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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>();
//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.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)
{
if (GadgetManager.activeGadget.GetType() == typeof(Tape)) {
foreach (Fact fact in Facts)
{
if (typeof(LineFact).IsInstanceOfType(fact))
LineFact line = (LineFact)fact;
if (line.Pid1 == ids[0] && line.Pid2 == ids[1])
}
return false;
}
else if (GadgetManager.activeGadget.GetType() == typeof(AngleTool))
{
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 false;
else
return false;
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}
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()));
}