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ZZZ_CompletionDemo.cs

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  • ZZZ_CompletionDemo.cs 7.50 KiB
    using System;
    using System.Collections;
    using System.Collections.Generic;
    using TMPro;
    using UnityEngine;
    using static CommunicationEvents;
    
    public class ZZZ_CompletionDemo : MonoBehaviour
    {
        private GameObject FactRepresentation;
        private RaycastHit point1;
        private RaycastHit point2;
        private RaycastHit point3;
        private AngleFact angle1;
    
        public FactManager FactManager;
    
        // Start is called before the first frame update
        void Start()
        {
            //Default FactRepresenation = Sphere-Prefab for Points
            this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Sphere", typeof(GameObject));
            if (FactManager == null) FactManager = GameObject.FindObjectOfType<FactManager>();
    
            point1 = new RaycastHit();
            point1.normal = new Vector3(0.0f, 1.0f, 0.0f);
            point1.point = new Vector3(4.1f, 0.0f, 7.6f);
    
            point2 = new RaycastHit();
            point2.normal = new Vector3(0.0f, 1.0f, 0.0f);
            point2.point = new Vector3(2.6f, 0.0f, 2.2f);
    
            point3 = new RaycastHit();
            point3.normal = new Vector3(0.0f, 1.0f, 0.0f);
            point3.point = new Vector3(2.6f, 6.3f, 2.2f);
    
            angle1 = new AngleFact();
            angle1.Id = 3;
            angle1.Pid1 = 0;
            angle1.Pid2 = 1;
            angle1.Pid3 = 2;
        }
    
        // Update is called once per frame
        void Update()
        {
    
        }
    
        public void CompletionDemo() {
            CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point1, 0));
            CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point2, 1));
            CommunicationEvents.AddFactEvent.Invoke(FactManager.AddPointFact(point3, 2));
    
            StartCoroutine(SpawnAngleCoroutine());
    
        }
    
        IEnumerator SpawnAngleCoroutine()
        {
            yield return new WaitUntil(() => Facts.Count >= 3);
    
            StartCoroutine(SpawnAngleAndAnimate(angle1));
        }
    
        //Spawn an angle: point with id = angleFact.Pid2 is the point where the angle gets applied
        IEnumerator SpawnAngleAndAnimate(AngleFact angleFact)
        {
    
            Vector3 point1 = (Facts[angleFact.Pid1] as PointFact).Point;
            Vector3 point2 = (Facts[angleFact.Pid2] as PointFact).Point;
            Vector3 point3 = (Facts[angleFact.Pid3] as PointFact).Point;
    
            Vector3 tempPoint1;
            Vector3 tempPoint3;
    
            //Length of the Angle relative to the Length of the shortest of the two lines (point2->point1) and (point2->point3)
            float lengthFactor = 0.3f;
            //AngleGO: Triangle-Length: 3/4, Circle-Length: 1/4
            float angleGoFactorTriangleToCircle = 1.33f;// 1.27f;
    
            //Make 2 TempPoints positioned on length% from Point2 to Point3 and on length% from Point2 to Point1
            //Will be used for z-Coordinate of the Angle
            float length = 0;
            if ((point1 - point2).magnitude >= (point3 - point2).magnitude)
            {
                length = lengthFactor * (point3 - point2).magnitude;
                tempPoint1 = point2 + length * (point1 - point2).normalized;
                tempPoint3 = point2 + length * (point3 - point2).normalized;
            }
            else
            {
                length = lengthFactor * (point1 - point2).magnitude;
                tempPoint1 = point2 + length * (point1 - point2).normalized;
                tempPoint3 = point2 + length * (point3 - point2).normalized;
            }
    
            //Change FactRepresentation to Angle
            this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Angle", typeof(GameObject));
            GameObject angle = GameObject.Instantiate(FactRepresentation);
    
            //Place the Angle at position of point2
            angle.transform.position = point2;
    
            //Change scale and rotation, so that the angle is in between the two lines
            var v3T = angle.transform.localScale;
            //Calculate the Vector from point 2 to a POINT, where (point2->POINT) is orthogonal to (POINT->tempPoint3)
            Vector3 tempProjection = Vector3.Project((tempPoint3 - point2), (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)));
    
            //Make the Angle as long as length + length of the half-circle
            v3T.x = (tempProjection).magnitude * angleGoFactorTriangleToCircle;
    
            //For every Coordinate x,y,z we have to devide it by the LocalScale of the Child,
            //because actually the Child should be of this length and not the parent, which is only the Collider
            v3T.x = v3T.x / angle.transform.GetChild(0).GetChild(0).localScale.x;
    
            //y of the angle-GameObject here hard coded = ratio of sphere-prefab
            v3T.y = 0.05f / angle.transform.GetChild(0).GetChild(0).localScale.y;
    
            //z should be as long as the distance between tempPoint1 and tempPoint3
            v3T.z = (tempPoint3 - tempPoint1).magnitude / angle.transform.GetChild(0).GetChild(0).localScale.z;
    
            //Change Scale/Rotation of the Line-GameObject without affecting Scale of the Text
            angle.transform.GetChild(0).localScale = v3T;
    
            //Rotate so that the rotation points from point2 to the middle of point3 and point1
            angle.transform.GetChild(0).rotation = Quaternion.FromToRotation(Vector3.right, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)));
            //Now the rotation around that direction must also be adjusted
            //We calculate the Angle not with Vector3.Angle() because it only returns absolute angle-values
            float signedAngle = Mathf.Atan2(Vector3.Dot((Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Cross(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)), Vector3.Dot(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized)) * Mathf.Rad2Deg;
            if (signedAngle < 0)
            {
                angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint3 - tempPoint1).normalized));
            }
            else
                angle.transform.GetChild(0).RotateAround(point2, (Vector3.Lerp((tempPoint1 - point2).normalized, (tempPoint3 - point2).normalized, 0.5f)), Vector3.Angle(angle.transform.GetChild(0).forward.normalized, (tempPoint1 - tempPoint3).normalized));
    
            //string letter = ((Char)(64 + angleFact.Id + 1)).ToString();
            //Don't need next line anymore: Cause Text is now not above, but in the centre of the angle
            //angle.GetComponentInChildren<TextMeshPro>().transform.localPosition = new Vector3((0.5f * tempProjection).x, angle.GetComponentInChildren<TextMeshPro>().transform.localPosition.y, (0.5f * tempProjection).z);
    
            TextMeshPro[] texts = angle.GetComponentsInChildren<TextMeshPro>();
            foreach (TextMeshPro t in texts)
            {
                //Change Text not to the id, but to the angle-value (from both sides) AND change font-size relative to length of the angle (from both sides)
                t.text = Math.Abs(Math.Round(Vector3.Angle((point1 - point2).normalized, (point3 - point2).normalized), 1)) + "°";
                t.fontSize = angle.GetComponentInChildren<TextMeshPro>().fontSize * angle.transform.GetChild(0).transform.GetChild(0).localScale.x;
            }
    
            angle.GetComponentInChildren<FactObject>().Id = angleFact.Id;
            angleFact.Representation = angle;
            //Test
            Animator temp = angle.GetComponentInChildren<Animator>();
            temp.SetTrigger("animateHint");
    
            CommunicationEvents.parameterDisplayHint.Invoke("∠ABC");
    
            yield return new WaitForSeconds(7);
    
            GameObject.Destroy(angle);
        }
    }