using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; using static CommunicationEvents; public class WorldCursor : MonoBehaviour { public RaycastHit Hit; private Camera Cam; void Start() { Cam = Camera.main; //Set MarkPointMode as the default ActiveToolMode // ActiveToolMode = ToolMode.ExtraMode;//ToolMode.MarkPointMode; CommunicationEvents.ToolModeChangedEvent.Invoke(ActiveToolMode); } /// <summary> /// Gets the coordinates of the intersection point of two lines. /// </summary> /// <param name="A1">A point on the first line.</param> /// <param name="A2">Another point on the first line.</param> /// <param name="B1">A point on the second line.</param> /// <param name="B2">Another point on the second line.</param> /// <param name="found">Is set to false of there are no solution. true otherwise.</param> /// <returns>The intersection point coordinates. Returns Vector2.zero if there is no solution.</returns> public Vector2 GetIntersectionPointCoordinates(Vector2 A1, Vector2 A2, Vector2 B1, Vector2 B2, out bool found) { float tmp = (B2.x - B1.x) * (A2.y - A1.y) - (B2.y - B1.y) * (A2.x - A1.x); if (tmp == 0) { // No solution! found = false; return Vector2.zero; } float mu = ((A1.x - B1.x) * (A2.y - A1.y) - (A1.y - B1.y) * (A2.x - A1.x)) / tmp; found = true; return new Vector2( B1.x + (B2.x - B1.x) * mu, B1.y + (B2.y - B1.y) * mu ); } void Update() { Ray ray = Cam.ScreenPointToRay(Input.mousePosition); int layerMask = LayerMask.GetMask("Player", "TalkingZone"); //Ignore player and TalkingZone layerMask = ~layerMask; if(Physics.Raycast(ray, out Hit, 30f, layerMask)){ // Debug.Log(Hit.transform.tag); if (Hit.collider.transform.CompareTag("SnapZone")) { if(Hit.collider.gameObject.layer == LayerMask.NameToLayer("Ray")){ int id = Hit.collider.gameObject.GetComponent<FactObject>().Id; RayFact lineFact = CommunicationEvents.Facts.Find((x => x.Id == id)) as RayFact; PointFact p1 = CommunicationEvents.Facts.Find((x => x.Id == lineFact.Pid1)) as PointFact; PointFact p2 = CommunicationEvents.Facts.Find((x => x.Id == lineFact.Pid2)) as PointFact; Vector3 lineDir = p2.Point - p1.Point; Plane plane = new Plane(lineDir, Hit.point); Ray intersectionRay = new Ray(p1.Point, lineDir ); if(plane.Raycast(intersectionRay, out float enter)){ Hit.point = p1.Point + lineDir.normalized * enter; } else Debug.LogError("something wrong with linesnapzone"); CheckMouseButtons(true,true); } else { Hit.point = Hit.collider.transform.position; Hit.normal = Vector3.up; CheckMouseButtons(true); } transform.position = Hit.point; transform.up = Hit.normal; } else { transform.position = Hit.point; transform.up = Hit.normal; transform.position += .01f * Hit.normal; CheckMouseButtons(); } } else { var dist = 10f; if (Hit.transform!=null) dist = (Camera.main.transform.position - Hit.transform.position).magnitude; transform.position = Cam.ScreenToWorldPoint(Input.mousePosition + new Vector3(0,0,1) *dist); transform.up = -Cam.transform.forward; } } //Check if left Mouse-Button was pressed and handle it void CheckMouseButtons(bool OnSnap=false, bool onLine = false) { if (Input.GetMouseButtonDown(0)) { if (EventSystem.current.IsPointerOverGameObject()) return; //this prevents rays from shooting through ui if (!OnSnap) { CommunicationEvents.TriggerEvent.Invoke(Hit); } else if(CommunicationEvents.ActiveToolMode==ToolMode.MarkPointMode){ if(!onLine)Hit.collider.enabled = false; CommunicationEvents.TriggerEvent.Invoke(Hit); // CommunicationEvents.SnapEvent.Invoke(Hit); } } } }