector3(x, y, z), Quaternion.identity) as PersonTest;
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simon.transform.parent = this.transform;
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people[i] = simon;
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z -= zDistance;
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longitude += goldenAngle;
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}
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}
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private void AssignLinks()
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{
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for (int i = 0; i < people.Length / 4; i++)
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{
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FriendshipLink link = Instantiate(Link) as FriendshipLink;
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int destinationIndex = Random.Range(people.Length / 2, people.Length - 1);
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link.AttachToObjects(people[i].gameObject, people[destinationIndex].gameObject);
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// Temporary stuff, for testing
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people[i].AddLink(link);
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people[destinationIndex].AddLink(link);
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}
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}
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}
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