Newer
Older
using TMPro;
using UnityEngine;
using static CommunicationEvents;
public class FactManager : MonoBehaviour
{
public GameObject SmartMenu;
private List<int> NextEmpties= new List<int>();
//Variables for LineMode distinction
public bool lineModeIsFirstPointSelected = false;
public Fact lineModeFirstPointSelected = null;
//Variables for AngleMode distinction
John Schihada
committed
public bool angleModeIsFirstPointSelected = false;
public Fact angleModeFirstPointSelected = null;
public bool angleModeIsSecondPointSelected = false;
public Fact angleModeSecondPointSelected = null;
// Start is called before the first frame update
void Start()
{
CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged);
CommunicationEvents.TriggerEvent.AddListener(OnHit);
// CommunicationEvents.SnapEvent.AddListener(Rocket);
//We dont want to have this here anymore...
//CommunicationEvents.RemoveFactEvent.AddListener(DeleteFact);
}
// Update is called once per frame
void Update()
{
}
Facts.Insert(id, new PointFact(id, hit.point, hit.normal));
}
Facts.Insert(id, new LineFact(id,pid1,pid2));
AngleFact AddAngleFact(int pid1, int pid2, int pid3, int id)
Facts.Insert(id, new AngleFact(id,pid1,pid2,pid3));
public void DeleteFact(Fact fact)
John Schihada
committed
if (Facts.Contains(fact)) {
NextEmpties.Add(fact.Id);
John Schihada
committed
//Facts.RemoveAt(fact.Id);
Facts.Remove(Facts.Find(x => x.Id == fact.Id));
CommunicationEvents.RemoveFactEvent.Invoke(fact);
}
}
/* for (int i = 0; i < Facts.Length; ++i)
{
if (Facts[i] == "")
return i;
}
return Facts.Length - 1;*/
int id = NextEmpties[0];
NextEmpties.RemoveAt(0);
if (NextEmpties.Count == 0)
NextEmpties.Add(id + 1);
Debug.Log("place fact at " + id);
return id;
}
public void OnToolModeChanged(ToolMode ActiveToolMode)
{
//We need to do this somehwere...
CommunicationEvents.ActiveToolMode = 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:
John Schihada
committed
//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;
John Schihada
committed
if (gO.layer == LayerMask.NameToLayer("Line") || gO.layer == LayerMask.NameToLayer("Angle"))
gO.GetComponentInChildren<Collider>().enabled = false;
John Schihada
committed
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:
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
//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()));
John Schihada
committed
//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()));
//If Left-Mouse-Button was pressed in MarkPointMode
case ToolMode.MarkPointMode:
CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(hit, this.GetFirstEmptyID()));
break;
//If Left-Mouse-Button was pressed in CreateLineMode
case ToolMode.CreateLineMode:
//Check if an existing Point was hit
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point"))
{
Fact tempFact = Facts[hit.transform.GetComponent<FactObject>().Id];
//Event for end of line-drawing in "ShinyThings"
CommunicationEvents.StopLineDrawingEvent.Invoke(null);
CommunicationEvents.AddFactEvent.Invoke(this.AddLineFact(this.lineModeFirstPointSelected.Id, tempFact.Id, this.GetFirstEmptyID()));
this.lineModeIsFirstPointSelected = false;
this.lineModeFirstPointSelected = null;
else
{
//Activate LineDrawing for preview
this.lineModeIsFirstPointSelected = true;
this.lineModeFirstPointSelected = tempFact;
//Event for start line-drawing in "ShinyThings"
CommunicationEvents.StartLineDrawingEvent.Invoke(this.lineModeFirstPointSelected);
//if we want to spawn a new point
else if (Input.GetKey(KeyCode.LeftShift))
{
if (this.lineModeIsFirstPointSelected)
{
CommunicationEvents.StopLineDrawingEvent.Invoke(null);
SmallRocket(hit, this.lineModeFirstPointSelected.Id);
this.lineModeIsFirstPointSelected = false;
this.lineModeFirstPointSelected = null;
}
}
//if we hit the top snap zone
else if (hit.transform.gameObject.tag=="SnapZone")
{
if (this.lineModeIsFirstPointSelected)
{
RaycastHit downHit;
if (Physics.Raycast(hit.transform.gameObject.transform.position-Vector3.down*2,Vector3.down, out downHit))
{
int idA = downHit.transform.gameObject.GetComponent<FactObject>().Id;
int idB = this.lineModeFirstPointSelected.Id;
int idC = GetFirstEmptyID();
CommunicationEvents.AddFactEvent.Invoke(this.AddPointFact(hit, idC));
//Event for end of line-drawing in "ShinyThings"
CommunicationEvents.StopLineDrawingEvent.Invoke(null);
//Create LineFact
CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(idA, idB, idC, GetFirstEmptyID()));
this.lineModeIsFirstPointSelected = false;
this.lineModeFirstPointSelected = null;
}
}
}
//If no Point was hit
else
{
if (this.lineModeIsFirstPointSelected)
//Deactivate LineDrawing and first point selection
this.lineModeIsFirstPointSelected = false;
this.lineModeFirstPointSelected = null;
//Event for end of line-drawing in "ShinyThings"
CommunicationEvents.StopLineDrawingEvent.Invoke(null);
//TODO: Hint that only a line can be drawn between already existing points
}
break;
//If Left-Mouse-Button was pressed in CreateAngleMode
case ToolMode.CreateAngleMode:
John Schihada
committed
//Check if an existing Point was hit
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point"))
{
Fact tempFact = Facts[hit.transform.GetComponent<FactObject>().Id];
John Schihada
committed
//If two points were already selected and now the third point got selected
if (this.angleModeIsFirstPointSelected && this.angleModeIsSecondPointSelected)
John Schihada
committed
//Event for end of curve-drawing in "ShinyThings"
CommunicationEvents.StopCurveDrawingEvent.Invoke(null);
//Create AngleFact
John Schihada
committed
//Check if new Point is equal to one of the previous points -> if true -> cancel
if (!(angleModeFirstPointSelected.Id == tempFact.Id || angleModeSecondPointSelected.Id == tempFact.Id))
John Schihada
committed
CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((PointFact)angleModeFirstPointSelected).Id, ((PointFact)angleModeSecondPointSelected).Id, ((PointFact)tempFact).Id, GetFirstEmptyID()));
John Schihada
committed
this.angleModeIsFirstPointSelected = false;
this.angleModeFirstPointSelected = null;
this.angleModeIsSecondPointSelected = false;
this.angleModeSecondPointSelected = null;
John Schihada
committed
//If only one point was already selected
else if (this.angleModeIsFirstPointSelected && !this.angleModeIsSecondPointSelected) {
//Check if the 2 selected points are the same: If not
if (this.angleModeFirstPointSelected.Id != tempFact.Id)
{
this.angleModeIsSecondPointSelected = true;
this.angleModeSecondPointSelected = tempFact;
//Event for start of curve-drawing in "ShinyThings"
//Create new LineFact with the 2 points
LineFact tempLineFact = new LineFact();
tempLineFact.Pid1 = this.angleModeFirstPointSelected.Id;
tempLineFact.Pid2 = this.angleModeSecondPointSelected.Id;
CommunicationEvents.StartCurveDrawingEvent.Invoke(tempLineFact);
}
else {
this.angleModeFirstPointSelected = null;
this.angleModeIsFirstPointSelected = false;
}
}
//If no point was selected before
John Schihada
committed
//Save the first point selected
this.angleModeIsFirstPointSelected = true;
this.angleModeFirstPointSelected = tempFact;
John Schihada
committed
//No point was hit
John Schihada
committed
if (this.angleModeIsFirstPointSelected && this.angleModeIsSecondPointSelected)
John Schihada
committed
//Event for end of curve-drawing in "ShinyThings"
CommunicationEvents.StopCurveDrawingEvent.Invoke(null);
}
John Schihada
committed
//Reset Angle-Preview-Attributes
this.angleModeIsFirstPointSelected = false;
this.angleModeFirstPointSelected = null;
this.angleModeIsSecondPointSelected = false;
this.angleModeSecondPointSelected = null;
//TODO: Hint that only an angle can be created between 3 already existing points
break;
//If Left-Mouse-Button was pressed in DeleteMode
case ToolMode.DeleteMode:
//Search for the Fact that was hit
//If the hit GameObject was a Point/Line/Angle
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point") || hit.transform.gameObject.layer == LayerMask.NameToLayer("Line") || hit.transform.gameObject.layer == LayerMask.NameToLayer("Angle"))
{
John Schihada
committed
this.DeleteFact(Facts.Find(x => x.Id == hit.transform.GetComponent<FactObject>().Id));
}
break;
//If Left-Mouse-Button was pressed in ExtraMode
case ToolMode.ExtraMode:
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point")) {
var menu = GameObject.Instantiate(SmartMenu);
menu.GetComponent<SmartMenu>().FactManager = this;
menu.GetComponent<Canvas>().worldCamera = Camera.main;
menu.transform.SetParent(hit.transform);
menu.transform.localPosition = Vector3.up - Camera.main.transform.forward;
}
else
{
PointFact fact = AddPointFact(hit, GetFirstEmptyID());
CommunicationEvents.AddFactEvent.Invoke(fact);
}
break;