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John Schihada authoredJohn Schihada authored
FactSpawner.cs 5.90 KiB
using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
public class FactSpawner : MonoBehaviour
{
public GameObject FactRepresentation;
public string[] Facts = new String[100];
public GameObject[] GameObjectFacts = new GameObject[100];
//Variables for highlighting Facts where the cursor moves over
public Material defaultMaterial;
public Material highlightMaterial;
void Start()
{
CommunicationEvents.HighlightEvent.AddListener(OnMouseOverFact);
CommunicationEvents.EndHighlightEvent.AddListener(OnMouseOverFactEnd);
CommunicationEvents.TriggerEvent.AddListener(OnHit);
CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged);
CommunicationEvents.AddEvent.AddListener(SpawnFact);
CommunicationEvents.RemoveEvent.AddListener(DeletePoint);
}
public int GetFirstEmptyID()
{
for(int i = 0; i < Facts.Length; ++i)
{
if(Facts[i]== "")
return i;
}
return Facts.Length - 1;
}
public void SpawnFact(RaycastHit hit, int id) {
SpawnPoint(hit, id);
}
public void SpawnPoint(RaycastHit hit, int id)
{
Debug.Log(id);
GameObject point = GameObject.Instantiate(FactRepresentation);
point.transform.position = hit.point;
point.transform.up = hit.normal;
string letter = ((Char)(64+id+1)).ToString();
point.GetComponentInChildren<TextMeshPro>().text = letter;
//If a new Point was spawned -> We are in MarkPointMode -> Then we want the collider to be disabled
//Hint: Thats why by now, if we mark a Point in an other mode than MarkPointMode, the
//Collider will be set disabled
point.GetComponentInChildren<SphereCollider>().enabled = false;
Facts[id] = letter;
GameObjectFacts[id] = point;
}
public void DeletePoint(RaycastHit hit, int id)
{
GameObject point = hit.transform.gameObject;
GameObject.Destroy(point);
Facts[id] = "";
}
public void OnMouseOverFactEnd(Transform selection)
{
Renderer selectionRenderer;
if (selection != null)
{
selectionRenderer = selection.GetComponent<Renderer>();
if (selectionRenderer != null)
{
//Set the Material of the fact back to default
selectionRenderer.material = defaultMaterial;
}
}
}
public void OnMouseOverFact(Transform selection)
{
Renderer selectionRenderer;
selectionRenderer = selection.GetComponent<Renderer>();
if (selectionRenderer != null) {
//Set the Material of the Fact, where the mouse is over, to a special one
selectionRenderer.material = highlightMaterial;
}
}
public void OnHit(RaycastHit hit)
{
if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point"))
{
//hit existing point, so delete it
char letter = hit.transform.gameObject.GetComponentInChildren<TextMeshPro>().text.ToCharArray()[0];
int id = letter - 65;
CommunicationEvents.RemoveEvent.Invoke(hit, id);
}
else
{
CommunicationEvents.AddEvent.Invoke(hit, GetFirstEmptyID());
}
}
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 (GameObject GameObjectFact in this.GameObjectFacts) {
GameObjectFact.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 (GameObject GameObjectFact in this.GameObjectFacts)
{
if (GameObjectFact.layer == LayerMask.NameToLayer("Line") || GameObjectFact.layer == LayerMask.NameToLayer("Angle"))
{
GameObjectFact.GetComponentInChildren<Collider>().enabled = false;
}
else if (GameObjectFact.layer == LayerMask.NameToLayer("Point")) {
GameObjectFact.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 (GameObject GameObjectFact in this.GameObjectFacts)
{
if (GameObjectFact.layer == LayerMask.NameToLayer("Point") || GameObjectFact.layer == LayerMask.NameToLayer("Angle"))
{
GameObjectFact.GetComponentInChildren<Collider>().enabled = false;
}
else if (GameObjectFact.layer == LayerMask.NameToLayer("Line"))
{
GameObjectFact.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 (GameObject GameObjectFact in this.GameObjectFacts)
{
GameObjectFact.GetComponentInChildren<Collider>().enabled = true;
}
break;
}
}
}