RosimInc 9d06c3fe30 Started implementing game time, player awareness update after death.
Signed-off-by: RosimInc <rosim_inc@hotmail.com>
2015-08-14 18:51:31 -04:00

86 lines
2.3 KiB
C#

using UnityEngine;
using System.Collections.Generic;
using System;
using DeathBook.Util;
namespace DeathBook.Model
{
public class Person : Observable, Updatable
{
public int id;
public int Id { get { return id; } }
private string firstName;
private string lastName;
public string Name { get { return firstName + " " + lastName; } }
public string FirstName { get { return firstName; } }
private Vector3 initialPosition;
public Vector3 InitialPosition { get { return initialPosition; } }
private List<Friendship> friendsList = new List<Friendship>();
public List<Friendship> FriendList { get { return friendsList; } }
private List<Friendship> deadFriendsList = new List<Friendship>();
public List<Friendship> DeadFriendList { get { return deadFriendsList; } }
private int numAliveFriends = 0;
private int numDeadFriends = 0;
private int friendCount = 0;
public int FriendCount { get { return friendCount; } }
private int timeBetweenPosts; // f = 1/T;
public int TimeBetweenPosts { get { return timeBetweenPosts; } }
private float connectionTime;
public float ConnectionTime { get { return connectionTime; } }
private float disconnectionTime;
public float DisconnectionTime { get { return disconnectionTime; } }
private float awarenessLevel = 0; //on a scale from 0 to 1
public float AwarenessLevel { get { return awarenessLevel; } }
private bool alive = true;
public bool Alive { get { return alive; } }
//private int happiness = 1; //on a scale from 0 to 1
//public int Happiness { get { return happiness; } }
private bool online = false;
public bool Online { get { return online; } }
public Person(int id, Vector3 pos)
{
this.id = id;
initialPosition = pos;
// TODO Use names from db
firstName = "Mark";
lastName = "Zuckerberg";
}
public void AddFriendship(Friendship f)
{
friendsList.Add(f);
numAliveFriends++;
friendCount++;
}
public void KillFriend(Friendship f)
{
numAliveFriends--;
numDeadFriends++;
deadFriendsList.Add(f);
}
public void Update(float deltaTime)
{
//TODO Update if connected
int time = LevelManager.Instance.GameLevel.GameTime;
//The following actions are only performed if user is online
if (!Online)
return;
}
}
}