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WorldFactInteraction.cs 3.36 KiB
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  • using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    using UnityEngine.EventSystems;
    
    using UnityEngine.UI;
    
    /// <summary>
    /// This class handles displaying Fact tooltips, when hovering over a fact in the Gameworld
    /// </summary>
    public class WorldFactInteraction : MonoBehaviour
    {
        public LayerMask factLayerMask;
    
        public Transform HidingCanvas;
    
    
        private GameObject currentDisplay;
        private Transform lastHit = null;
    
        void LateUpdate()
        {
            if (currentDisplay != null && currentDisplay.GetComponent<DragHandling>().dragged)
            {
                // currently dragging -> remove transparency to indicate dragging and let DragHandling.cs take over
                ChangeImageAlpha(currentDisplay.GetComponent<Image>(), 1);
                return;
            }
    
            UpdateDisplay();
        }
    
        private void UpdateDisplay()
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    
            // if no fact was hit or pointer was over other UI
            if (!Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, factLayerMask) || WasOtherUIHit())
    
                // destroy currentDisplay if it exists
    
                return;
            }
    
            FactObject factObj = hit.transform.gameObject.GetComponentInChildren<FactObject>();
    
            if (factObj == null)
            {
                // should never happen, if the layerMask is set up correctly
    
                //Debug.LogError("WorldFactInteraction Raycast collided with object in factLayerMask, that did not contain a FactObject script: " + hit.transform.gameObject.name);
    
                return;
            }
    
            if (hit.transform != lastHit) // a fact has been hit for the first time -> delete old display and instantiate new one
            {
                InstantiateNewDisplay(factObj);
            }
    
            currentDisplay.transform.position = Input.mousePosition; // move currentDisplay to mousePosition
            ChangeImageAlpha(currentDisplay.GetComponent<Image>(), 0.5f); // ensure that image alpha is correct, since it could have changed due to dragging
    
            lastHit = hit.transform;
        }
    
        private void InstantiateNewDisplay(FactObject factObj)
        {
            if (currentDisplay)
                Destroy(currentDisplay);
            Fact fact = StageStatic.stage.factState[factObj.URI];
            // TODO: this link to DisplayFacts is not ideal: maybe refactor to SciptableObject or such
    
            currentDisplay = fact.instantiateDisplay(DisplayFacts.prefabDictionary[fact.GetType()], HidingCanvas);
    
        }
    
        #region Helper
        private static void ChangeImageAlpha(Image img, float alpha)
        {
            img.color = new Color(img.color.r, img.color.g, img.color.b, alpha);
        }
    
    
        /// <summary>
        /// Returns true if any UI other than currentDisplay was hit
        /// </summary>
        /// <returns></returns>
        private bool WasOtherUIHit()
        {
            PointerEventData pointerData = new(EventSystem.current)
            {
                position = Input.mousePosition
            };
    
            List<RaycastResult> results = new();
            EventSystem.current.RaycastAll(pointerData, results);
    
            foreach (var res in results)
                if (currentDisplay == null || !res.gameObject.transform.IsChildOf(currentDisplay.transform))
                    return true;
    
            return false;
        }