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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using static CommunicationEvents;
public class FactManager : MonoBehaviour
{
public GameObject SmartMenu;
private Stack<int> NextEmptyStack = new Stack<int>();
// Start is called before the first frame update
void Start()
{
CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged);
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CommunicationEvents.TriggerEvent.AddListener(OnHit);
CommunicationEvents.RemoveFactEvent.AddListener(DeleteFact);//we also need the listener here at the moment so we can react to UI delete events
NextEmptyStack.Push(0);
}
void AddLineFact(int pid1, int pid2, int id)
{
Facts.Insert(id, new LineFact
{
Id = id,
Pid1 = pid1,
Pid2 = pid2
});
}
void AddAngleFact(int pid1, int pid2, int pid3, int id)
{
Facts.Insert(id, new AngleFact
{
Id = id,
Pid1 = pid1,
Pid2 = pid2,
Pid3 = pid3
});
}
PointFact AddPointFact(RaycastHit hit, int id)
{
Facts.Insert(id, new PointFact
{
Id = id,
Point = hit.point
});
return Facts[id] as PointFact;
void DeleteFact(Fact fact)
{
NextEmptyStack.Push(fact.Id);
Facts.RemoveAt(fact.Id);
}
// Update is called once per frame
void Update()
{
//Je nachdem ob erster oder der zweite Punkt angeklickt wurde behandeln
//Wenn erster Punkt einen Point-Collider erwischt hat:
//Linie aktivieren und Cursor folgen
//Wenn erster Punkt keinen Point-Collider erwischt hat:
//Nichts tun -> Evtl Hint einblenden
//Wenn zweiter Punkt einen Point-Collider erwischt hat:
//Event senden um GameObject-Line zu erzeugen
//Wenn zweiter Punkt keinen Point-Collider erwischt hat:
//Linie deaktivieren -> Evtl Hint einblenden
//LayerMask for Points
int layerMask = 1 << LayerMask.NameToLayer("Point"); //only hit Point
//Wenn bereits der erste Punkt markiert wurde
if (this.lineRendererActivated) //instead: bool variable....
{
//If a second Point was Hit
if (Physics.Raycast(ray, out Hit, 30f, layerMask)) //instead: another hitevent, refer to OnHit
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{
//Event for Creating the Line
Vector3 point1 = this.linePositions[0];
Vector3 point2 = Hit.transform.gameObject.transform.position;
this.DeactivateLineRenderer();
CommunicationEvents.AddLineEvent.Invoke(point1, point2);
break;
}
//If no Point was hit
else
{
//TODO: Hint that only a line can be drawn between already existing points
this.DeactivateLineRenderer();
}
}
//Wenn der erste Punkt noch nicht markiert wurde
else
{
//Check if a Point was hit
if (Physics.Raycast(ray, out Hit, 30f, layerMask))
{
//Set LineRenderer activated
this.lineRendererActivated = true;
//Add the position of the hit Point for the start of the Line
Vector3 temp = Hit.transform.gameObject.transform.position;
//temp += Vector3.up;
linePositions.Add(temp);
//The second point is the same point at the moment
linePositions.Add(temp);
this.lineRenderer.SetPosition(0, linePositions[0]);
this.lineRenderer.SetPosition(1, linePositions[1]);
}
else
{
//TODO: Hint that only a line can be drawn between already existing points
}
}
*/
}
public int GetFirstEmptyID()
{
/* for (int i = 0; i < Facts.Length; ++i)
{
if (Facts[i] == "")
return i;
}
return Facts.Length - 1;*/
int id = NextEmptyStack.Pop();
if (NextEmptyStack.Count == 0)
NextEmptyStack.Push(id + 1);
return id;
}
public void OnToolModeChanged(ToolMode ActiveToolMode)
{
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;
gO.GetComponentInChildren<Collider>().enabled = false;
}
break;
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.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.CreateAngleMode:
//If CreateAngleMode is activated we want to have the ability to select Lines for the Angle
//but we don't want to have the ability to select Points or Angles
foreach (Fact fact in Facts)
GameObject gO = fact.Representation;
if (gO.layer == LayerMask.NameToLayer("Point") || gO.layer == LayerMask.NameToLayer("Angle"))
gO.GetComponentInChildren<Collider>().enabled = false;
else if (gO.layer == LayerMask.NameToLayer("Line"))
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)
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{
}
break;
}
}
public void OnHit(RaycastHit hit)
{
Debug.Log(CommunicationEvents.ActiveToolMode);
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point"))
{
//hit existing point, so delete it
if (CommunicationEvents.ActiveToolMode == ToolMode.ExtraMode)
{
var menu = GameObject.Instantiate(SmartMenu);
menu.GetComponent<Canvas>().worldCamera = Camera.main;
menu.transform.SetParent(hit.transform);
menu.transform.localPosition = Vector3.up - Camera.main.transform.forward;
}
else
{
char letter = hit.transform.gameObject.GetComponentInChildren<TextMeshPro>().text.ToCharArray()[0];
int id = letter - 65;
CommunicationEvents.RemoveFactEvent.Invoke(Facts[id]);
PointFact fact = AddPointFact(hit, GetFirstEmptyID());
CommunicationEvents.AddFactEvent.Invoke(fact);