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Conflicts: Assets/Prefabs/PersonNode.prefab Assets/Scenes/Gameplay.unity Assets/Scripts/Models/Person.cs Assets/Scripts/NetworkingSphere.cs Known issues: Picture F_30 is rotated When clicking two people fast, one of them is killed in a crooked fashion Signed-off-by: RosimInc <rosim_inc@hotmail.com>
171 lines
4.6 KiB
C#
171 lines
4.6 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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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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void Awake()
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{
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manager = LevelManager.Instance;
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manager.NewLevel(levelOptions.NumPeople, levelOptions.AvgNumFriends, levelOptions.FriendshipLikeliness, levelOptions.SphereRadius);
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Level lvl = manager.GameLevel;
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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 OnGUI()
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{
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GUI.Button(new Rect(10, 100, 400, 40), manager.GameLevel.GameTime + "");
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}*/
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void Update()
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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)
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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 (_selectedNode != null)
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{
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_selectedNode.Select(false);
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}
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node.Kill();
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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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}
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