using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; using static CommunicationEvents; public class FactManager : MonoBehaviour { public GameObject SmartMenu; private List<int> NextEmpties = new List<int>(); //Variables for AngleMode distinction public bool angleModeIsFirstPointSelected = false; public Fact angleModeFirstPointSelected = null; public bool angleModeIsSecondPointSelected = false; public Fact angleModeSecondPointSelected = null; //Solving game parameters public GameObject snapZoneTop; public GameObject snapZoneBottom; public static Vector3 solutionVector; public static bool solved = false; // Start is called before the first frame update void Start() { CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged); // CommunicationEvents.SnapEvent.AddListener(Rocket); //We dont want to have this here anymore... //CommunicationEvents.RemoveFactEvent.AddListener(DeleteFact); NextEmpties.Add(0); //Calculate Solution-Vector solutionVector = snapZoneTop.transform.position - snapZoneBottom.transform.position; } // Update is called once per frame void Update() { } //TODO: change the return find.... public PointFact AddPointFact(RaycastHit hit, int id) { Facts.Insert(id, new PointFact(id, hit.point, hit.normal)); return Facts.Find(x => x.Id == id) as PointFact; } public LineFact AddLineFact(int pid1, int pid2, int id) { Facts.Insert(id, new LineFact(id, pid1, pid2)); return Facts.Find(x => x.Id == id) as LineFact; } public RayFact AddRayFact(int pid1, int pid2, int id) { Facts.Insert(id, new RayFact(id, pid1, pid2)); var oLid = GetFirstEmptyID(); Facts.Insert(oLid, new OnLineFact(oLid, pid1, id)); oLid = GetFirstEmptyID(); Facts.Insert(oLid, new OnLineFact(oLid, pid2, id)); var p1 = Facts.Find(x => x.Id == pid1); var p2 = Facts.Find(x => x.Id == pid2); Vector3 dir = p2.Representation.transform.position - p1.Representation.transform.position; // Bit shift the index of the layer Point to get a bit mask int layerMask = 1 << LayerMask.NameToLayer("Point"); // This casts rays only against colliders in layer 8 RaycastHit[] hits; hits = Physics.RaycastAll(p1.Representation.transform.position - dir * 1000, dir, Mathf.Infinity, layerMask); Debug.Log(hits.Length + " hits"); for (int i = 0; i < hits.Length; i++) { RaycastHit hit = hits[i]; bool exists = false; foreach (Fact fact in Facts) { if (typeof(OnLineFact).IsInstanceOfType(fact)) { OnLineFact oLFact = (OnLineFact)fact; if ((oLFact.Lid == id && oLFact.Pid == hit.transform.gameObject.GetComponent<FactObject>().Id)) { exists = true; break; } } } if (!exists) { oLid = GetFirstEmptyID(); var olF = new OnLineFact(oLid, hit.transform.gameObject.GetComponent<FactObject>().Id, id); Facts.Insert(oLid, olF); } } return Facts.Find(x => x.Id == id) as RayFact; } public AngleFact AddAngleFact(int pid1, int pid2, int pid3, int id) { Facts.Insert(id, new AngleFact(id, pid1, pid2, pid3)); return Facts.Find(x => x.Id == id) as AngleFact; } public void DeleteFact(Fact fact) { if (Facts.Contains(fact)) { NextEmpties.Add(fact.Id); //Facts.RemoveAt(fact.Id); Facts.Remove(Facts.Find(x => x.Id == fact.Id)); CommunicationEvents.RemoveFactEvent.Invoke(fact); } } public int GetFirstEmptyID() { /* for (int i = 0; i < Facts.Length; ++i) { if (Facts[i] == "") return i; } return Facts.Length - 1;*/ NextEmpties.Sort(); int id = NextEmpties[0]; NextEmpties.RemoveAt(0); if (NextEmpties.Count == 0) NextEmpties.Add(id + 1); Debug.Log("place fact at " + id); return id; } public Boolean factAlreadyExists(int[] ids) { switch (ActiveToolMode) { case ToolMode.CreateLineMode: foreach (Fact fact in Facts) { if (typeof(LineFact).IsInstanceOfType(fact)) { LineFact line = (LineFact)fact; if (line.Pid1 == ids[0] && line.Pid2 == ids[1]) { return true; } } } return false; case ToolMode.CreateAngleMode: foreach (Fact fact in Facts) { if (typeof(AngleFact).IsInstanceOfType(fact)) { AngleFact angle = (AngleFact)fact; if (angle.Pid1 == ids[0] && angle.Pid2 == ids[1] && angle.Pid3 == ids[2]) { return true; } } } return false; default: return false; } } public static Boolean gameSolved() { Vector3 tempDir1 = new Vector3(0, 0, 0); Vector3 tempDir2 = new Vector3(0, 0, 0); if (solved == true) return true; else { //Look for solutionFact in global factList foreach (Fact fact in Facts) { if (typeof(LineFact).IsInstanceOfType(fact)) { tempDir1 = ((PointFact)Facts.Find(x => x.Id == ((LineFact)fact).Pid1)).Point - ((PointFact)Facts.Find(x => x.Id == ((LineFact)fact).Pid2)).Point; tempDir2 = ((PointFact)Facts.Find(x => x.Id == ((LineFact)fact).Pid2)).Point - ((PointFact)Facts.Find(x => x.Id == ((LineFact)fact).Pid1)).Point; if (solutionVector == tempDir1 || solutionVector == tempDir2) { solved = true; return true; } } } return false; } } /* //automatic 90 degree angle construction public void Rocket(RaycastHit hit) { int idA, idB, idC; //usual point idA = this.GetFirstEmptyID(); CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(hit, idA)); //second point idB = this.GetFirstEmptyID(); var shiftedHit = hit; var playerPos = Camera.main.transform.position; playerPos.y = hit.point.y; shiftedHit.point = playerPos; CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(shiftedHit, idB)); //third point with unknown height idC = this.GetFirstEmptyID(); var skyHit = hit; skyHit.point += Vector3.up * 20; CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(skyHit, idC)); //lines CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(idA, idB, this.GetFirstEmptyID())); //lines CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(idA, idC, this.GetFirstEmptyID())); //90degree angle CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(idB, idA, idC, GetFirstEmptyID())); } //Creating 90-degree Angles public void SmallRocket(RaycastHit hit, int idA) { //enable collider to measure angle to the treetop int idB = this.GetFirstEmptyID(); CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(hit, idB)); Facts[idB].Representation.GetComponentInChildren<Collider>().enabled = true; //third point with unknown height int idC = this.GetFirstEmptyID(); var skyHit = hit; skyHit.point = (Facts[idA] as PointFact).Point + Vector3.up * 20; CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(skyHit, idC)); //lines CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(idA, idB, this.GetFirstEmptyID())); //lines CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(idA, idC, this.GetFirstEmptyID())); //90degree angle CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(idB, idA, idC, GetFirstEmptyID())); }*/ public void OnToolModeChanged(ToolMode ActiveToolMode) { //TODO: instead of enabling/disabling colliders we want to change the raycast mask switch (ActiveToolMode) { case ToolMode.MarkPointMode: //If MarkPointMode is activated we want to have the ability to mark the point //everywhere, independent of already existing facts foreach (Fact fact in Facts) { GameObject gO = fact.Representation; if (gO == null) continue; if ((gO.layer == LayerMask.NameToLayer("Ray"))) gO.GetComponentInChildren<Collider>().enabled = true; } break; case ToolMode.CreateRayMode: //same as for line mode atm case ToolMode.CreateLineMode: //If CreateLineMode is activated we want to have the ability to select points for the Line //but we don't want to have the ability to select Lines or Angles foreach (Fact fact in Facts) { GameObject gO = fact.Representation; if (gO == null) continue; if (gO.layer == LayerMask.NameToLayer("Line") || gO.layer == LayerMask.NameToLayer("Angle")|| gO.layer == LayerMask.NameToLayer("Ray")) { gO.GetComponentInChildren<Collider>().enabled = false; } else if (gO.layer == LayerMask.NameToLayer("Point")) { gO.GetComponentInChildren<Collider>().enabled = true; } } break; case ToolMode.CreateAngleMode: //If CreateAngleMode is activated we want to have the ability to select Points for the Angle //but we don't want to have the ability to select Lines or Angles foreach (Fact fact in Facts) { GameObject gO = fact.Representation; if (gO == null) continue; if (gO.layer == LayerMask.NameToLayer("Line") || gO.layer == LayerMask.NameToLayer("Angle")) { gO.GetComponentInChildren<Collider>().enabled = false; } else if (gO.layer == LayerMask.NameToLayer("Point")) { gO.GetComponentInChildren<Collider>().enabled = true; } } break; /* case ToolMode.DeleteMode: //If DeleteMode is activated we want to have the ability to delete every Fact //independent of the concrete type of fact foreach (Fact fact in Facts) { GameObject gO = fact.Representation; gO.GetComponentInChildren<Collider>().enabled = true; } break;*/ case ToolMode.ExtraMode: /*foreach (Fact fact in Facts) { } */ break; } //Stop PreviewEvents in ShineThings on ToolModeChange CommunicationEvents.StopPreviewsEvent.Invoke(null); } }