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>(); //Variables for LineMode distinction public bool lineModeIsFirstPointSelected = false; public Fact lineModeFirstPointSelected = null; //Variables for AngleMode distinction 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); NextEmpties.Add(0); } // Update is called once per frame void Update() { } PointFact AddPointFact(RaycastHit hit, int id) { Facts.Insert(id, new PointFact { Id = id, Point = hit.point, Normal = hit.normal }); return Facts.Find(x => x.Id == id) as PointFact; } LineFact AddLineFact(int pid1, int pid2, int id) { Facts.Insert(id, new LineFact { Id = id, Pid1 = pid1, Pid2 = pid2 }); return Facts.Find(x => x.Id == id) as LineFact; } AngleFact AddAngleFact(int pid1, int pid2, int pid3, int id) { Facts.Insert(id, new AngleFact { Id = id, Pid1 = pid1, Pid2 = pid2, Pid3 = 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 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: //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; 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.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) { } */ break; } } //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())); } //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())); } public void OnHit(RaycastHit hit) { switch (ActiveToolMode) { //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]; if (this.lineModeIsFirstPointSelected) { //Event for end of line-drawing in "ShinyThings" CommunicationEvents.StopLineDrawingEvent.Invoke(null); //Create LineFact 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: //Check if an existing Point was hit if (hit.transform.gameObject.layer == LayerMask.NameToLayer("Point")) { Fact tempFact = Facts[hit.transform.GetComponent<FactObject>().Id]; //If two points were already selected and now the third point got selected if (this.angleModeIsFirstPointSelected && this.angleModeIsSecondPointSelected) { //Event for end of curve-drawing in "ShinyThings" CommunicationEvents.StopCurveDrawingEvent.Invoke(null); //Create AngleFact //Check if new Point is equal to one of the previous points -> if true -> cancel if (!(angleModeFirstPointSelected.Id == tempFact.Id || angleModeSecondPointSelected.Id == tempFact.Id)) { CommunicationEvents.AddFactEvent.Invoke(this.AddAngleFact(((PointFact)angleModeFirstPointSelected).Id, ((PointFact)angleModeSecondPointSelected).Id, ((PointFact)tempFact).Id, GetFirstEmptyID())); } this.angleModeIsFirstPointSelected = false; this.angleModeFirstPointSelected = null; this.angleModeIsSecondPointSelected = false; this.angleModeSecondPointSelected = null; } //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 else { //Save the first point selected this.angleModeIsFirstPointSelected = true; this.angleModeFirstPointSelected = tempFact; } } //No point was hit else { if (this.angleModeIsFirstPointSelected && this.angleModeIsSecondPointSelected) { //Event for end of curve-drawing in "ShinyThings" CommunicationEvents.StopCurveDrawingEvent.Invoke(null); } //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")) { //Search for the suitable fact from the List 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; } } }