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FactManager.cs 2.71 KiB
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    using System;
    using System.Collections;
    using System.Collections.Generic;
    using TMPro;
    using UnityEngine;
    using static CommunicationEvents;
    
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    public class FactManager : MonoBehaviour
    {
    
        //TODO! communicate success/ failure
    
        public static Fact AddFactIfNotFound(Fact fact, out bool exists, bool samestep)
    
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        {
    
            return LevelFacts[LevelFacts.Add(fact, out exists, samestep)];
    
        public PointFact AddPointFact(RaycastHit hit, bool samestep = false)
    
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        {
    
            return (PointFact) AddFactIfNotFound(new PointFact(hit.point, hit.normal, LevelFacts), out bool obsolete, samestep);
    
        public PointFact AddPointFact(Vector3 point, Vector3 normal, bool samestep = false)
    
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        {
    
            return (PointFact) AddFactIfNotFound(new PointFact(point, normal, LevelFacts), out bool obsolete, samestep);
    
        public OnLineFact AddOnLineFact(string pid, string lid, bool samestep = false)
    
            return (OnLineFact)AddFactIfNotFound(new OnLineFact(pid, lid, LevelFacts), out bool obsolete, samestep);
    
        public LineFact AddLineFact(string pid1, string pid2, bool samestep = false)
    
            return (LineFact)AddFactIfNotFound(new LineFact(pid1, pid2, LevelFacts), out bool obsolete, samestep);
    
        public RayFact AddRayFact(string pid1, string pid2, bool samestep = false)
    
            RayFact rayFact = (RayFact)AddFactIfNotFound(new RayFact(pid1, pid2, LevelFacts), out bool exists, samestep);
    
            //Add all PointFacts on Ray as OnLineFacts
    
            PointFact rayP1 = (PointFact)LevelFacts[rayFact.Pid1];
            PointFact rayP2 = (PointFact)LevelFacts[rayFact.Pid2];
    
            int layerMask = LayerMask.GetMask("Point");
            RaycastHit[] hitsA = Physics.RaycastAll(rayP1.Point,  rayFact.Dir, Mathf.Infinity, layerMask);
    
            RaycastHit[] hitsB = Physics.RaycastAll(rayP2.Point, -rayFact.Dir, Mathf.Infinity, layerMask);
    
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            {
    
                if (Math3d.IsPointApproximatelyOnLine(rayP1.Point, rayFact.Dir, hit.transform.position))
    
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                {
    
                    AddOnLineFact(hit.transform.gameObject.GetComponent<FactObject>().URI, rayFact.Id, true);
    
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                }
    
            foreach (RaycastHit hit in hitsA)
                AddHitIfOnLine(hit);
    
            foreach (RaycastHit hit in hitsB)
                AddHitIfOnLine(hit);
    
            AddOnLineFact(rayFact.Pid1, rayFact.Id, true);
            AddOnLineFact(rayFact.Pid2, rayFact.Id, true);
    
        public AngleFact AddAngleFact(string pid1, string pid2, string pid3, bool samestep = false)
    
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        {
    
            return (AngleFact)AddFactIfNotFound(new AngleFact(pid1, pid2, pid3, LevelFacts), out bool obsolete, samestep);