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DisplayFacts.cs 3.9 KiB
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  • using System.Collections.Generic;
    
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    using UnityEngine;
    
    using TMPro;
    
    using static CommunicationEvents;
    
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    public class DisplayFacts : MonoBehaviour
    {
    
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        public Dictionary<Type, GameObject> prefabDictionary;
    
    
        public Dictionary<string, GameObject> displayedFacts = new Dictionary<string, GameObject>();
    
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        public GameObject prefab_Point;
        public GameObject prefab_Distance;
        public GameObject prefab_Angle;
        public GameObject prefab_Default;
    
        public GameObject prefab_OnLine;
        public GameObject prefab_Line;
    
        public GameObject prefab_ParallelLineFact;
        public GameObject prefab_RectangleFact;
        public GameObject prefab_RadiusFact;
        public GameObject prefab_AreaCircle;
        public GameObject prefab_ConeVolume;
        public GameObject prefab_OrthogonalCircleLine;
        public GameObject prefab_TruncatedConeVolume;
        public GameObject prefab_RightAngle;
    
        public GameObject prefab_CylinderVolume;
    
    
    
    
        public GameObject prefab_CircleFact;
        public GameObject prefab_OnCircleFact;
        public GameObject prefab_AngleCircleLineFact;
    
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        public int x_Start;
        public int y_Start;
        public int X_Pacece_Between_Items;
        public int y_Pacece_Between_Items;
        public int number_of_Column;
    
    
        //Start is called before the first frame update
    
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        void Start()
        {
    
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            prefabDictionary = new Dictionary<Type, GameObject>() {
                {typeof(PointFact), prefab_Point},
                {typeof(LineFact), prefab_Distance},
                {typeof(RayFact), prefab_Line},
                {typeof(AngleFact), prefab_Angle},
    
                {typeof(OnLineFact), prefab_OnLine},
                {typeof(ParallelLineFact), prefab_ParallelLineFact},
    
                {typeof(CircleFact), prefab_CircleFact},
                {typeof(OnCircleFact), prefab_OnCircleFact},
                {typeof(AngleCircleLineFact), prefab_AngleCircleLineFact},
                {typeof(RadiusFact), prefab_RadiusFact},
                {typeof(AreaCircleFact), prefab_AreaCircle},
                {typeof(ConeVolumeFact), prefab_ConeVolume},
                {typeof(OrthogonalCircleLineFact), prefab_OrthogonalCircleLine },
                {typeof(TruncatedConeVolumeFact), prefab_TruncatedConeVolume },
                {typeof(RightAngleFact), prefab_RightAngle },
    
                {typeof(CylinderVolumeFact), prefab_CylinderVolume},
    
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            };
    
    
            var rect = GetComponent<RectTransform>();
            x_Start = (int)(rect.rect.x + X_Pacece_Between_Items * .5f);
            y_Start = (int)(-rect.rect.y - y_Pacece_Between_Items * .5f);//);
            number_of_Column = Mathf.Max(1, (int)(rect.rect.width / prefab_Point.GetComponent<RectTransform>().rect.width) - 1);
    
    
            AddFactEvent.AddListener(AddFact);
    
            RemoveFactEvent.AddListener(RemoveFact);
    
            AnimateExistingFactEvent.AddListener(AnimateFact);
    
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        }
    
    
        public void AddFact(Fact fact) {
    
            var obj = CreateDisplay(transform, fact);
    
            obj.GetComponent<RectTransform>().localPosition = GetPosition(displayedFacts.Count);
    
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        }
    
    
        public void RemoveFact(Fact fact)
        {
    
            GameObject.Destroy(displayedFacts[fact.Id]);
            displayedFacts.Remove(fact.Id);
    
            UpdatePositions();
        }
    
        public void UpdatePositions()
        {
            int i = 0;
            foreach (var element in displayedFacts)
                element.Value.GetComponent<RectTransform>().localPosition = GetPosition(i++);
    
        public void AnimateFact(Fact fact) {
    
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            factIcon.GetComponentInChildren<ImageHintAnimation>().AnimationTrigger();
    
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        }
    
        private GameObject CreateDisplay(Transform transform, Fact fact)
    
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        {
    
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            return fact.instantiateDisplay(prefabDictionary[fact.GetType()], transform);
    
    
        public Vector3 GetPosition(int i)
        {
            return new Vector3(x_Start + (X_Pacece_Between_Items * (i % number_of_Column)), y_Start + (-y_Pacece_Between_Items * (i / number_of_Column)), 0f);
        }
    
    
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    }