using System; using System.Collections; using System.Collections.Generic; using TMPro; using UnityEngine; public class FactSpawner : MonoBehaviour { private 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; public GameObject SmartMenu; void Start() { CommunicationEvents.HighlightEvent.AddListener(OnMouseOverFact); CommunicationEvents.EndHighlightEvent.AddListener(OnMouseOverFactEnd); CommunicationEvents.TriggerEvent.AddListener(OnHit); CommunicationEvents.ToolModeChangedEvent.AddListener(OnToolModeChanged); CommunicationEvents.AddPointEvent.AddListener(SpawnPoint); CommunicationEvents.AddLineEvent.AddListener(SpawnLine); CommunicationEvents.RemoveEvent.AddListener(DeletePoint); //Default FactRepresenation = Sphere-Prefab for Points this.FactRepresentation = (GameObject) Resources.Load("Prefabs/Sphere", typeof(GameObject)); } public int GetFirstEmptyID() { for(int i = 0; i < Facts.Length; ++i) { if(Facts[i]== "") return i; } return Facts.Length - 1; } public void SpawnPoint(RaycastHit hit, int id) { this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Sphere", typeof(GameObject)); 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; point.GetComponent<FactObject>().Id = id; //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 if(CommunicationEvents.ActiveToolMode != ToolMode.ExtraMode) point.GetComponentInChildren<SphereCollider>().enabled = false; Facts[id] = letter; GameObjectFacts[id] = point; } public void DeletePoint(int id) { GameObject point = GameObjectFacts[id]; GameObject.Destroy(point); Facts[id] = ""; } public void SpawnLine(Vector3 point1, Vector3 point2) { int id = GetFirstEmptyID(); Debug.Log(id); //Change FactRepresentation to Line this.FactRepresentation = (GameObject)Resources.Load("Prefabs/Line2", typeof(GameObject)); GameObject line = GameObject.Instantiate(FactRepresentation); //Place the Line in the centre of the two points //and change scale and rotation, so that the two points are connected by the line line.transform.position = Vector3.Lerp(point1, point2, 0.5f); var v3T = line.transform.localScale; v3T.y = (point2 - point1).magnitude; //x and z of the line/Cube-GameObject here hard coded = ratio of sphere-prefab v3T.x = 0.1f; v3T.z = 0.1f; line.transform.localScale = v3T; line.transform.rotation = Quaternion.FromToRotation(Vector3.up, point2 - point1); string letter = ((Char)(64 + id + 1)).ToString(); line.GetComponentInChildren<TextMeshPro>().text = letter; line.GetComponent<FactObject>().Id = id; //If a new Line was spawned -> We are in CreateLineMode -> Then we want the collider to be disabled if (CommunicationEvents.ActiveToolMode != ToolMode.ExtraMode) line.GetComponentInChildren<BoxCollider>().enabled = false; Facts[id] = letter; GameObjectFacts[id] = line; } 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) { 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.RemoveEvent.Invoke(id); } } else { CommunicationEvents.AddPointEvent.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; case ToolMode.ExtraMode: foreach (GameObject GameObjectFact in this.GameObjectFacts) { } break; } } }