using System.Collections.Generic; using UnityEngine; using TMPro; using System; using static CommunicationEvents; public class DisplayFacts : MonoBehaviour { public Dictionary<Type, GameObject> prefabDictionary; 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 void Start() { 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) { var fid = fact.Id; var obj = CreateDisplay(transform, fact); obj.GetComponent<RectTransform>().localPosition = GetPosition(displayedFacts.Count); displayedFacts.Add(fact.Id, obj); } 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) { 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); } }