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ToolmodeSelector_bttn_mobile.cs
WorldFactInteraction.cs 2.66 KiB
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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 (!Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, factLayerMask)) // check if fact was hit
{
lastHit = null;
Destroy(currentDisplay); // nothing was hit -> 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);
lastHit = null;
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);
}
#endregion Helper
}