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using System.Collections.Generic;
using System;
using static CommunicationEvents;
public Dictionary<string, GameObject> displayedFacts = new Dictionary<string, GameObject>();
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;
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
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},
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);
public void AddFact(Fact fact) {
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var fid = fact.Id;
var obj = CreateDisplay(transform, fact);
obj.GetComponent<RectTransform>().localPosition = GetPosition(displayedFacts.Count);
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displayedFacts.Add(fact.Id, obj);
public void RemoveFact(Fact fact)
{
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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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var factIcon = displayedFacts[fact.Id];
factIcon.GetComponentInChildren<ImageHintAnimation>().AnimationTrigger();
private GameObject CreateDisplay(Transform transform, Fact fact)
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);
}