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b/Assets/Resources/Textures/plain-circle.png.meta @@ -0,0 +1,127 @@ +fileFormatVersion: 2 +guid: 35c8a3eabdf6e5b42a92c5b1dc8adbfe +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 12 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + flipGreenChannel: 0 + isReadable: 1 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + vTOnly: 0 + ignoreMipmapLimit: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: 0 + aniso: 1 + mipBias: 0 + wrapU: 0 + wrapV: 0 + wrapW: 0 + nPOTScale: 0 + lightmap: 0 + compressionQuality: 50 + spriteMode: 1 + 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textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Server + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + ignorePlatformSupport: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: 5e97eb03825dee720800000000000000 + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + nameFileIdTable: {} + mipmapLimitGroupName: + pSDRemoveMatte: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/ActionStateTypes.cs b/Assets/SEE/Controls/Actions/ActionStateTypes.cs index 9be0a8cf70..75dabcaedc 100644 --- a/Assets/SEE/Controls/Actions/ActionStateTypes.cs +++ b/Assets/SEE/Controls/Actions/ActionStateTypes.cs @@ -1,6 +1,7 @@ using SEE.Utils; using UnityEngine; using SEE.Controls.Actions.HolisticMetrics; +using SEE.Controls.Actions.Drawable; namespace SEE.Controls.Actions { @@ -61,6 +62,9 @@ public static ActionStateType FirstActionStateType() /// static ActionStateTypes() { + // IMPORTANT NOTE: The order of the following field assignments must be exaclty + // the same as the order of their declarations below. + Move = new("Move", "Move a node within a graph", Color.red.Darker(), Icons.Move, @@ -107,7 +111,7 @@ static ActionStateTypes() ShowCodeAction.CreateReversibleAction); Draw = - new("Draw", "Draw a line", + new("Draw", "Draw freely in world space", Color.magenta.Darker(), Icons.Pencil, DrawAction.CreateReversibleAction); @@ -168,8 +172,135 @@ static ActionStateTypes() Color.blue.Darker(), Icons.Export, SaveBoardAction.CreateReversibleAction, parent: MetricBoard); + + // Whiteboard actions + Drawable = + new("Drawable", "Please select the drawable mode you want to activate.", + Color.blue, Icons.Whiteboard); + + DrawFreehand = + new("Draw Freehand", "Draws a line on a drawable.", + Color.magenta.Darker(), Icons.Brush, + DrawFreehandAction.CreateReversibleAction, + parent: Drawable); + + DrawShapes = + new("Draw Shape", "Draws various shapes on a drawable.", + Color.magenta.Darker(), Icons.Shapes, + DrawShapesAction.CreateReversibleAction, + parent: Drawable); + + WriteText = + new("Write Text", "Writes a text on a drawable.", + Color.magenta.Darker(), Icons.Text, + WriteTextAction.CreateReversibleAction, + parent: Drawable); + + AddImage = + new("Add an Image", "Adds an image to a drawable.", + Color.magenta.Darker(), Icons.Image, + AddImageAction.CreateReversibleAction, + parent: Drawable); + + MindMap = + new("Mind Map", "Adds and controls mind-map components.", + Color.magenta.Darker(), Icons.FolderTree, + MindMapAction.CreateReversibleAction, + parent: Drawable); + + StickyNote = + new("Sticky Note", "Manages sticky notes (spawn/move/edit/delete).", + Color.blue.Darker(), Icons.StickyNote, + StickyNoteAction.CreateReversibleAction, + parent: Drawable); + + ColorPicker = + new("Color Picker", "Picks a color.", + Color.yellow.Darker(), Icons.EyeDropper, + ColorPickerAction.CreateReversibleAction, + parent: Drawable); + + Edit = + new("Edit", "Edits a drawable.", + Color.green.Darker(), Icons.Edit, + EditAction.CreateReversibleAction, + parent: Drawable); + + MoveRotator = + new("Move or Rotate", "Moves or rotates an object on a drawable.", + Color.green.Darker(), Icons.Move, + MoveRotateAction.CreateReversibleAction, + parent: Drawable); + + LayerChanger = + new("Change The Sorting Layer", "Left mouse click to increase, right mouse click to decrease the layer.", + Color.green.Darker(), Icons.Layer, + LayerChangeAction.CreateReversibleAction, + parent: Drawable); + + CutCopyPaste = + new("Cut, Copy, Paste", "Cuts or copies a drawable and pastes it on the selected position.", + Color.green.Darker(), Icons.Cut, + CutCopyPasteAction.CreateReversibleAction, + parent: Drawable); + + Scale = + new("Scale", "Scales a drawable. Mouse wheel up to scale up, mouse wheel down to scale down.", + Color.green.Darker(), Icons.Scale, + ScaleAction.CreateReversibleAction, + parent: Drawable); + + MovePoint = + new("Move a Point", "Moves a point of a line.", + Color.green.Darker().Darker(), Icons.MoveAPoint, + MovePointAction.CreateReversibleAction, + parent: Drawable); + + LineSplit = + new("Line Split", "Splits a line on a given point.", + Color.green.Darker().Darker(), Icons.Split, + LineSplitAction.CreateReversibleAction, + parent: Drawable); + + LinePointErase = + new("Line Point Erase", "Erases a point from a line on a drawable.", + Color.red, Icons.Erase, + LinePointEraseAction.CreateReversibleAction, + parent: Drawable); + + LineConnectionErase = + new("Line Connection Erase", "Erases a line connection from a line of the chosen point.", + Color.red, Icons.Erase, + LineConnectionEraseAction.CreateReversibleAction, + parent: Drawable); + + Erase = + new("Erase", "Erases a complete object on a drawable.", + Color.red.Darker(), Icons.Erase, + EraseAction.CreateReversibleAction, + parent: Drawable); + + Clear = + new("Clear", "Clears a drawable surface (whiteboard / sticky note).", + Color.red.Darker(), Icons.Trash, + ClearAction.CreateReversibleAction, + parent: Drawable); + + Save = + new("Save", "Saves one or more drawables.", + Color.yellow, Icons.Save, + SaveAction.CreateReversibleAction, + parent: Drawable); + + Load = + new("Load", "Loads one or more drawables.", + Color.yellow.Darker(), Icons.Load, + LoadAction.CreateReversibleAction, + parent: Drawable); } + // IMPORTANT NOTE: The order of the following field declarations must be exaclty the same + // as the order of their assignments in the static constructor above. public static readonly ActionStateType Move; public static readonly ActionStateType Rotate; @@ -193,6 +324,28 @@ static ActionStateTypes() public static readonly ActionStateType LoadBoard; public static readonly ActionStateType SaveBoard; + public readonly static ActionStateTypeGroup Drawable; + public readonly static ActionStateType DrawFreehand; + public readonly static ActionStateType DrawShapes; + public readonly static ActionStateType WriteText; + public readonly static ActionStateType AddImage; + public readonly static ActionStateType MindMap; + public readonly static ActionStateType StickyNote; + public readonly static ActionStateType ColorPicker; + public readonly static ActionStateType Edit; + public readonly static ActionStateType MoveRotator; + public readonly static ActionStateType LayerChanger; + public readonly static ActionStateType CutCopyPaste; + public readonly static ActionStateType Scale; + public readonly static ActionStateType MovePoint; + public readonly static ActionStateType LineSplit; + public readonly static ActionStateType LinePointErase; + public readonly static ActionStateType LineConnectionErase; + public readonly static ActionStateType Erase; + public readonly static ActionStateType Clear; + public readonly static ActionStateType Save; + public readonly static ActionStateType Load; + #endregion /// diff --git a/Assets/SEE/Controls/Actions/Drawable.meta b/Assets/SEE/Controls/Actions/Drawable.meta new file mode 100644 index 0000000000..49c0cc85d0 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: da0f3017423ae154cb43bc5d9c99d8a2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/AddImageAction.cs b/Assets/SEE/Controls/Actions/Drawable/AddImageAction.cs new file mode 100644 index 0000000000..9e1ecae72b --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/AddImageAction.cs @@ -0,0 +1,322 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using SEE.Utils.History; +using SEE.UI.PropertyDialog.Drawable; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.GO; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides an action to add an image to a drawable. + /// + public class AddImageAction : DrawableAction + { + /// + /// The game object that holds the image component. + /// + private GameObject imageObj; + + /// + /// The position on the drawable where the image should be displayed. + /// + private Vector3 position; + + /// + /// The file path of the image. + /// + private string filePath = ""; + + /// + /// The file name of the downloaded image. + /// + private string fileName = ""; + + /// + /// The url of the image. + /// + private string url = ""; + + /// + /// The instance for the drawable file browser + /// + private DrawableFileBrowser browser; + + /// + /// The dialog for inserting a web address. + /// + private WebImageDialog webImageDialog; + + /// + /// Attribute for opened WebImageDialog. + /// + private bool isDialogOpen = false; + + /// + /// The component for downloading the image. + /// + private DownloadImage download; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to + /// revert or repeat an + /// + private struct Memento + { + /// + /// The drawable surface on which the text should be displayed. + /// + public DrawableConfig Surface; + + /// + /// The written text. + /// + public ImageConf Image; + + /// + /// The constructor, which simply assigns its only parameter to a field in this class. + /// + /// The drawable surface on which the text should be displayed. + /// The image configuration + public Memento(GameObject surface, ImageConf image) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Image = image; + } + } + + /// + /// Destroys the image source menu if it's still active. + /// + public override void Stop() + { + base.Stop(); + ImageSourceMenu.Instance.Destroy(); + } + + /// + /// This method manages the player's interaction with the mode . + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// The block for the selection of the position and a query from which source the image should be loaded. + SelectPosition(); + + /// When a source was chosen, this block opens the file browser (for local) or the web dialog (for web). + SelectSource(); + + /// The following blocks are for the web source case. + WebSource(); + + /// The following block is for the local source case. + /// When the player chose a file path, it will be loaded into the attribute. + LocalSource(); + + /// When a file path was chosen, it loads the image on the chosen position. + return Finish(); + } + return false; + } + + /// + /// Selects a position for the image and opens the menu for querying the image source. + /// + private void SelectPosition() + { + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit) + && !ImageSourceMenu.Instance.IsOpen() + && (browser == null || (browser != null && !browser.IsOpen())) + && (webImageDialog == null || (webImageDialog != null && !isDialogOpen))) + { + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + position = raycastHit.point; + ImageSourceMenu.EnableMenu(); + } + } + + /// + /// When the user has chosen a source, the corresponding menu for loading the image is opened. + /// For local source, a file browser will be opened. + /// For web source, a web image dialog will be opened. + /// + private void SelectSource() + { + if (ImageSourceMenu.TryGetSource(out ImageSourceMenu.Source source)) + { + switch (source) + { + case ImageSourceMenu.Source.Local: + browser = UICanvas.Canvas.AddOrGetComponent(); + browser.LoadImage(); + break; + case ImageSourceMenu.Source.Web: + webImageDialog = new(); + isDialogOpen = true; + webImageDialog.Open(); + break; + } + CurrentState = IReversibleAction.Progress.InProgress; + } + } + + /// + /// Downloads and displays an image from the internet. + /// The image is downloaded from the URL specified in the . + /// If no desired filename has been given, a random string is provided along with the PNG extension. + /// If the desired filename is already associated with a different (but not the same) image, numbering is added. + /// + private void WebSource() + { + if (webImageDialog != null && webImageDialog.WasCanceled()) + { + isDialogOpen = false; + } + + if (webImageDialog != null && webImageDialog.TryGetUserInput(out string url, out string fileNameOut)) + { + isDialogOpen = false; + download = Surface.AddComponent(); + download.Download(url); + this.url = url; + fileName = fileNameOut; + } + + if (download != null && download.GetTexture() != null) + { + Texture2D tex = download.GetTexture(); + if (string.IsNullOrEmpty(fileName)) + { + fileName = RandomStrings.GetRandomStringForFile(10) + Filenames.PNGExtension; + } + if (string.IsNullOrEmpty(Path.GetExtension(fileName)) || + (Path.GetExtension(fileName) != Filenames.PNGExtension + && Path.GetExtension(fileName) != Filenames.JPGExtension)) + { + fileName += Filenames.PNGExtension; + } + GameImage.CreateImageFile(null, tex.EncodeToPNG(), fileName, out string path); + ShowNotification.Info("Download successful", "Image has been saved to: " + path); + Destroyer.Destroy(download); + filePath = path; + } + } + + /// + /// Displays an image from the local source. + /// + private void LocalSource() + { + if (browser != null && browser.TryGetFilePath(out string chosenPath)) + { + filePath = chosenPath; + } + } + + /// + /// If a valid file path to an image (from Web/Local source) has been provided, + /// the image will be added to the desired position on the drawable. + /// Subsequently, a memento is created, and the action process is completed. + /// + /// true, if the action is completed. Otherwise false. + private bool Finish() + { + if (!string.IsNullOrWhiteSpace(filePath)) + { + DrawableHolder holder = Surface.GetComponent(); + imageObj = GameImage.PlaceImage(Surface, filePath, position, + holder.OrderInLayer); + imageObj.GetComponent().URL = url; + new AddImageNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), + ImageConf.GetImageConf(imageObj)).Execute(); + memento = new Memento(Surface, ImageConf.GetImageConf(imageObj)); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + return false; + } + + /// + /// Reverts this action, i.e., deletes the image that was added to the drawable. + /// + public override void Undo() + { + base.Undo(); + GameObject obj = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), + memento.Image.Id); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Image.Id).Execute(); + Destroyer.Destroy(obj); + } + + /// + /// Repeats this action, i.e., adds the image again to the drawable. + /// + public override void Redo() + { + base.Redo(); + GameImage.RePlaceImage(memento.Surface.GetDrawableSurface(), memento.Image); + new AddImageNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Image).Execute(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new AddImageAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.AddImage; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// Because this action does not actually change any game object, + /// an empty set is always returned. + /// + /// the id of the created drawable text + public override HashSet GetChangedObjects() + { + return new HashSet { memento.Image.Id }; + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/AddImageAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/AddImageAction.cs.meta new file mode 100644 index 0000000000..9b350fc192 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/AddImageAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1fcefe608609f3f45b17aaa5358133b2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/ClearAction.cs b/Assets/SEE/Controls/Actions/Drawable/ClearAction.cs new file mode 100644 index 0000000000..0897556de9 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ClearAction.cs @@ -0,0 +1,329 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using SEE.Utils.History; +using SEE.Game.Drawable.ValueHolders; +using SEE.Game.Drawable.ActionHelpers; +using SEE.UI.Menu.Drawable; +using OmniSharp.Extensions.LanguageServer.Protocol.Models; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides an action to clear a whole drawable. + /// + public class ClearAction : DrawableAction + { + /// + /// Saves all the information needed to revert or repeat + /// this action on one drawable type. + /// + private Memento memento; + + /// + /// The menu for this action. + /// + private ClearMenu menu; + + /// + /// This class can store all the information needed to + /// revert or repeat a . + /// + private readonly struct Memento + { + /// + /// The drawable surface on which the drawable type is displayed. + /// + public readonly DrawableConfig Surface; + + /// + /// The executed clear type. + /// + public readonly ClearMenu.Type ClearType; + + /// + /// Whether the pages are also deleted. + /// + public readonly bool DeletePage; + + /// + /// The constructor, which simply assigns its only parameter to a field in this class. + /// + /// The drawable surface on which the drawable type is displayed + /// The type of the clearing action. + /// Whether the pages should also be deleted. + public Memento(GameObject surface, ClearMenu.Type clearType, bool deletePage) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + ClearType = clearType; + DeletePage = deletePage; + } + } + + /// + /// Creates the menu. + /// + public override void Awake() + { + menu = new(); + } + + /// + /// Destroys the menu. + /// + public override void Stop() + { + base.Stop(); + menu.Destroy(); + } + + /// + /// This method manages the player's interaction with the action . + /// It cleans a complete drawable. In other words: it deletes all drawable types that are on a selected drawable. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + if (Queries.LeftMouseDown() + && Raycasting.RaycastAnything(out RaycastHit raycastHit)) + { + GameObject hitObject = raycastHit.collider.gameObject; + + if (menu.CurrentType == ClearMenu.Type.Current) + { + return DeleteCurrentDrawableChilds(GameFinder.GetDrawableSurface(hitObject)); + } else + { + return DeleteAllDrawableChilds(GameFinder.GetDrawableSurface(hitObject)); + } + } + return false; + } + return false; + } + + /// + /// Deletes all objects of the current selected page. + /// And depending on the configuration of the menu the page will deleted. + /// + /// The surface which current page should be cleared. + /// true if the page was successfully cleared, false if the page was already cleared. + private bool DeleteCurrentDrawableChilds(GameObject surface) + { + DrawableHolder holder = surface.GetComponent(); + if (GameFinder.GetAttachedObjectsObject(surface) != null + && GameFinder.HaveChildren(GameFinder.GetAttachedObjectsObject(surface), false) + || (holder.MaxPageSize > 1 && menu.ShouldDeletePage)) + { + memento = new Memento(surface, menu.CurrentType, menu.ShouldDeletePage); + if (!menu.ShouldDeletePage) + { + ClearCurrent(surface, holder.CurrentPage); + } + else + { + DeleteCurrent(surface, holder.CurrentPage); + } + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + else + { + ShowNotification.Info("Page is empty.", "There are no objects to clear."); + return false; + } + } + + /// + /// Clears the current surface page. + /// + /// The surface which current page should be cleared. + /// The page to be cleared. + private void ClearCurrent(GameObject surface, int page) + { + GameDrawableManager.DeleteTypesFromPage(surface, page); + new SurfaceClearPageNetAction(DrawableConfigManager.GetDrawableConfig(surface), page).Execute(); + } + + /// + /// Deletes the current surface page. + /// + /// The surface which current page should be deleted. + /// The page to be deleted. + private void DeleteCurrent(GameObject surface, int page) + { + + GameDrawableManager.RemovePage(surface, page); + new SurfaceRemovePageNetAction(DrawableConfigManager.GetDrawableConfig(surface), page).Execute(); + } + + /// + /// This method finds and deletes all drawable types that are placed on the given drawable. + /// + /// is the drawable surface which should be cleaned. + /// true if the drawable was successfully cleaned, false if the drawable was already cleaned. + private bool DeleteAllDrawableChilds(GameObject surface) + { + DrawableHolder holder = surface.GetComponent(); + if (GameFinder.GetAttachedObjectsObject(surface) != null + && GameFinder.HaveChildren(GameFinder.GetAttachedObjectsObject(surface), false) + || (holder.MaxPageSize > 1 && menu.ShouldDeletePage)) + { + memento = new Memento(surface, menu.CurrentType, menu.ShouldDeletePage); + if (!menu.ShouldDeletePage) + { + ClearAll(surface); + } else + { + DeleteAll(surface); + } + CurrentState = IReversibleAction.Progress.Completed; + return true; + } else + { + ShowNotification.Info("Drawable is empty.", "There are no objects to clear."); + return false; + } + } + + /// + /// Clears the drawable without deleting the pages. + /// + /// The drawable to be cleared. + private void ClearAll(GameObject surface) + { + DrawableHolder holder = surface.GetComponent(); + holder.OrderInLayer = 1; + List allDrawableTypes = DrawableConfigManager.GetDrawableConfig(surface). + GetAllDrawableTypes(); + + foreach (DrawableType type in allDrawableTypes) + { + GameObject child = GameFinder.FindChild(surface, type.Id); + new EraseNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + child.name).Execute(); + Destroyer.Destroy(child); + } + } + + /// + /// Clears the drawable with deleting all pages. + /// + /// The drawable to be cleared. + private void DeleteAll(GameObject surface) + { + DrawableHolder holder = surface.GetComponent(); + holder.OrderInLayer = 1; + for (int i = holder.MaxPageSize - 1; i >= 0; i--) + { + GameDrawableManager.RemovePage(surface, i); + new SurfaceRemovePageNetAction(DrawableConfigManager.GetDrawableConfig(surface), i).Execute(); + } + } + + /// + /// Reverts this action, i.e., restores the deleted drawable elements of the selected drawable. + /// + public override void Undo() + { + base.Undo(); + GameObject surface = memento.Surface.GetDrawableSurface(); + foreach (DrawableType type in memento.Surface.GetAllDrawableTypes()) + { + DrawableType.Restore(type, surface); + } + GameDrawableManager.ChangeCurrentPage(surface, memento.Surface.CurrentPage, true); + GameDrawableManager.ChangeMaxPage(surface, memento.Surface.MaxPageSize); + new SynchronizeSurface(DrawableConfigManager.GetDrawableConfig(surface), true).Execute(); + } + + /// + /// Repeats this action, i.e., deletes again the objects. + /// + public override void Redo() + { + base.Redo(); + GameObject surface = memento.Surface.GetDrawableSurface(); + if (memento.ClearType == ClearMenu.Type.Current) + { + if (!memento.DeletePage) + { + ClearCurrent(surface, memento.Surface.CurrentPage); + } else + { + DeleteCurrent(surface, memento.Surface.CurrentPage); + } + } else + { + if (!memento.DeletePage) + { + ClearAll(surface); + } else + { + DeleteAll(surface); + } + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new ClearAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.Clear; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// ids of the deletes drawable types + public override HashSet GetChangedObjects() + { + if (memento.Surface == null) + { + return new HashSet(); + } + else + { + HashSet changedObjects = new() + { + memento.Surface.ID + }; + foreach(DrawableType type in memento.Surface.GetAllDrawableTypes()) + { + changedObjects.Add(type.Id); + } + return changedObjects; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/ClearAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/ClearAction.cs.meta new file mode 100644 index 0000000000..05e952db50 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ClearAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 054541210521dc9419eca50e46348b97 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/ColorPickerAction.cs b/Assets/SEE/Controls/Actions/Drawable/ColorPickerAction.cs new file mode 100644 index 0000000000..53fc78a196 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ColorPickerAction.cs @@ -0,0 +1,356 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.GO; +using SEE.UI; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using TMPro; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides a color picker action for objects. + /// + class ColorPickerAction : DrawableAction + { + /// + /// The old chosen primary color of the + /// + private Color oldChosenPrimaryColor; + + /// + /// The old chosen second color of the + /// + private Color oldChosenSecondColor; + + /// + /// The newly picked color. + /// + private Color pickedColor; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// Trie if the action is running. + /// + private bool isInAction = false; + + /// + /// True if the action waits for user input of the + /// mind map color picker menu. + /// + private bool waitForHelperMenu = false; + + /// + /// True if the color picking from a mind map node is finished. + /// + private bool finishChosingMMColor = false; + + /// + /// True if the picker picks a color for the second color. + /// + private bool pickForSecondColor = false; + + /// + /// This method manages the player's interaction with the mode . + /// It picks the chosen color of a drawable type object. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// Block for picking the primary color of the chosen object. + /// Will be executed via left mouse click. + PickingPrimaryColor(); + + /// Block for picking the secondary color of the chosen object. + /// Will be executed via right mouse click. + PickingSecondaryColor(); + + /// Ends the action. + /// Loads the selected color, depending on the option chosen in the ColorPickerMenu, + /// either into or + /// . + /// Subsequently, a memento is created, and the action process is completed. + if (((Queries.MouseUp(MouseButton.Left) || Queries.MouseUp(MouseButton.Right)) + && isInAction && !waitForHelperMenu) + || finishChosingMMColor) + { + if (!ColorPickerMenu.GetSwitchStatus()) + { + ValueHolder.CurrentPrimaryColor = pickedColor; + ColorPickerMenu.AssignPrimaryColor(pickedColor); + } + else + { + pickForSecondColor = true; + ColorPickerMenu.AssignSecondaryColor(pickedColor); + ValueHolder.CurrentSecondaryColor = pickedColor; + } + memento = new(oldChosenPrimaryColor, oldChosenSecondColor, pickedColor, pickForSecondColor); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + + /// This block is waiting for user input to select a Mind Map element + /// of . + /// It is placed outside the block so + /// that the input can be immediately detected. + if (waitForHelperMenu && ColorPickerMindMapMenu.TryGetColor(out Color color)) + { + pickedColor = color; + waitForHelperMenu = false; + finishChosingMMColor = true; + } + return false; + } + + /// + /// Picks the primary color of the chosen drawable type object or sticky note. + /// The left mouse button is used for selection. + /// + private void PickingPrimaryColor() + { + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit) + && !isInAction) + { + isInAction = true; + GameObject hitObject = raycastHit.collider.gameObject; + + switch (hitObject.tag) + { + case Tags.Line: + LineConf line = LineConf.GetLine(hitObject); + pickedColor = line.PrimaryColor; + break; + case Tags.DText: + pickedColor = hitObject.GetComponent().color; + break; + case Tags.Image: + ImageConf image = ImageConf.GetImageConf(hitObject); + pickedColor = image.ImageColor; + break; + case Tags.MindMapNode: + ColorPickerMindMapMenu.Enable(hitObject, true); + waitForHelperMenu = true; + break; + case Tags.Drawable: + DrawableConfig config = DrawableConfigManager.GetDrawableConfig(hitObject); + pickedColor = config.Color; + break; + } + } + } + + /// + /// Picks the secondary color of the chosen drawable type object or sticky note. + /// The right mouse button is used for selection. + /// + private void PickingSecondaryColor() + { + if (!isInAction + && Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit, false)) + { + isInAction = true; + GameObject hitObject = raycastHit.collider.gameObject; + + switch (hitObject.tag) + { + case Tags.Line: + LineConf line = LineConf.GetLine(hitObject); + pickedColor = line.SecondaryColor; + if (line.ColorKind == GameDrawer.ColorKind.Monochrome) + { + pickedColor = line.PrimaryColor; + } + break; + case Tags.DText: + pickedColor = hitObject.GetComponent().outlineColor; + break; + case Tags.Image: + ImageConf image = ImageConf.GetImageConf(hitObject); + pickedColor = image.ImageColor; + break; + case Tags.MindMapNode: + ColorPickerMindMapMenu.Enable(hitObject, false); + waitForHelperMenu = true; + break; + case Tags.Drawable: + DrawableConfig config = DrawableConfigManager.GetDrawableConfig(hitObject); + pickedColor = config.Color; + break; + } + } + } + + /// + /// At the beginning of this action, it saves the current color values + /// ( and ) + /// of the . + /// It also adds to the UICanvas a component. + /// This is required to prevent a display error when displaying the color picker menu. + /// (When it is displayed, the switch status is initialized once. + /// It is activated once and then returns to its original position.) + /// Then it enables the color picker menu. + /// + public override void Awake() + { + base.Awake(); + + oldChosenPrimaryColor = ValueHolder.CurrentPrimaryColor; + oldChosenSecondColor = ValueHolder.CurrentSecondaryColor; + UICanvas.Canvas.AddOrGetComponent(); + } + + /// + /// Enables the color picker menu on action start. + /// + public override void Start() + { + base.Start(); + ColorPickerMenu.Instance.Enable(); + } + + /// + /// Disables the color picker menu on action stop. + /// + public override void Stop() + { + base.Stop(); + ColorPickerMenu.Instance.Disable(); + ColorPickerMindMapMenu.Instance.Destroy(); + } + + ~ColorPickerAction() + { + ColorPickerMenu.Instance.Destroy(); + } + + /// + /// This struct can store all the information needed to + /// revert or repeat a . + /// + readonly struct Memento + { + /// + /// The old chosen + /// + public readonly Color OldChosenPrimaryColor; + /// + /// The old chosen + /// + public readonly Color OldChosenSecondColor; + /// + /// The picked color + /// + public readonly Color PickedColor; + /// + /// A boolean representing that the selected color has been picked + /// for the + /// + public readonly bool PickForSecondColor; + + /// + /// The constructor, which simply assigns its only parameter to a field in this class. + /// + /// The old chosen + /// + /// The old chosen + /// + /// The picked color + /// Color was picked for + /// + /// + public Memento(Color oldChosenPrimaryColor, Color oldChosenSecondColor, Color pickedColor, + bool pickForSecondColor) + { + OldChosenPrimaryColor = oldChosenPrimaryColor; + OldChosenSecondColor = oldChosenSecondColor; + PickedColor = pickedColor; + PickForSecondColor = pickForSecondColor; + } + } + + /// + /// Reverts this action, i.e., restores the original color of the + /// + public override void Undo() + { + base.Undo(); + ValueHolder.CurrentPrimaryColor = memento.OldChosenPrimaryColor; + ColorPickerMenu.AssignPrimaryColor(ValueHolder.CurrentPrimaryColor); + ValueHolder.CurrentSecondaryColor = memento.OldChosenSecondColor; + ColorPickerMenu.AssignSecondaryColor(ValueHolder.CurrentSecondaryColor); + } + + /// + /// Repeats this action, i.e., saves the picked color again in the + /// + public override void Redo() + { + base.Redo(); + if (!memento.PickForSecondColor) + { + ValueHolder.CurrentPrimaryColor = memento.PickedColor; + ColorPickerMenu.AssignPrimaryColor(ValueHolder.CurrentPrimaryColor); + } + else + { + ValueHolder.CurrentSecondaryColor = memento.PickedColor; + ColorPickerMenu.AssignSecondaryColor(ValueHolder.CurrentSecondaryColor); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new ColorPickerAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.ColorPicker; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// Because this action does not actually change any game object, + /// an empty set is always returned. + /// + /// a empty set + public override HashSet GetChangedObjects() + { + return new HashSet(); + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/ColorPickerAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/ColorPickerAction.cs.meta new file mode 100644 index 0000000000..3ad92cecac --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ColorPickerAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fd2bb98c1406943419476db90fb62fa8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/CutCopyPasteAction.cs b/Assets/SEE/Controls/Actions/Drawable/CutCopyPasteAction.cs new file mode 100644 index 0000000000..92576e18e5 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/CutCopyPasteAction.cs @@ -0,0 +1,757 @@ +using Michsky.UI.ModernUIPack; +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using SEE.GO; +using SEE.Net.Actions.Drawable; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using SEE.Utils.History; +using SEE.Game.Drawable.ActionHelpers; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This action provides the cut, copy, and paste functionality + /// for a object. + /// + public class CutCopyPasteAction : DrawableAction + { + /// + /// Holds the current progress state. + /// + private ProgressState progressState = ProgressState.SelectObject; + + /// + /// The progress states of the . + /// + private enum ProgressState + { + SelectObject, + CutCopyPaste, + OpenSelectParentMenu, + SelectParent, + Finish + } + + /// + /// Holds the current state. + /// + private CutCopy state = CutCopy.None; + + /// + /// The state of cut or copy is chosen. + /// + private enum CutCopy + { + None, + Cut, + Copy + } + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to + /// revert or repeat a . + /// + private struct Memento + { + /// + /// The old values of the drawable type object. + /// + public readonly DrawableType OldValueHolder; + /// + /// The new values of the drawable type object. + /// + public readonly DrawableType NewValueHolder; + /// + /// The drawable surface on which the drawable type object was displayed. + /// + public readonly DrawableConfig OldSurface; + /// + /// The drawable surface on which the drawable type object is now displayed. + /// + public readonly DrawableConfig NewSurface; + /// + /// Holds the original configurations for the children and branches of a mind map node. + /// + public DrawableConfig OldNodesHolder; + /// + /// Holds the new configurations for the children and branches of a mind map node. + /// + public DrawableConfig NewNodesHolder; + /// + /// The old branch line config; will be needed for restore the visual data of it. + /// + public LineConf OldBranchLineConfig; + /// + /// The state if it was copied or cut. + /// + public readonly CutCopy State; + + /// + /// The constructor, which simply assigns its parameters to the fields of this class. + /// + /// The old values of the drawable type object. + /// The new edited values of the drawable type object. + /// The drawable surface on which the drawable type object was displayed. + /// The drawable surface on which the drawable type object is displayed. + /// The state whether it was cut or copied. + public Memento(DrawableType oldValueHolder, + DrawableType newValueHolder, GameObject oldSurface, GameObject newSurface, CutCopy cutCopy) + { + OldValueHolder = oldValueHolder; + NewValueHolder = newValueHolder; + OldSurface = DrawableConfigManager.GetDrawableConfig(oldSurface); + NewSurface = DrawableConfigManager.GetDrawableConfig(newSurface); + State = cutCopy; + OldNodesHolder = null; + NewNodesHolder = null; + OldBranchLineConfig = null; + } + } + + /// + /// The prefab of the cut-copy-paste menu. + /// + private const string cutCopyPasteMenuPrefab = "Prefabs/UI/Drawable/CutCopyPaste"; + /// + /// The instance of the cut-copy-paste menu + /// + private GameObject cutCopyPasteMenu; + + /// + /// The newly created object. + /// + private GameObject newObject; + + /// + /// The selected drawable type object that should be cut or copied. + /// + private GameObject selectedObj; + + /// + /// The old selected object of the privous run. + /// + private static GameObject oldSelectedObj; + + /// + /// True if the left mouse button was released after finish. + /// It is necessary to prevent the previously selected object from being accidentally selected again. + /// After the action has successfully completed, it starts again, allowing for the selection of a new object. + /// This option enables the immediate selection of another object while pressing the mouse button. + /// + private static bool mouseWasReleased = true; + + /// + /// The old values of the selected drawable type. + /// + private DrawableType oldValueHolder; + + /// + /// The new values of the selected drawable type. + /// + private DrawableType newValueHolder; + + /// + /// The drawable surface where the selected object was displayed. + /// + private GameObject oldSurface; + + /// + /// The drawable surface where the new object is displayed. + /// + private GameObject newSurface; + + /// + /// The configuration that includes the node children and their branch lines. + /// Only necessary for interacting with a . + /// + private DrawableConfig oldNodesBranchLineHolder = null; + /// + /// The configuration that includes the changed node children and their branch lines. + /// Only necessary for interacting with a . + /// + private DrawableConfig newNodesBranchLineHolder = null; + /// + /// The configuration of the old branch line to parent. + /// + private LineConf oldBranchLineConf = null; + /// + /// Query that ensures the visual data from the previous branch line is taken over. + /// + private bool editToOldBranchLine = false; + + /// + /// Resets the old selected object, if the action state will be left. + /// + public static void Reset() + { + oldSelectedObj = null; + mouseWasReleased = true; + } + + /// + /// Deactivates the blink effect if it is still active and destroys the + /// cut-copy-paste menu. + /// + public override void Stop() + { + base.Stop(); + BlinkEffect.Deactivate(selectedObj); + + if (cutCopyPasteMenu != null) + { + Destroyer.Destroy(cutCopyPasteMenu); + } + } + + /// + /// Adds the necessary handler for the cut, copy and paste button. + /// + /// The instance of the cut copy paste menu + private void SetupButtons(GameObject menu) + { + Transform content = menu.transform.Find("Content"); + ButtonManagerBasic cut = content.Find("Cut").GetComponent(); + ButtonManagerBasic copy = content.Find("Copy").GetComponent(); + + cut.clickEvent.AddListener(() => + { + state = CutCopy.Cut; + ShowNotification.Info("Select position", "Choose a suitable position for pasting the cut object.", 2); + }); + + copy.clickEvent.AddListener(() => + { + state = CutCopy.Copy; + ShowNotification.Info("Select position", "Choose a suitable position for pasting the copied object.", 2); + }); + } + + /// + /// This method manages the player's interaction with the action . + /// It allows to cut or copy drawable type objects and paste them on a specific position on a specific drawable. + /// + /// Whether this action is finished + public override bool Update() + { + /// Block for canceling the action. + Cancel(); + + if (!Raycasting.IsMouseOverGUI()) + { + switch (progressState) + { + /// Block for selecting the drawable type object to copy/cut. + case ProgressState.SelectObject: + SelectObject(); + break; + + /// Block in which the object is duplicated at the desired location, + /// and the original may be deleted if necessary. + case ProgressState.CutCopyPaste: + CutCopyPaste(); + break; + + /// Block in which the selected parent menu will be open. + case ProgressState.OpenSelectParentMenu: + OpenSelectParent(); + break; + + /// Block in which we will wait for the user selection. + case ProgressState.SelectParent: + SelectParent(); + break; + + /// Block to finish this action. + case ProgressState.Finish: + mouseWasReleased = false; + memento = new Memento(oldValueHolder, newValueHolder, oldSurface, newSurface, state) + { + OldNodesHolder = oldNodesBranchLineHolder, + NewNodesHolder = newNodesBranchLineHolder, + OldBranchLineConfig = oldBranchLineConf + }; + CurrentState = IReversibleAction.Progress.Completed; + return true; + + default: + return false; + } + } + return false; + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if (selectedObj != null && SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + SetToInitialState(); + } + } + + /// + /// Allows the user to choose a Drawable Type Object for copying/cutting. + /// It activates the blink effect and enables the cut-copy-paste menu. + /// + private void SelectObject() + { + if (Selector.SelectObject(ref selectedObj, ref oldSelectedObj, ref mouseWasReleased, UICanvas.Canvas, + false, true, false, GetActionStateType())) + { + oldSurface = GameFinder.GetDrawableSurface(selectedObj); + oldValueHolder = DrawableType.Get(selectedObj); + if (selectedObj.CompareTag(Tags.MindMapNode)) + { + oldNodesBranchLineHolder = GameMindMap.SummarizeSelectedNodeIncChildren(selectedObj); + newNodesBranchLineHolder = GameMindMap.SummarizeSelectedNodeIncChildren(selectedObj); + } + cutCopyPasteMenu = PrefabInstantiator.InstantiatePrefab(cutCopyPasteMenuPrefab, + UICanvas.Canvas.transform, false); + SetupButtons(cutCopyPasteMenu); + } + + if (Queries.MouseUp(MouseButton.Left) && selectedObj == null) + { + mouseWasReleased = true; + } + + if (Queries.MouseUp(MouseButton.Left) && selectedObj != null) + { + progressState = ProgressState.CutCopyPaste; + } + } + + /// + /// Provides the interaction for cut/copy/paste. + /// It closes the CutCopyPasteMenu, deactivates the BlinkEffect, + /// and restores the drawable-type object to the new position. + /// If Cut was chosen, the original object is destroyed. + /// If no action (Cut/Copy) was chosen, and a left-click occurs, then the action is reset. + /// + private void CutCopyPaste() + { + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit) + && selectedObj != null + && selectedObj.GetComponent() != null + && state != CutCopy.None) + { + Destroyer.Destroy(cutCopyPasteMenu); + selectedObj.GetComponent().Deactivate(); + Vector3 newPosition = raycastHit.point; + newSurface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + switch (DrawableType.Get(selectedObj)) + { + case LineConf: + case TextConf: + case ImageConf: + ProcessPrimitiveType(newPosition); + break; + case MindMapNodeConf: + ProcessMindMapNode(newPosition); + break; + } + newValueHolder = DrawableType.Get(newObject); + Cut(); + if (newObject.CompareTag(Tags.MindMapNode) && + newObject.GetComponent().NodeKind != GameMindMap.NodeKind.Theme) + { + progressState = ProgressState.OpenSelectParentMenu; + } + } + + if (Queries.MouseUp(MouseButton.Left) && state != CutCopy.None && newObject != null + && progressState == ProgressState.CutCopyPaste) + { + progressState = ProgressState.Finish; + } + + if (Queries.LeftMouseInteraction() && state == CutCopy.None) + { + SetToInitialState(); + } + } + + /// + /// Resets the action to the initial state. + /// + private void SetToInitialState() + { + Destroyer.Destroy(cutCopyPasteMenu); + BlinkEffect.Deactivate(selectedObj); + selectedObj = null; + mouseWasReleased = false; + editToOldBranchLine = false; + state = CutCopy.None; + progressState = ProgressState.SelectObject; + } + + /// + /// Deletes the original drawable type objects that were cut after pasting. + /// + private void Cut() + { + if (state == CutCopy.Cut) + { + if (selectedObj.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = selectedObj.GetComponent(); + if (valueHolder.GetParent() != null) + { + valueHolder.GetParent().GetComponent().RemoveChild(selectedObj); + new MindMapRemoveChildNetAction(oldSurface.name, + GameFinder.GetDrawableSurfaceParentName(oldSurface), + MindMapNodeConf.GetNodeConf(selectedObj)).Execute(); + } + + if (valueHolder.GetParentBranchLine() != null) + { + new EraseNetAction(oldSurface.name, GameFinder.GetDrawableSurfaceParentName(oldSurface), + valueHolder.GetParentBranchLine().name).Execute(); + Destroyer.Destroy(valueHolder.GetParentBranchLine()); + } + foreach (KeyValuePair pair in valueHolder.GetAllChildren()) + { + new EraseNetAction(oldSurface.name, GameFinder.GetDrawableSurfaceParentName(oldSurface), + pair.Value.name).Execute(); + Destroyer.Destroy(pair.Value); + + new EraseNetAction(oldSurface.name, GameFinder.GetDrawableSurfaceParentName(oldSurface), + pair.Key.name).Execute(); + Destroyer.Destroy(pair.Key); + } + } + new EraseNetAction(oldSurface.name, GameFinder.GetDrawableSurfaceParentName(oldSurface), + selectedObj.name).Execute(); + Destroyer.Destroy(selectedObj); + } + } + + /// + /// Draws a clone of the chosen line to the chosen position. + /// + /// The new position for the clone. + private void ProcessPrimitiveType(Vector3 newPosition) + { + DrawableType conf = DrawableType.Get(selectedObj); + conf.Id = ""; + conf.AssociatedPage = newSurface.GetComponent().CurrentPage; + newObject = DrawableType.Restore(conf, newSurface); + MoveWithWorldPosition(newPosition); + } + + /// + /// Moves the clone of the selected node to the destination (new position). + /// + /// destination position + private void MoveWithWorldPosition(Vector3 newPosition) + { + /// Moves the clone of the selected node to the destination (new position). + Vector3 newLocalPosition = GameFinder.GetHighestParent(newSurface).transform. + InverseTransformPoint(newPosition); + newLocalPosition = new Vector3(newLocalPosition.x, newLocalPosition.y, + selectedObj.transform.localPosition.z); + GameMoveRotator.SetPosition(newObject, newLocalPosition, true); + new MoveNetAction(newSurface.name, GameFinder.GetDrawableSurfaceParentName(newSurface), + newObject.name, newLocalPosition, true).Execute(); + } + + /// + /// Adds a clone of the chosen node and its children to the chosen position. + /// + /// The new position for the node. + private void ProcessMindMapNode(Vector3 newPosition) + { + if (selectedObj.GetComponent().GetParentBranchLine() != null) + { + oldBranchLineConf = LineConf.GetLine(selectedObj.GetComponent() + .GetParentBranchLine()); + } + newNodesBranchLineHolder.MindMapNodeConfigs[0].BranchLineToParent = ""; + newNodesBranchLineHolder.MindMapNodeConfigs[0].ParentNode = ""; + GameMindMap.RenameMindMap(newNodesBranchLineHolder, + GameFinder.GetAttachedObjectsObject(newSurface)); + + foreach (DrawableType type in newNodesBranchLineHolder.GetAllDrawableTypes()) + { + type.AssociatedPage = newSurface.GetComponent().CurrentPage; + DrawableType.Restore(type, newSurface); + } + + newObject = GameFinder.FindChild(newSurface, newNodesBranchLineHolder.MindMapNodeConfigs[0].Id); + MoveWithWorldPosition(newPosition); + /// Updating positions. + newNodesBranchLineHolder = GameMindMap.SummarizeSelectedNodeIncChildren(newObject); + } + + /// + /// Opens the selected parent menu and switches the progress state to select the parent. + /// Is executed only if a subtheme or leaf node has been chosen for Cut/Copy. + /// + private void OpenSelectParent() + { + GameObject newAttachedObjects = GameFinder.GetAttachedObjectsObject(newSurface); + if (newAttachedObjects != null) + { + MindMapParentSelectionMenu.EnableForEditing(newAttachedObjects, newObject, + MindMapNodeConf.GetNodeConf(newObject), null, true); + progressState = ProgressState.SelectParent; + } + } + + /// + /// Waits for user selection. + /// A node can only be added if it is a theme node + /// or if the drawable already has a theme node that qualifies as a parent node. + /// If the node cannot be added, the action is canceled and reset. + /// + private void SelectParent() + { + if (MindMapParentSelectionMenu.TryGetParent(out GameObject parent)) + { + MindMapParentSelectionMenu.Instance.Destroy(); + /// Block for the case when the node can be added. + if (newValueHolder is MindMapNodeConf conf) + { + conf.ParentNode = parent.name; + GameObject branchLineToParent = parent.GetComponent().GetChildren()[newObject]; + conf.BranchLineToParent = branchLineToParent.name; + if (oldBranchLineConf != null) + { + GameEdit.ChangeLine(branchLineToParent, oldBranchLineConf); + new EditLineNetAction(newSurface.name, GameFinder.GetDrawableSurfaceParentName(newSurface), + LineConf.GetLineWithoutRenderPos(branchLineToParent)).Execute(); + } + newNodesBranchLineHolder = GameMindMap.SummarizeSelectedNodeIncChildren(newObject); + } + progressState = ProgressState.Finish; + } + else if (!MindMapParentSelectionMenu.Instance.IsOpen()) + { /// Block for the case when the node cannot be added. + /// The previous changes are reverted. + /// This means the clone nodes are deleted, and the original nodes are restored if they were deleted (cut). + foreach (DrawableType type in newNodesBranchLineHolder.GetAllDrawableTypes()) + { + GameObject typeObject = GameFinder.FindChild(newSurface, type.Id); + new EraseNetAction(newSurface.name, GameFinder.GetDrawableSurfaceParentName(newSurface), + typeObject.name).Execute(); + Destroyer.Destroy(typeObject); + } + + if (state == CutCopy.Cut) + { + foreach (DrawableType type in oldNodesBranchLineHolder.GetAllDrawableTypes()) + { + DrawableType.Restore(type, oldSurface); + } + if (oldBranchLineConf != null) + { + GameObject branchLineToParent = GameFinder.FindChild(oldSurface, oldValueHolder.Id). + GetComponent().GetParentBranchLine(); + GameEdit.ChangeLine(branchLineToParent, oldBranchLineConf); + new EditLineNetAction(newSurface.name, GameFinder.GetDrawableSurfaceParentName(newSurface), + LineConf.GetLineWithoutRenderPos(branchLineToParent)).Execute(); + } + } + SetToInitialState(); + } + else + { + /// This block is needed to restore the appearance of the parent branch line. + if (oldBranchLineConf != null && !editToOldBranchLine) + { + GameObject branchLineToParent = newObject.GetComponent().GetParentBranchLine(); + GameEdit.ChangeLine(branchLineToParent, oldBranchLineConf); + new EditLineNetAction(newSurface.name, GameFinder.GetDrawableSurfaceParentName(newSurface), + LineConf.GetLineWithoutRenderPos(branchLineToParent)).Execute(); + editToOldBranchLine = true; + } + } + } + + /// + /// Reverts this action, i.e., restores the old object and destroys the new one. + /// + public override void Undo() + { + base.Undo(); + /// Block to restore the original cut object. + if (memento.State == CutCopy.Cut) + { + GameObject oldSurface = memento.OldSurface.GetDrawableSurface(); + + if (memento.OldValueHolder is MindMapNodeConf) + { + foreach (DrawableType type in memento.OldNodesHolder.GetAllDrawableTypes()) + { + DrawableType.Restore(type, oldSurface); + } + if (memento.OldBranchLineConfig != null) + { + GameObject oldObject = GameFinder.FindChild(oldSurface, memento.OldValueHolder.Id); + if (oldObject.GetComponent().GetParentBranchLine() != null) + { + GameObject branchLineToParent = oldObject.GetComponent(). + GetParentBranchLine(); + GameEdit.ChangeLine(branchLineToParent, memento.OldBranchLineConfig); + new EditLineNetAction(oldSurface.name, GameFinder.GetDrawableSurfaceParentName(oldSurface), + LineConf.GetLineWithoutRenderPos(branchLineToParent)).Execute(); + } + } + } + else + { + DrawableType.Restore(memento.OldValueHolder, oldSurface); + } + } + + /// Block to destroy the clone object. + GameObject newObject = GameFinder.FindChild(memento.NewSurface.GetDrawableSurface(), + memento.NewValueHolder.Id); + if (newObject.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = newObject.GetComponent(); + if (valueHolder.GetParentBranchLine() != null) + { + new EraseNetAction(memento.NewSurface.ID, memento.NewSurface.ParentID, + valueHolder.GetParentBranchLine().name).Execute(); + Destroyer.Destroy(valueHolder.GetParentBranchLine()); + + valueHolder.GetParent().GetComponent().RemoveChild(newObject); + new MindMapRemoveChildNetAction(memento.NewSurface.ID, memento.NewSurface.ParentID, + MindMapNodeConf.GetNodeConf(newObject)).Execute(); + } + foreach (DrawableType type in memento.NewNodesHolder.GetAllDrawableTypes()) + { + new EraseNetAction(memento.NewSurface.ID, memento.NewSurface.ParentID, type.Id).Execute(); + Destroyer.Destroy(GameFinder.FindChild(memento.NewSurface.GetDrawableSurface(), type.Id)); + } + } + new EraseNetAction(memento.NewSurface.ID, memento.NewSurface.ParentID, newObject.name).Execute(); + Destroyer.Destroy(newObject); + } + + /// + /// Repeats this action, i.e., creates again the new object and deletes the old one if it was cut. + /// + public override void Redo() + { + base.Redo(); + /// Block to restore the clone object. + GameObject newSurface = memento.NewSurface.GetDrawableSurface(); + + if (memento.NewValueHolder is MindMapNodeConf) + { + GameObject obj = DrawableType.Restore(memento.NewValueHolder, newSurface); + foreach (DrawableType type in memento.NewNodesHolder.GetAllDrawableTypes()) + { + DrawableType.Restore(type, newSurface); + } + if (memento.OldBranchLineConfig != null) + { + GameObject newObject = GameFinder.FindChild(newSurface, memento.NewValueHolder.Id); + if (newObject.GetComponent().GetParentBranchLine() != null) + { + GameObject branchLineToParent = newObject.GetComponent(). + GetParentBranchLine(); + GameEdit.ChangeLine(branchLineToParent, memento.OldBranchLineConfig); + new EditLineNetAction(newSurface.name, GameFinder.GetDrawableSurfaceParentName(newSurface), + LineConf.GetLineWithoutRenderPos(branchLineToParent)).Execute(); + } + } + } + else + { + DrawableType.Restore(memento.NewValueHolder, newSurface); + } + + /// Block to destroy the original object, if cut was selected. + if (memento.State == CutCopy.Cut) + { + GameObject oldObject = GameFinder.FindChild(memento.OldSurface.GetDrawableSurface(), + memento.OldValueHolder.Id); + if (oldObject.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = oldObject.GetComponent(); + if (valueHolder.GetParentBranchLine() != null) + { + new EraseNetAction(memento.OldSurface.ID, memento.OldSurface.ParentID, + valueHolder.GetParentBranchLine().name).Execute(); + Destroyer.Destroy(valueHolder.GetParentBranchLine()); + + valueHolder.GetParent().GetComponent().RemoveChild(oldObject); + new MindMapRemoveChildNetAction(memento.OldSurface.ID, memento.OldSurface.ParentID, + MindMapNodeConf.GetNodeConf(oldObject)).Execute(); + } + foreach (DrawableType type in memento.OldNodesHolder.GetAllDrawableTypes()) + { + new EraseNetAction(memento.OldSurface.ID, memento.OldSurface.ParentID, type.Id).Execute(); + Destroyer.Destroy(GameFinder.FindChild(memento.OldSurface.GetDrawableSurface(), type.Id)); + } + } + new EraseNetAction(memento.OldSurface.ID, memento.OldSurface.ParentID, oldObject.name).Execute(); + Destroyer.Destroy(oldObject); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new CutCopyPasteAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.CutCopyPaste; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// Because this action does not actually change any game object, + /// an empty set is always returned. + /// + /// The object id of the changed object. + public override HashSet GetChangedObjects() + { + return new HashSet + { + memento.OldValueHolder.Id, + memento.NewValueHolder.Id + }; + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/CutCopyPasteAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/CutCopyPasteAction.cs.meta new file mode 100644 index 0000000000..ecde3448dd --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/CutCopyPasteAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3bfc979c075bd342a5c113904a58c26 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/DrawFreehandAction.cs b/Assets/SEE/Controls/Actions/Drawable/DrawFreehandAction.cs new file mode 100644 index 0000000000..382db59499 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/DrawFreehandAction.cs @@ -0,0 +1,335 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.Utils; +using SEE.Utils.History; +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This action allows drawing on a drawable. + /// + class DrawFreehandAction : DrawableAction + { + /// + /// The different progress states of this action. + /// + private enum ProgressState + { + StartDrawing, + Drawing, + FinishDrawing + } + + /// + /// Holds the current progress state. + /// + private ProgressState progressState; + + /// + /// The line game object. It holds the line renderer and the mesh collider. + /// + private GameObject line; + + /// + /// The positions of the line in local space. + /// It is used for the line renderer. + /// + private Vector3[] positions = new Vector3[1]; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// True while the user is drawing, false otherwise. + /// + private bool drawing = false; + + /// + /// Represents that drawing has been finished. + /// It will be needed to ensure that this action completes. + /// + private bool finishDrawing = false; + + /// + /// This struct can store all the information needed to revert or repeat + /// a . + /// + private struct Memento + { + /// + /// The drawable surface on which the line should be displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The line. The line configuration contains all required + /// values to redraw. + /// + public LineConf Line; + + /// + /// The constructor, which simply assigns its parameters to fields in this class. + /// + /// The drawable surface where the line should be placed + /// Line configuration for redrawing. + public Memento(GameObject surface, LineConf line) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Line = line; + } + } + + /// + /// Starts the . + /// It sets the progress state to start drawing. + /// + public override void Start() + { + base.Start(); + progressState = ProgressState.StartDrawing; + } + + /// + /// Enables the line menu and initializes the required Handler. + /// + public override void Awake() + { + base.Awake(); + LineMenu.Instance.EnableForDrawing(); + } + + /// + /// Stops the and hides the line menu. + /// + public override void Stop() + { + base.Stop(); + LineMenu.Instance.Disable(); + if (progressState != ProgressState.FinishDrawing) + { + Destroyer.Destroy(line); + } + } + + /// + /// This method manages the player's interaction with the mode . + /// Specifically: Allows the user to draw. + /// For this, the left mouse button must be held down as long as you want to draw. + /// To finish, release the left mouse button. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// This block draws the line when the left mouse button is held down. + /// Drawing is only possible when targeting a drawable or an object placed on a drawable, + /// and the drawable remains unchanged during drawing. + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit) + && !finishDrawing + && Queries.DrawableSurfaceNullOrSame(Surface, raycastHit.collider.gameObject)) + { + switch (progressState) + { + case ProgressState.StartDrawing: + StartDrawing(raycastHit); + break; + + case ProgressState.Drawing: + Drawing(raycastHit); + break; + } + } + + /// This block is executed when the drawing should be completed. + if ((Queries.MouseUp(MouseButton.Left) || !Queries.MouseHold(MouseButton.Left)) + && drawing) + { + return FinishDrawing(); + } + } + return false; + } + + /// + /// Initializes drawing on the drawable. + /// It creates the line with the first hitpoint. + /// Since the Line Renderer has to work with local positions, + /// the hitpoint is converted to a local position after creation. + /// + /// The raycast hit on the drawable. + private void StartDrawing(RaycastHit raycastHit) + { + /// Find the drawable for this line. + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + drawing = true; + progressState = ProgressState.Drawing; + positions[0] = raycastHit.point; + /// Create the line object. + line = GameDrawer.StartDrawing(Surface, positions, ValueHolder.CurrentColorKind, + ValueHolder.CurrentPrimaryColor, ValueHolder.CurrentSecondaryColor, ValueHolder.CurrentThickness, + ValueHolder.CurrentLineKind, ValueHolder.CurrentTiling); + /// Transform the first position in local space. + /// Beforehand, it's not possible because there is no line object on which 'InverseTransformPoint' can be applied. + positions[0] = line.transform.InverseTransformPoint(positions[0]) - ValueHolder.DistanceToDrawable; + LineConf conf = LineConf.GetLine(line); + conf.RendererPositions = positions; + new DrawNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), conf).Execute(); + } + + /// + /// Extend the line created in with the new hitpoint. + /// However, the new point must be different from the last one added. + /// Because, as mentioned earlier, the Line Renderer operates with local positions, + /// the point is first transformed into a local coordinate. + /// + /// The raycast hit on the drawable + private void Drawing(RaycastHit raycastHit) + { + /// The position at which to continue the line in local space. + /// To maintain the distance from the drawable, the minimum distance on the Z-axis is subtracted. + Vector3 newPosition = line.transform.InverseTransformPoint(raycastHit.point) - ValueHolder.DistanceToDrawable; + Vector3 nPos = new(newPosition.x, newPosition.y, 0); + if (nPos != positions.Last()) // This query is required if has already been + // executed (because of GameDrawer.UpdateZPositions()). + { + /// Add newPosition to the line renderer and and start drawing over the network. + Vector3[] newPositions = new Vector3[positions.Length + 1]; + Array.Copy(sourceArray: positions, destinationArray: newPositions, length: positions.Length); + newPositions[^1] = newPosition; + positions = newPositions; + + GameDrawer.Drawing(line, positions); + new DrawingNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), line.name, newPosition, newPositions.Length - 1).Execute(); + } + } + + /// + /// Finish drawing on the drawable. + /// Since a Mesh Collider requires at least three different vertices to function, + /// it is first checked whether the collider of the line meets this criterion. + /// If not, the line is deleted, and the action is reset. + /// Otherwise, the drawing is completed, and the pivot point of the line is set. + /// Subsequently, a Memento is created, and the progress state is completed. + /// + /// Whether drawing has been completed or not + private bool FinishDrawing() + { + progressState = ProgressState.FinishDrawing; + drawing = false; + + if (progressState == ProgressState.FinishDrawing) + { + if (GameDrawer.DifferentMeshVerticesCounter(line) >= 3) + { + finishDrawing = true; + line = GameDrawer.SetPivot(line); + LineConf currentLine = LineConf.GetLine(line); + memento = new Memento(Surface, currentLine); + new DrawingFinishNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), line.name, currentLine.Loop).Execute(); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + else + { + Destroyer.Destroy(line); + progressState = ProgressState.StartDrawing; + positions = new Vector3[1]; + } + } + return false; + } + + /// + /// Reverts this action, i.e., deletes the drawed line. + /// + public override void Undo() + { + base.Undo(); + if (line == null) + { + line = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Line.Id); + } + if (line != null) + { + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Line.Id).Execute(); + Destroyer.Destroy(line); + line = null; + } + } + + /// + /// Repeats this action, i.e., redraws the line. + /// + public override void Redo() + { + base.Redo(); + line = GameDrawer.ReDrawLine(memento.Surface.GetDrawableSurface(), memento.Line); + if (line != null) + { + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, + LineConf.GetLine(line)).Execute(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new DrawFreehandAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.DrawFreehand; + } + + /// + /// The set of IDs of all gameObjects changed by this action + /// (). + /// + /// an empty set or the drawable id and the line id + public override HashSet GetChangedObjects() + { + if (memento.Surface == null) + { + return new HashSet(); + } + else + { + return new HashSet + { + memento.Surface.ID, + memento.Line.Id + }; + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Controls/Actions/Drawable/DrawFreehandAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/DrawFreehandAction.cs.meta new file mode 100644 index 0000000000..d9ad558f46 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/DrawFreehandAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 47360bf48a35a584088d5e334b40d612 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/DrawShapesAction.cs b/Assets/SEE/Controls/Actions/Drawable/DrawShapesAction.cs new file mode 100644 index 0000000000..1c2975d596 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/DrawShapesAction.cs @@ -0,0 +1,687 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.GO; +using SEE.Net.Actions.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.UI.Notification; +using SEE.Utils; +using SEE.Utils.History; +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Allows the user to draw a shape. + /// + public class DrawShapesAction : DrawableAction + { + /// + /// The object holding the line renderer. + /// + private GameObject shape; + + /// + /// The current shape. Will needed for open the in the correct mode. + /// + public static GameObject currentShape; + + /// + /// Property of the shape. + /// + private GameObject Shape { + get { return shape; } + set { shape = value; + currentShape = value; + } + } + + /// + /// The positions of the line in local space. + /// + private Vector3[] positions = new Vector3[1]; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a . + /// + private readonly struct Memento + { + /// + /// The drawable surface where the shape is displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The configuration of the shape. + /// + public readonly LineConf Shape; + + /// + /// The constructor, which simply assigns its parameters to the fields in this class. + /// + /// The drawable surface where the shape is displayed. + /// The configuration of the shape. + public Memento(GameObject surface, LineConf shape) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Shape = shape; + } + } + + /// + /// True if the action is drawing. + /// Also necessary to identify whether the line shape was successfully drawn. + /// + private bool drawing = false; + + /// + /// True if the user finished the line shape drawing via menu. + /// + private bool finishDrawingViaButton = false; + + /// + /// Position for the fixed shape preview. + /// + private Vector3 shapePreviewFixPosition; + /// + /// Status if the fixed shape preview is active. + /// + private bool shapePreviewFix = false; + /// + /// Status if the preview is active. + /// + private bool shapePreview = false; + + /// + /// Status if the line menu was changes to edit mode. + /// + private bool editMode = false; + + /// + /// Enables the shape menu. + /// + public override void Awake() + { + base.Awake(); + ShapeMenu.Enable(); + ShapeMenu.AssignFinishButton(() => + { + if (drawing && positions.Length > 1 && + ShapeMenu.GetSelectedShape() == ShapePointsCalculator.Shape.Line) + { + finishDrawingViaButton = true; + } + }); + } + + /// + /// Stops the action. It disables the shape menu and + /// destroys the line shape if it is not successfully completed. + /// + public override void Stop() + { + base.Stop(); + ShapeMenu.Disable(); + if (drawing && Shape != null + || Shape != null && (shapePreview ||shapePreviewFix)) + { + new EraseNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), Shape.name).Execute(); + Destroyer.Destroy(Shape); + } + Shape = null; + } + + /// + /// This method manages the player's interaction with the mode . + /// Specifically: Allows the user to draw a shape. + /// For all shapes except Line, a single click on the drawable is sufficient to draw the desired shape. + /// Simply enter the desired values in the Shape Menu. + /// For the Line shape type, multiple clicks (one for each point) are required. + /// + /// Whether this action is finished + public override bool Update() + { + /// Offers a preview for a shape representation on a fixed chosen position. + ShapePreviewFixed(); + /// Disables the preview if the user selects + DisableShapePreview(); + + if (Shape != null && LineMenu.Instance.IsInDrawingMode() && !editMode) + { + editMode = true; + ShapeMenu.OpenLineMenuInCorrectMode(); + } + + if (!Raycasting.IsMouseOverGUI()) + { + /// Offers a preview for shape representation. + ShapePreviewUnfixed(); + /// Marks a position as fixed for the shape preview. + ShapePreviewFixPosition(); + /// Releases the fixed position. + ShapePreviewReleasePosition(); + + /// Block for initiating shape drawing. + /// All shapes, except for straight lines, are also completed within this block. + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit, true, true) + && !drawing) + { + return ShapeDrawing(raycastHit); + } + + /// This block provides a line preview to select the desired position of the next line point. + LineShapePreview(); + + /// With this block, the user can add a new point to the line. + AddLineShapePoint(); + + /// With left shift key can the loop option of the shape menu be toggled. + if (Input.GetKeyDown(KeyCode.LeftShift)) + { + ShapeMenu.GetLoopManager().isOn = !ShapeMenu.GetLoopManager().isOn; + ShapeMenu.GetLoopManager().UpdateUI(); + } + + /// Block for successfully completing the line. + /// It adds a final point to the line. + /// It requires a left-click with the left Ctrl key held down. + if (Queries.MouseUp(MouseButton.Left) + && Input.GetKey(KeyCode.LeftControl) + && drawing + && positions.Length > 0 + && ShapeMenu.GetSelectedShape() == ShapePointsCalculator.Shape.Line + && Selector.SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit hit)) + { + Vector3 newPosition = Shape.transform.InverseTransformPoint(hit.point) - ValueHolder.DistanceToDrawable; + Vector3[] newPositions = new Vector3[positions.Length + 1]; + Array.Copy(sourceArray: positions, destinationArray: newPositions, length: positions.Length); + newPositions[newPositions.Length - 1] = newPosition; + positions = newPositions; + + GameDrawer.Drawing(Shape, positions); + new DrawingNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), + Shape.name, newPosition, newPositions.Length - 1).Execute(); + FinishDrawing(); + return true; + } + + /// Block for successfully completing the line without adding a new point. + /// It requires a wheel-click. + if (Queries.MouseUp(MouseButton.Middle) + && drawing + && positions.Length > 1 + && ShapeMenu.GetSelectedShape() == ShapePointsCalculator.Shape.Line) + { + FinishDrawing(); + return true; + } + } + /// This block is outside the !Raycasting.IsMouseOverGUI check to allow + /// the immediate detection of a click on the Finish button of the menu, + /// even if the mouse cursor is still over the GUI. + if (finishDrawingViaButton) + { + FinishDrawing(); + return true; + } + + /// Block for canceling the drawing of a line shape. + CancelDrawing(); + + /// Block for removing the last point during the drawing of a line shape. + RemoveLastPoint(); + + return false; + } + + /// + /// Provides the option to cancel drawing a line shape with the escape button. + /// + private void CancelDrawing() + { + if (drawing && SEEInput.Cancel()) + { + ShowNotification.Info("Line-Shape drawing canceled.", + "The drawing of the shape art line has been canceled."); + new EraseNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), Shape.name).Execute(); + Destroyer.Destroy(Shape); + ShapeMenu.DisablePartUndo(); + positions = new Vector3[1]; + drawing = false; + Shape = null; + editMode = false; + if (LineMenu.Instance.IsInEditMode()) + { + LineMenu.Instance.Disable(); + ShapeMenu.OpenLineMenuInCorrectMode(); + } + } + } + + /// + /// Provides the option to remove the last added point. + /// Press the caps lock key for this action. + /// If the line does not have enough points to remove, it will be deleted. + /// + /// True if the key input should be ignored. Will used for the part undo button of the . + private void RemoveLastPoint(bool ignorePartUndoButton = false) + { + if (drawing && (SEEInput.PartUndo() || ignorePartUndoButton)) + { + if (Shape.GetComponent().positionCount >= 3) + { + ShowNotification.Info("Last point removed.", + "The last placed point of the line has been removed."); + LineRenderer renderer = Shape.GetComponent(); + renderer.positionCount -= 2; + positions = positions.ToList().GetRange(0, positions.Length - 1).ToArray(); + GameDrawer.Drawing(Shape, positions); + new DrawNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), LineConf.GetLine(Shape)).Execute(); + } + else + { + ShowNotification.Info("Line-Shape drawing canceled.", + "The drawing of the shape art line has been canceled."); + new EraseNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), Shape.name).Execute(); + Destroyer.Destroy(Shape); + ShapeMenu.DisablePartUndo(); + positions = new Vector3[1]; + drawing = false; + Shape = null; + editMode = false; + } + } + } + + /// + /// Performs the drawing of shapes. + /// However, for straight lines, only the drawing is initialized. + /// To do this, the method is + /// first called to determine the positions. + /// Subsequently, for the selected shape (if it is not a line), the method is called. + /// + /// The raycast hit of the selection. + /// Whatever the shape creation is completed. + private bool ShapeDrawing(RaycastHit raycastHit) + { + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + drawing = true; + Vector3 convertedHitPoint; + if (!shapePreviewFix) + { + convertedHitPoint = GameDrawer.GetConvertedPosition(Surface, raycastHit.point); + GetSelectedShapePosition(convertedHitPoint, raycastHit.point); + } else + { + convertedHitPoint = GameDrawer.GetConvertedPosition(Surface, shapePreviewFixPosition); + } + + /// This block draws and completes the action for all shapes except lines. + if (ShapeMenu.GetSelectedShape() != ShapePointsCalculator.Shape.Line) + { + return DrawShape(convertedHitPoint); + } + return false; + } + + /// + /// Calculates the points for the selected shape based + /// on the chosen values in the . + /// For the Line shape, only the first point is set, + /// as the others cannot be calculated and must be chosen by the user. + /// + /// The hit point in local space, depending on the chosen drawable. + /// The hit point of the raycast hit. + private void GetSelectedShapePosition(Vector3 convertedHitPoint, Vector3 hitpoint) + { + switch (ShapeMenu.GetSelectedShape()) + { + case ShapePointsCalculator.Shape.Line: + positions[0] = hitpoint; + Shape = GameDrawer.StartDrawing(Surface, positions, ValueHolder.CurrentColorKind, + ValueHolder.CurrentPrimaryColor, ValueHolder.CurrentSecondaryColor, + ValueHolder.CurrentThickness, ValueHolder.CurrentLineKind, + ValueHolder.CurrentTiling); + positions[0] = Shape.transform.InverseTransformPoint(positions[0]) - ValueHolder.DistanceToDrawable; + ShapeMenu.ActivatePartUndo(() => RemoveLastPoint(true)); + LineConf conf = LineConf.GetLine(Shape); + conf.RendererPositions = positions; + new DrawNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), conf).Execute(); + break; + case ShapePointsCalculator.Shape.Square: + positions = ShapePointsCalculator.Square(convertedHitPoint, ShapeMenu.GetValue1()); + break; + case ShapePointsCalculator.Shape.Rectangle: + positions = ShapePointsCalculator.Rectangle(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2()); + break; + case ShapePointsCalculator.Shape.Rhombus: + positions = ShapePointsCalculator.Rhombus(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2()); + break; + case ShapePointsCalculator.Shape.Kite: + positions = ShapePointsCalculator.Kite(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2(), ShapeMenu.GetValue3()); + break; + case ShapePointsCalculator.Shape.Triangle: + positions = ShapePointsCalculator.Triangle(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2()); + break; + case ShapePointsCalculator.Shape.Circle: + positions = ShapePointsCalculator.Circle(convertedHitPoint, ShapeMenu.GetValue1()); + break; + case ShapePointsCalculator.Shape.Ellipse: + positions = ShapePointsCalculator.Ellipse(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2()); + break; + case ShapePointsCalculator.Shape.Parallelogram: + positions = ShapePointsCalculator.Parallelogram(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2(), ShapeMenu.GetValue4()); + break; + case ShapePointsCalculator.Shape.Trapezoid: + positions = ShapePointsCalculator.Trapezoid(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetValue2(), ShapeMenu.GetValue3()); + break; + case ShapePointsCalculator.Shape.Polygon: + positions = ShapePointsCalculator.Polygon(convertedHitPoint, ShapeMenu.GetValue1(), + ShapeMenu.GetVertices()); + break; + } + } + + /// + /// Creates the calculated shape if it has at least three different positions. + /// This ensures that the Mesh Collider can be created. + /// Subsequently, the pivot point of the shape is set, + /// and the action is completed by creating a Memento and setting the progress state to Completed. + /// If the shape cannot provide three different points, the action is reset. + /// + /// The hit point in local space, depending on the chosen drawable. + /// Whatever the state of the shape creation is completed. + private bool DrawShape(Vector3 convertedHitPoint) + { + if (GameDrawer.DifferentPositionCounter(positions) > 1) + { + BlinkEffect.Deactivate(Shape); + Shape = GameDrawer.SetPivotShape(Shape, convertedHitPoint); + shapePreview = shapePreviewFix = false; + LineConf currentShape = LineConf.GetLine(Shape); + memento = new Memento(Surface, currentShape); + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, currentShape).Execute(); + CurrentState = IReversibleAction.Progress.Completed; + drawing = false; + return true; + } + else + { + positions = new Vector3[1]; + drawing = false; + Destroyer.Destroy(Shape); + Shape = null; + editMode = false; + return false; + } + } + + /// + /// Disables the shape preview and deletes the preview. + /// + private void DisableShapePreview() + { + if (ShapeMenu.GetSelectedShape() == ShapePointsCalculator.Shape.Line + && (shapePreview || shapePreviewFix) + || (drawing && ShapeMenu.GetSelectedShape() != ShapePointsCalculator.Shape.Line)) + { + drawing = false; + shapePreview = false; + shapePreviewFix = false; + editMode = false; + shapePreviewFixPosition = Vector3.zero; + new EraseNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), Shape.name).Execute(); + Destroyer.Destroy(Shape); + positions = new Vector3[1]; + } + } + + /// + /// Releases a fixed position for the shape preview. + /// + private void ShapePreviewReleasePosition() + { + if (Queries.MouseDown(MouseButton.Middle) + && shapePreviewFix + && Input.GetKey(KeyCode.LeftControl) + && ShapeMenu.GetSelectedShape() != ShapePointsCalculator.Shape.Line) + { + shapePreviewFix = false; + shapePreviewFixPosition = Vector3.zero; + Surface = null; + ShowNotification.Info("Fix position released.", "The fixed position for the shape preview was released."); + } + } + + /// + /// Allows a position to be marked where the preview is held. + /// It can then be further configured until the confirming left click. + /// + private void ShapePreviewFixPosition() + { + if (Selector.SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit raycastHit) + && Queries.MouseDown(MouseButton.Middle) + && !Input.GetKey(KeyCode.LeftControl) + && ShapeMenu.GetSelectedShape() != ShapePointsCalculator.Shape.Line) + { + shapePreviewFix = true; + shapePreviewFixPosition = raycastHit.point; + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + ShowNotification.Info("Fix position set.", "The fixed position for the shape preview has been set."); + } + } + + /// + /// Draws a shape preview. + /// + /// The position where the preview should be drawn. + private void ShapePreview(Vector3 position) + { + Vector3 convertedHitPoint = GameDrawer.GetConvertedPosition(Surface, position); + GetSelectedShapePosition(convertedHitPoint, position); + + if (Shape == null) + { + Shape = GameDrawer.DrawLine(Surface, "", positions, ValueHolder.CurrentColorKind, + ValueHolder.CurrentPrimaryColor, ValueHolder.CurrentSecondaryColor, ValueHolder.CurrentThickness, false, + ValueHolder.CurrentLineKind, ValueHolder.CurrentTiling); + Shape.GetComponent().loop = false; + Shape.AddOrGetComponent(); + new DrawNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), LineConf.GetLine(Shape)).Execute(); + } + else + { + GameDrawer.Drawing(Shape, positions); + new DrawNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), LineConf.GetLine(Shape)).Execute(); + } + } + + /// + /// Draws a shape preview that follows the pointer. + /// + private void ShapePreviewUnfixed() + { + if (!drawing && !Queries.LeftMouseInteraction() + && !shapePreviewFix + && Selector.SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit raycastHit) + && ShapeMenu.GetSelectedShape() != ShapePointsCalculator.Shape.Line) + { + shapePreview = true; + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + ShapePreview(raycastHit.point); + } + } + + /// + /// Draws a shape preview on a fix position. + /// The position must be chosen with a right mouse click. + /// + private void ShapePreviewFixed() + { + if (!drawing && !Queries.LeftMouseDown() + && shapePreviewFix + && ShapeMenu.GetSelectedShape() != ShapePointsCalculator.Shape.Line) + { + shapePreview = true; + ShapePreview(shapePreviewFixPosition); + } + } + + /// + /// This method provides a line preview for the user + /// to select the desired position of the next line point. + /// + private void LineShapePreview() + { + if (drawing && !Queries.LeftMouseInteraction() + && Selector.SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit raycastHit) + && ShapeMenu.GetSelectedShape() == ShapePointsCalculator.Shape.Line + && Queries.DrawableSurfaceNullOrSame(Surface, raycastHit.collider.gameObject)) + { + Vector3 newPosition = Shape.transform.InverseTransformPoint(raycastHit.point) - ValueHolder.DistanceToDrawable; + Vector3[] newPositions = new Vector3[positions.Length + 1]; + Array.Copy(sourceArray: positions, destinationArray: newPositions, length: positions.Length); + newPositions[^1] = newPosition; + GameDrawer.Drawing(Shape, newPositions); + new DrawingNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), Shape.name, newPosition, newPositions.Length - 1).Execute(); + } + } + + /// + /// Provides the function to add a new point in the Line shape. + /// However, the new point must be different from the previous one. + /// This requires a left mouse click, with neither the left Shift + /// nor the left Ctrl key pressed. + /// + private void AddLineShapePoint() + { + if (Queries.LeftMouseDown() && !Input.GetKey(KeyCode.LeftControl) && !Input.GetKey(KeyCode.LeftShift) + && Selector.SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit raycastHit) + && drawing && ShapeMenu.GetSelectedShape() == ShapePointsCalculator.Shape.Line + && Queries.DrawableSurfaceNullOrSame(Surface, raycastHit.collider.gameObject)) + { + Vector3 newPosition = Shape.transform.InverseTransformPoint(raycastHit.point) - ValueHolder.DistanceToDrawable; + if (newPosition != positions.Last()) + { + Vector3[] newPositions = new Vector3[positions.Length + 1]; + Array.Copy(sourceArray: positions, destinationArray: newPositions, length: positions.Length); + newPositions[newPositions.Length - 1] = newPosition; + positions = newPositions; + + GameDrawer.Drawing(Shape, positions); + new DrawingNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), + Shape.name, newPosition, newPositions.Length - 1).Execute(); + } + } + } + + /// + /// Finish the drawing of the line shape. + /// It must be a separate method as it can be called from two different points. + /// + private void FinishDrawing() + { + GameDrawer.Drawing(Shape, positions); + Shape.GetComponent().loop = ShapeMenu.GetLoopManager().isOn; + Shape = GameDrawer.SetPivot(Shape); + LineConf currentShape = LineConf.GetLine(Shape); + memento = new Memento(Surface, currentShape); + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, currentShape).Execute(); + CurrentState = IReversibleAction.Progress.Completed; + drawing = false; + } + + /// + /// Reverts this action, i.e., deletes the drawn shape. + /// + public override void Undo() + { + base.Undo(); + if (Shape == null) + { + Shape = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Shape.Id); + } + if (Shape != null) + { + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Shape.Id).Execute(); + Destroyer.Destroy(Shape); + } + } + + /// + /// Repeats this action, i.e., redraws the shape. + /// + public override void Redo() + { + base.Redo(); + Shape = GameDrawer.ReDrawLine(memento.Surface.GetDrawableSurface(), memento.Shape); + if (Shape != null) + { + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, LineConf.GetLine(Shape)).Execute(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new DrawShapesAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.DrawShapes; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// The id of the created shape + public override HashSet GetChangedObjects() + { + if (memento.Surface == null) + { + return new HashSet(); + } + else + { + return new HashSet + { + memento.Shape.Id + }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/DrawShapesAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/DrawShapesAction.cs.meta new file mode 100644 index 0000000000..ce120dcf6c --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/DrawShapesAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9148ea090fe3091408e36c007e99be6d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/DrawableAction.cs b/Assets/SEE/Controls/Actions/Drawable/DrawableAction.cs new file mode 100644 index 0000000000..cdb0ef8a6e --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/DrawableAction.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Super class of all actions dealing with drawables. Provides the + /// common features of all drawable actions. + /// + public abstract class DrawableAction : AbstractPlayerAction + { + /// + /// The surface on which the drawables are displayed. + /// + protected GameObject Surface { get; set; } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/DrawableAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/DrawableAction.cs.meta new file mode 100644 index 0000000000..91a40a17cc --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/DrawableAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c87a2c11b26ab934ba7979c9c09a3b3c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/EditAction.cs b/Assets/SEE/Controls/Actions/Drawable/EditAction.cs new file mode 100644 index 0000000000..c9c93ae39a --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/EditAction.cs @@ -0,0 +1,449 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.UI.Menu.Drawable; +using SEE.UI.Notification; +using SEE.UI.Menu.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using TextConf = SEE.Game.Drawable.Configurations.TextConf; +using SEE.Utils.History; +using SEE.Game.Drawable.ActionHelpers; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides the option to edit a object. + /// + public class EditAction : DrawableAction + { + /// + /// Holds the current progress state. + /// + private ProgressState progressState = ProgressState.SelectObject; + + /// + /// The progress states of the + /// + private enum ProgressState + { + SelectObject, + OpenEditMenu, + Edit, + Finish + } + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a + /// + private struct Memento + { + /// + /// Is the selected drawable type object that should be edited. + /// + public GameObject SelectedObj; + /// + /// The old values of the drawable type object. + /// + public readonly DrawableType OldValueHolder; + /// + /// The new edited values of the drawable type object. + /// + public readonly DrawableType NewValueHolder; + /// + /// The drawable surface on which the drawable type object is displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The id of the drawable type object. + /// + public readonly string Id; + + /// + /// The constructor. + /// + /// The selected drawable type object that should be edit + /// The old values of the drawable type object. + /// The newly edited values of the drawable type object. + /// The drawable surface on which the drawable type object is displayed. + /// The id of the drawable type object. + public Memento(GameObject obj, DrawableType oldValueHolder, + DrawableType newValueHolder, GameObject surface, string id) + { + SelectedObj = obj; + OldValueHolder = oldValueHolder; + NewValueHolder = newValueHolder; + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Id = id; + } + } + + /// + /// The selected drawable type object that should be edited. + /// + private GameObject selectedObj; + + /// + /// The selected object of the last run. + /// + private static GameObject oldSelectedObj; + + /// + /// True if the left mouse button was released after finish. + /// It is necessary to prevent the previously selected object from being accidentally selected again. + /// After the action has successfully completed, it starts again, allowing for the selection of a new object. + /// This option enables the immediate selection of another object while holding down the mouse button. + /// + private static bool mouseWasReleased = true; + + /// + /// The old values of the selected drawable type. + /// + private DrawableType oldValueHolder; + + /// + /// The newly edited values of the selected drawable type. + /// + private DrawableType newValueHolder; + + /// + /// Resets the old selected object, if the action state will be left. + /// + public static void Reset() + { + oldSelectedObj = null; + mouseWasReleased = true; + } + + /// + /// This method checks if there are any changes in the editable values. + /// + /// The holder for the old values. + /// The holder for the new values. + /// true if all is equal + private bool CheckEquals(DrawableType oldHolder, DrawableType newHolder) + { + if (oldHolder is LineConf oldLineHolder && newHolder is LineConf newLineHolder) + { + return oldLineHolder.PrimaryColor.Equals(newLineHolder.PrimaryColor) + && oldLineHolder.SecondaryColor.Equals(newLineHolder.SecondaryColor) + && oldLineHolder.OrderInLayer.Equals(newLineHolder.OrderInLayer) + && oldLineHolder.Thickness.Equals(newLineHolder.Thickness) + && oldLineHolder.Loop.Equals(newLineHolder.Loop) + && oldLineHolder.LineKind.Equals(newLineHolder.LineKind) + && oldLineHolder.ColorKind.Equals(newLineHolder.ColorKind) + && oldLineHolder.Tiling.Equals(newLineHolder.Tiling); + } + + if (oldHolder is TextConf oldTextHolder && newHolder is TextConf newTextHolder) + { + return oldTextHolder.Text.Equals(newTextHolder.Text) + && oldTextHolder.FontSize.Equals(newTextHolder.FontSize) + && oldTextHolder.OrderInLayer.Equals(newTextHolder.OrderInLayer) + && oldTextHolder.FontStyles.Equals(newTextHolder.FontStyles) + && oldTextHolder.FontColor.Equals(newTextHolder.FontColor) + && oldTextHolder.OutlineColor.Equals(newTextHolder.OutlineColor) + && oldTextHolder.OutlineThickness.Equals(newTextHolder.OutlineThickness) + && oldTextHolder.IsOutlined.Equals(newTextHolder.IsOutlined); + } + + if (oldHolder is ImageConf oldImageHolder && newHolder is ImageConf newImageHolder) + { + return oldImageHolder.OrderInLayer.Equals(newImageHolder.OrderInLayer) + && oldImageHolder.ImageColor.Equals(newImageHolder.ImageColor) + && oldImageHolder.EulerAngles.Equals(newImageHolder.EulerAngles); + } + + if (oldHolder is MindMapNodeConf oldConf && newHolder is MindMapNodeConf newConf) + { + return oldConf.ParentNode.Equals(newConf.ParentNode) + && oldConf.NodeKind.Equals(newConf.NodeKind) + && CheckEquals(oldConf.BorderConf, newConf.BorderConf) + && CheckEquals(oldConf.TextConf, newConf.TextConf) + && CheckEquals(oldConf.BranchLineConf, newConf.BranchLineConf) + && oldConf.OrderInLayer.Equals(newConf.OrderInLayer); + } + + /// This case will be needed for mind-map nodes. + return oldHolder == null && newHolder == null; + } + + /// + /// Deactivates the blink effect if it is still active and hides the text and line menu. + /// If the action was not completed in full, the changes are reset. + /// + public override void Stop() + { + base.Stop(); + BlinkEffect.Deactivate(selectedObj); + if (progressState != ProgressState.Finish && selectedObj != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObj); + DrawableType.Edit(selectedObj, oldValueHolder, surface); + } + TextMenu.Instance.Disable(); + LineMenu.Instance.Disable(); + ImageMenu.Instance.Destroy(); + MindMapEditMenu.Instance.Destroy(); + } + + /// + /// This method manages the player's interaction with the mode . + /// It allows editing of the drawable type objects. + /// + /// Whether this action is finished + public override bool Update() + { + /// Block for canceling the action. + Cancel(); + + if (!Raycasting.IsMouseOverGUI()) + { + switch (progressState) + { + case ProgressState.SelectObject: + Selection(); + break; + case ProgressState.OpenEditMenu: + OpenMenu(); + break; + case ProgressState.Edit: + Edit(); + break; + case ProgressState.Finish: + return Finish(); + default: + return false; + } + } + return false; + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if (selectedObj != null && SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + BlinkEffect.Deactivate(selectedObj); + if (progressState != ProgressState.Finish && selectedObj != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObj); + DrawableType.Edit(selectedObj, oldValueHolder, surface); + } + selectedObj = null; + progressState = ProgressState.SelectObject; + TextMenu.Instance.Disable(); + LineMenu.Instance.Disable(); + ImageMenu.Instance.Destroy(); + MindMapEditMenu.Instance.Destroy(); + } + } + + /// + /// Allows the selection of a drawable type object for editing, + /// taking into account the object edited in the last run. + /// It prevents the same object from being accidentally selected again + /// when the left mouse button is not released. + /// Therefore, after the last action has been successfully completed, + /// the left mouse button must be released to select the same object again. + /// Additionally, a ValueResetter component is added to the UI Canvas to reset + /// the two static variables after exiting this action type. + /// + private void Selection() + { + if (Selector.SelectObject(ref selectedObj, ref oldSelectedObj, ref mouseWasReleased, UICanvas.Canvas, + false, true, false, GetActionStateType())) + { + oldValueHolder = DrawableType.Get(selectedObj); + newValueHolder = DrawableType.Get(selectedObj); + progressState = ProgressState.OpenEditMenu; + } + + if (Queries.MouseUp(MouseButton.Left)) + { + mouseWasReleased = true; + } + } + + /// + /// Opens the appropriate menu for editing the selected Drawable Type Object. + /// Once a left mouse button up is registered, the progress state is switched to Edit. + /// + private void OpenMenu() + { + switch (selectedObj.tag) + { + case Tags.Line: + if (!LineMenu.Instance.IsOpen()) + { + LineMenu.Instance.EnableForEditing(selectedObj, newValueHolder); + } + break; + case Tags.DText: + if (!TextMenu.Instance.IsOpen()) + { + TextMenu.EnableForEditing(selectedObj, newValueHolder); + } + break; + case Tags.Image: + if (!ImageMenu.Instance.IsOpen()) + { + ImageMenu.Enable(selectedObj, newValueHolder); + } + break; + case Tags.MindMapNode: + if (!MindMapEditMenu.Instance.IsOpen()) + { + MindMapEditMenu.Enable(selectedObj, newValueHolder); + } + break; + default: + ShowNotification.Info("Object type not recognized", + "The menu cannot be opened because the type of the object was not recognized."); + break; + } + if (Queries.MouseUp(MouseButton.Left)) + { + progressState = ProgressState.Edit; + } + } + + /// + /// Provides the completion of the edit action. + /// As soon as the left mouse button is pressed, the completion is initiated. + /// It deactivates the and sets the progress state to finish. + /// + private void Edit() + { + if (Queries.LeftMouseInteraction() + && selectedObj.GetComponent() != null) + { + selectedObj.GetComponent().Deactivate(); + progressState = ProgressState.Finish; + } + } + + /// + /// Completes or resets this action. + /// If no changes were made, it resets. + /// If there are changes the action will be successfull completed. + /// + /// whatever the success of the editing is. + private bool Finish() + { + mouseWasReleased = false; + if (!CheckEquals(oldValueHolder, newValueHolder)) + { + memento = new Memento(selectedObj, oldValueHolder, newValueHolder, + GameFinder.GetDrawableSurface(selectedObj), selectedObj.name); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + else + { + selectedObj = null; + progressState = ProgressState.SelectObject; + LineMenu.Instance.Disable(); + TextMenu.Instance.Disable(); + ImageMenu.Instance.Destroy(); + MindMapEditMenu.Instance.Destroy(); + return false; + } + } + + /// + /// Reverts this action, i.e., restores the old values of the selected object. + /// + public override void Undo() + { + base.Undo(); + if (memento.SelectedObj == null && memento.Id != null) + { + memento.SelectedObj = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + + if (memento.SelectedObj != null) + { + GameObject surface = GameFinder.GetDrawableSurface(memento.SelectedObj); + DrawableType.Edit(memento.SelectedObj, memento.OldValueHolder, surface); + } + } + + /// + /// Repeats this action, i.e., assigns the new changed values to the selected object. + /// + public override void Redo() + { + base.Redo(); + if (memento.SelectedObj == null && memento.Id != null) + { + memento.SelectedObj = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + + if (memento.SelectedObj != null) + { + GameObject surface = GameFinder.GetDrawableSurface(memento.SelectedObj); + DrawableType.Edit(memento.SelectedObj, memento.NewValueHolder, surface); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new EditAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.Edit; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// The object id of the changed object. + public override HashSet GetChangedObjects() + { + if (memento.SelectedObj == null && memento.SelectedObj == null) + { + return new HashSet(); + } + else + { + return new HashSet + { + memento.SelectedObj.name + }; + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Controls/Actions/Drawable/EditAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/EditAction.cs.meta new file mode 100644 index 0000000000..5bbf4daa20 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/EditAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 279b7ecf6722ffa4f87e2b26cb5ca029 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/EraseAction.cs b/Assets/SEE/Controls/Actions/Drawable/EraseAction.cs new file mode 100644 index 0000000000..c4726e032d --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/EraseAction.cs @@ -0,0 +1,241 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides the action to erase (delete) a object. + /// + class EraseAction : DrawableAction + { + /// + /// A list of mementos for this action. + /// It will be needed because a memento saves one deleted drawable object. + /// + private List mementoList = new(); + + /// + /// This class can store all the information needed to revert or repeat + /// the for one drawable type object. + /// + private class Memento + { + /// + /// The drawable surface on which the drawable type is displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The drawable type object. + /// + public DrawableType DrawableType; + + /// + /// The constructor setting its fields. + /// + /// The drawable surface on which the drawable type is displayed + /// The drawable type of the deleted object + public Memento(GameObject surface, DrawableType drawableType) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + DrawableType = drawableType; + } + } + + /// + /// This method manages the player's interaction with the mode . + /// It deletes one or more drawable objects. + /// With the mouse button held down, more than one Drawable Type Object can be deleted. + /// Therefore, a list of mementos is needed. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// Block to get the drawable object to delete. + if (Selector.SelectQueryHasDrawableSurface(out RaycastHit raycastHit)) + { + GameObject hitObject = raycastHit.collider.gameObject; + + if (Tags.DrawableTypes.Contains(hitObject.tag)) + { + mementoList.Add(new Memento(GameFinder.GetDrawableSurface(hitObject), + DrawableType.Get(hitObject))); + + if (mementoList.Last().DrawableType is MindMapNodeConf) + { + DeleteChildren(hitObject); + } + + new EraseNetAction(mementoList.Last().Surface.ID, + mementoList.Last().Surface.ParentID, + hitObject.name).Execute(); + Destroyer.Destroy(hitObject); + } + } + /// Completes this action run. + if (Queries.MouseUp(MouseButton.Left)) + { + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + return false; + } + + /// + /// This method is needed for Mind Map Nodes. + /// It deletes the child nodes and the branch lines associated with them. + /// + /// The parent node to be deleted. + /// Recursive iteration variable, needed to include the child nodes in + /// the memento list. + private void DeleteChildren(GameObject node, bool delete = false) + { + GameObject surface = GameFinder.GetDrawableSurface(node); + MMNodeValueHolder valueHolder = node.GetComponent(); + Dictionary childs = valueHolder.GetChildren(). + ToDictionary(entry => entry.Key, entry => entry.Value); + /// The following block deletes the parent branch line of the node. + if (valueHolder.GetParentBranchLine() != null) + { + GameObject pBranchLine = valueHolder.GetParentBranchLine(); + mementoList.Add(new Memento(surface, DrawableType.Get(pBranchLine))); + + new EraseNetAction(mementoList.Last().Surface.ID, mementoList.Last().Surface.ParentID, + pBranchLine.name).Execute(); + Destroyer.Destroy(pBranchLine); + } + /// Removes the node from the children list of the parent node. + if (valueHolder.GetParent() != null) + { + valueHolder.GetParent().GetComponent().RemoveChild(node); + new MindMapRemoveChildNetAction(mementoList.Last().Surface.ID, + mementoList.Last().Surface.ParentID, + MindMapNodeConf.GetNodeConf(node)).Execute(); + } + + /// Deletes children nodes recursively and iteratively by recursively + /// calling the function. + foreach (var pair in childs) + { + DeleteChildren(pair.Key, true); + } + + /// Adds the node to the memento list and deletes them. + /// Is only executed for child nodes in recursively calling. + if (delete) + { + mementoList.Add(new Memento(surface, DrawableType.Get(node))); + + new EraseNetAction(mementoList.Last().Surface.ID, + mementoList.Last().Surface.ParentID, node.name).Execute(); + Destroyer.Destroy(node); + } + } + + /// + /// Reverts this action, i.e., it recovers the deleted drawable objects. + /// However, the Memento list is sorted twice before that. + /// First, it is sorted by the types of the Drawable Type Object, + /// and then the Mind Map Nodes are sorted based on the node layer indices. + /// This is because parent nodes must be created before child nodes to avoid errors. + /// + public override void Undo() + { + base.Undo(); + mementoList = mementoList.OrderBy(m => DrawableType.OrderOnType(m.DrawableType)). + ThenBy(m => DrawableType.OrderMindMap(m.DrawableType)).ToList(); + foreach (Memento mem in mementoList) + { + GameObject surface = mem.Surface.GetDrawableSurface(); + DrawableType.Restore(mem.DrawableType, surface); + } + } + + /// + /// Repeats this action, i.e., it deletes again the chosen drawable objects. + /// + public override void Redo() + { + base.Redo(); + foreach (Memento mem in mementoList) + { + GameObject toDelete = GameFinder.FindChild(mem.Surface.GetDrawableSurface(), mem.DrawableType.Id); + if (mem.DrawableType is MindMapNodeConf conf) + { + MMNodeValueHolder valueHolder = toDelete.GetComponent(); + if (valueHolder.GetParent() != null) + { + valueHolder.GetParent().GetComponent().RemoveChild(toDelete); + new MindMapRemoveChildNetAction(mem.Surface.ID, mem.Surface.ParentID, + MindMapNodeConf.GetNodeConf(toDelete)).Execute(); + } + } + new EraseNetAction(mem.Surface.ID, mem.Surface.ParentID, mem.DrawableType.Id).Execute(); + Destroyer.Destroy(toDelete); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new EraseAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.Erase; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// the id's of the deletes object's + public override HashSet GetChangedObjects() + { + if (mementoList.Count == 0) + { + return new(); + } + else + { + HashSet changedObjects = new(); + foreach (Memento mem in mementoList) + { + changedObjects.Add(mem.Surface.ID); + changedObjects.Add(mem.DrawableType.Id); + } + return changedObjects; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/EraseAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/EraseAction.cs.meta new file mode 100644 index 0000000000..505dd9fd5f --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/EraseAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72922e27f79abd444b93ce38be15c283 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/LayerChangeAction.cs b/Assets/SEE/Controls/Actions/Drawable/LayerChangeAction.cs new file mode 100644 index 0000000000..9cb3a2b527 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LayerChangeAction.cs @@ -0,0 +1,248 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using SEE.Net.Actions.Drawable; +using SEE.UI.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using SEE.Utils.History; +using SEE.GO; +using SEE.Game.Drawable.ActionHelpers; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class is responsible for changing the layer order of a + /// + class LayerChangeAction : DrawableAction + { + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// True if the action is running. + /// + private bool isInAction = false; + + /// + /// Indicates whether information about the control has already been displayed. + /// + private static bool showInfo = false; + + /// + /// This struct can store all the information needed to revert or repeat a . + /// + private struct Memento + { + /// + /// The drawable surface on which the object to be layer changed is located. + /// + public readonly DrawableConfig Surface; + /// + /// Is the state of the layer change. + /// + public readonly GameLayerChanger.LayerChangerStates State; + /// + /// The object whose order should be changed in the layering. + /// + public GameObject Obj; + /// + /// The id of the object to be changed. + /// + public readonly string Id; + /// + /// The old layer order. + /// + public readonly int OldOrder; + /// + /// The new layer order. + /// + public readonly int NewOrder; + + /// + /// The constructor. + /// + /// The drawable surface to save into this Memento + /// The state to save into this Memento + /// The object to save into this Memento + /// The object id to save into this Memento + /// The old order in layer value to save into this Memento + /// The new order in layer value to save into this Memento + public Memento(GameObject surface, GameLayerChanger.LayerChangerStates state, + GameObject obj, string id, int oldOrder, int newOrder) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + State = state; + Obj = obj; + Id = id; + OldOrder = oldOrder; + NewOrder = newOrder; + } + } + + /// + /// Is required to display the control information again after a change in action. + /// + public static void Reset() + { + showInfo = false; + } + + /// + /// Displays a control hint when invoking this action. + /// A is added to the UI canvas so that + /// the information can be shown again after an action change. + /// + public override void Awake() + { + base.Awake(); + if (!showInfo) + { + showInfo = true; + ShowNotification.Info("Usage note", "Use the left mouse button to increase the layer." + + "\nUse the right mouse button to decrease the layer."); + UICanvas.Canvas.AddOrGetComponent().SetAllowedState(GetActionStateType()); + } + } + + /// + /// This method manages the player's interaction with the mode . + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// It increses or decreases the order in layer of a object + /// with a component depending on the left or right click. + if (!isInAction && Raycasting.RaycastAnything(out RaycastHit raycastHit) + && GameFinder.HasDrawableSurface(raycastHit.collider.gameObject) + && raycastHit.collider.gameObject.GetComponent() != null) + { + if (Queries.LeftMouseInteraction()) + { + CalcOrder(raycastHit.collider.gameObject, GameLayerChanger.LayerChangerStates.Increase); + } else if (Queries.RightMouseInteraction()) { + CalcOrder(raycastHit.collider.gameObject, GameLayerChanger.LayerChangerStates.Decrease); + } + } + /// It completes the action after a layer change if the user releases the pressed mouse button. + if ((Queries.MouseUp(MouseButton.Left) || Queries.MouseUp(MouseButton.Right)) && isInAction) + { + isInAction = false; + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + return false; + } + + /// + /// Calculates the new order in layer. + /// + /// The object which order should be changed. + /// The state if the order should increased or decreased. + private void CalcOrder(GameObject hitObject, GameLayerChanger.LayerChangerStates state) + { + isInAction = true; + GameObject surface = GameFinder.GetDrawableSurface(hitObject); + int oldOrder = hitObject.GetComponent().OrderInLayer; + int newOrder = oldOrder; + if (state == GameLayerChanger.LayerChangerStates.Increase) + { + newOrder = oldOrder + 1; + } else + { + newOrder = oldOrder - 1; + newOrder = newOrder < 0 ? 0 : newOrder; + } + GameLayerChanger.ChangeOrderInLayer(hitObject, newOrder, state); + memento = new Memento(surface, state, + hitObject, hitObject.name, oldOrder, newOrder); + new LayerChangerNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Obj.name, memento.State, memento.NewOrder).Execute(); + CurrentState = IReversibleAction.Progress.InProgress; + } + + /// + /// Reverts this action, i.e., changes the order in layer back to its old value. + /// + public override void Undo() + { + base.Undo(); + if (memento.Obj == null && memento.Id != null) + { + memento.Obj = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + GameLayerChanger.ChangeOrderInLayer(memento.Obj, memento.OldOrder, memento.State); + new LayerChangerNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Obj.name, memento.State, memento.OldOrder).Execute(); + } + + /// + /// Repeats this action, i.e., changed the order in layer back to it's new value. + /// + public override void Redo() + { + base.Redo(); + if (memento.Obj == null && memento.Id != null) + { + memento.Obj = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + GameLayerChanger.ChangeOrderInLayer(memento.Obj, memento.NewOrder, memento.State); + new LayerChangerNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Obj.name, memento.State, memento.NewOrder).Execute(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new LayerChangeAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.LayerChanger; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// an empty set + public override HashSet GetChangedObjects() + { + if (memento.Obj == null) + { + return new(); + } + else + { + return new() { memento.Obj.name }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/LayerChangeAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/LayerChangeAction.cs.meta new file mode 100644 index 0000000000..0de2f25711 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LayerChangeAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7a4bee1e284122f42b19b498c0973a1d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/LineAction.cs b/Assets/SEE/Controls/Actions/Drawable/LineAction.cs new file mode 100644 index 0000000000..6016f4814d --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LineAction.cs @@ -0,0 +1,56 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This abstract class is the base for all actions that work with lines. + /// It provides the basic functionality for all line actions. + /// + public abstract class LineAction : DrawableAction + { + /// + /// True if the action is active. + /// + protected bool isActive = false; + /// + /// Saves all the information needed to revert or repeat this action. + /// + protected Memento memento; + + /// + /// This struct can store all the information needed to + /// revert or repeat a . + /// + protected class Memento + { + /// + /// Is the configuration of line before it was split. + /// + public readonly LineConf OriginalLine; + /// + /// Is the drawable surface on which the lines are displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The list of lines that resulted from splitting the original line. + /// + public readonly List Lines; + + /// + /// The constructor, which simply assigns its only parameter to a field in this class. + /// + /// Is the configuration of line before it was split. + /// The drawable surface where the lines are displayed + /// The list of lines that resulted from splitting the original line + public Memento(GameObject originalLine, GameObject surface, List lines) + { + OriginalLine = LineConf.GetLine(originalLine); + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Lines = lines; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/LineAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/LineAction.cs.meta new file mode 100644 index 0000000000..a417149a2a --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LineAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 21249067cf979ce448afc95d183e1238 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/LineConnectionEraseAction.cs b/Assets/SEE/Controls/Actions/Drawable/LineConnectionEraseAction.cs new file mode 100644 index 0000000000..efa83b9c91 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LineConnectionEraseAction.cs @@ -0,0 +1,148 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This action allows the user to delete a line connector between two points. + /// Is intended for shapes. + /// + class LineConnectionEraseAction : LineAction + { + /// + /// This method manages the player's interaction with the mode . + /// Specifically: Allows the user to delete a line connection between two points. + /// One action run allows to delete the line connections of one point. + /// Is intended for shapes. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// This block is responsible for deleting the line connectors of the given point. + /// It searches for the nearest point on the line from the mouse position. + /// Multiple line points may overlap, so it works with a list of nearest points. + /// The line is split at the found points, and sublines are created, + /// with their starting and ending points corresponding to the splitting point. + if (Selector.SelectQueryHasDrawableSurface(out RaycastHit raycastHit) + && !isActive) + { + GameObject hitObject = raycastHit.collider.gameObject; + + if (hitObject.CompareTag(Tags.Line)) + { + isActive = true; + LineConf originLine = LineConf.GetLine(hitObject); + List lines = new(); + NearestPoints.GetNearestPoints(hitObject, raycastHit.point, + out List positionsList, out List matchedIndices); + GameLineSplit.EraseLinePointConnection(GameFinder.GetDrawableSurface(hitObject), originLine, + matchedIndices, positionsList, lines); + + memento = new Memento(hitObject, GameFinder.GetDrawableSurface(hitObject), lines); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.OriginalLine.Id).Execute(); + Destroyer.Destroy(hitObject); + } + } + /// This block completes the action. + if (Queries.MouseUp(MouseButton.Left) && isActive) + { + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + return false; + } + + /// + /// Reverts this action, i.e., it deletes the sublines and restores the original line. + /// + public override void Undo() + { + base.Undo(); + GameObject surface = memento.Surface.GetDrawableSurface(); + GameDrawer.ReDrawLine(surface, memento.OriginalLine); + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.OriginalLine).Execute(); + + foreach (LineConf line in memento.Lines) + { + GameObject lineObj = GameFinder.FindChild(surface, line.Id); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, line.Id).Execute(); + Destroyer.Destroy(lineObj); + } + } + + /// + /// Repeats this action, i.e., deletes the original line and restores the sublines. + /// + public override void Redo() + { + base.Redo(); + GameObject surface = memento.Surface.GetDrawableSurface(); + GameObject originObj = GameFinder.FindChild(surface, memento.OriginalLine.Id); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.OriginalLine.Id).Execute(); + Destroyer.Destroy(originObj); + + foreach (LineConf line in memento.Lines) + { + GameDrawer.ReDrawLine(surface, line); + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, line).Execute(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new LineConnectionEraseAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.LineConnectionErase; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// the id of the line that was split. + public override HashSet GetChangedObjects() + { + if (memento.Surface == null) + { + return new(); + } + else + { + return new() { memento.OriginalLine.Id }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/LineConnectionEraseAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/LineConnectionEraseAction.cs.meta new file mode 100644 index 0000000000..feee147fda --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LineConnectionEraseAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 647acfac9c709764e8621737634fb375 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/LinePointEraseAction.cs b/Assets/SEE/Controls/Actions/Drawable/LinePointEraseAction.cs new file mode 100644 index 0000000000..9dfda41dbf --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LinePointEraseAction.cs @@ -0,0 +1,165 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides an action to erase only some points of a . + /// + class LinePointEraseAction : LineAction + { + /// + /// Saves all the information needed to revert or repeat this action. + /// + private readonly List mementoList = new(); + + /// + /// This method manages the player's interaction with the mode . + /// Specifically: Allows the user to remove one or more points of a line. + /// In one action run it can remove multiple points of different lines. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// This block is responsible for remove a point of the line/lines. + /// It searches for the nearest point on the line from the mouse position. + /// Multiple line points may overlap, so it works with a list of nearest points. + /// The line is split at the found points and the points will be removed. Sublines will be created, + /// with their starting and ending points corresponding to the nearest point of the removed point. + if (Selector.SelectQueryHasDrawableSurface(out RaycastHit raycastHit)) + { + GameObject hitObject = raycastHit.collider.gameObject; + + if (hitObject.CompareTag(Tags.Line)) + { + isActive = true; + LineConf originLine = LineConf.GetLine(hitObject); + List lines = new(); + NearestPoints.GetNearestPoints(hitObject, raycastHit.point, + out List positionsList, out List matchedIndices); + + GameLineSplit.Split(GameFinder.GetDrawableSurface(hitObject), originLine, + matchedIndices, positionsList, lines, true); + + memento = new Memento(hitObject, GameFinder.GetDrawableSurface(hitObject), lines); + mementoList.Add(memento); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.OriginalLine.Id).Execute(); + Destroyer.Destroy(hitObject); + } + } + /// This block completes the action. + if (Queries.MouseUp(MouseButton.Left) && isActive) + { + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + return false; + } + + /// + /// Reverts this action, i.e., it deletes the sublines and restores the original line. + /// + public override void Undo() + { + base.Undo(); + List reverseList = new(mementoList); + reverseList.Reverse(); + foreach (Memento mem in reverseList) + { + GameObject surface = mem.Surface.GetDrawableSurface(); + GameDrawer.ReDrawLine(surface, mem.OriginalLine); + new DrawNetAction(mem.Surface.ID, mem.Surface.ParentID, mem.OriginalLine).Execute(); + + foreach (LineConf line in mem.Lines) + { + GameObject lineObj = GameFinder.FindChild(surface, line.Id); + new EraseNetAction(mem.Surface.ID, mem.Surface.ParentID, line.Id).Execute(); + Destroyer.Destroy(lineObj); + } + } + } + + /// + /// Repeats this action, i.e., deletes the original line and restores the sublines. + /// + public override void Redo() + { + base.Redo(); + foreach (Memento mem in mementoList) + { + GameObject surface = mem.Surface.GetDrawableSurface(); + GameObject originObj = GameFinder.FindChild(surface, mem.OriginalLine.Id); + new EraseNetAction(mem.Surface.ID, mem.Surface.ParentID, mem.OriginalLine.Id).Execute(); + Destroyer.Destroy(originObj); + + foreach (LineConf line in mem.Lines) + { + GameDrawer.ReDrawLine(surface, line); + new DrawNetAction(mem.Surface.ID, mem.Surface.ParentID, line).Execute(); + } + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new LinePointEraseAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.LinePointErase; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// a set of line ids + public override HashSet GetChangedObjects() + { + if (memento == null || memento.Surface == null) + { + return new(); + } + else + { + HashSet changedObjects = new(); + foreach (Memento mem in mementoList) + { + changedObjects.Add(mem.OriginalLine.Id); + } + return changedObjects; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/LinePointEraseAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/LinePointEraseAction.cs.meta new file mode 100644 index 0000000000..7e5b83a601 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LinePointEraseAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 20864541b5f479e46ab795b7a53d3baa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/LineSplitAction.cs b/Assets/SEE/Controls/Actions/Drawable/LineSplitAction.cs new file mode 100644 index 0000000000..28b15ca0ed --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LineSplitAction.cs @@ -0,0 +1,233 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using SEE.GO; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using SEE.Utils.History; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This action allows the user to split a . + /// + public class LineSplitAction : LineAction + { + /// + /// This method manages the player's interaction with the mode . + /// Specifically: Allows the user to split a line. One action run allows to split the line one time. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + /// This block is responsible for splitting the line. + /// It searches for the nearest point on the line from the mouse position. + /// Multiple line points may overlap, so it works with a list of nearest points. + /// The line is split at the found points, and sublines are created, + /// with their starting and ending points corresponding to the splitting point. + if (Selector.SelectQueryHasDrawableSurface(out RaycastHit raycastHit) + && !isActive) + { + GameObject hitObject = raycastHit.collider.gameObject; + + if (hitObject.CompareTag(Tags.Line)) + { + isActive = true; + LineConf originLine = LineConf.GetLine(hitObject); + List lines = new(); + NearestPoints.GetNearestPoints(hitObject, raycastHit.point, + out List positionsList, out List matchedIndices); + GameLineSplit.Split(GameFinder.GetDrawableSurface(hitObject), originLine, + matchedIndices, positionsList, lines, false); + + /// Showes a notification if the split was successfully. + if (lines.Count > 1) + { + ShowNotification.Info("Line split", + "The original line was successfully split in " + lines.Count + " lines"); + /// Marks the split position for a specific time. + MarkSplitPosition(hitObject, positionsList[matchedIndices[0]]); + } + memento = new Memento(hitObject, GameFinder.GetDrawableSurface(hitObject), lines); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.OriginalLine.Id).Execute(); + Destroyer.Destroy(hitObject); + } + } + /// This block completes the action. + if (Queries.MouseUp(MouseButton.Left) && isActive) + { + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + return false; + } + + /// + /// Marks the split point with a polygon with a radius of + /// and vertices count of + /// for seconds. + /// + /// The object that has been split. + /// The first split position. + private void MarkSplitPosition(GameObject hitObject, Vector3 splitPos) + { + /// Calculates the pivot point for the marker. + Vector3 position = hitObject.transform.TransformPoint(splitPos); + GameObject surface = GameFinder.GetDrawableSurface(hitObject); + position = GameDrawer.GetConvertedPosition(surface, position); + + /// Calculates the negativ color for the marker. + Color color = GetColor(hitObject); + + Color.RGBToHSV(color, out float H, out float S, out float V); + /// Calculate the complementary color. + float negativH = (H + 0.5f) % 1f; + Color negativColor = Color.HSVToRGB(negativH, S, V); + + /// If the color does not have a complementary color, take the default. + if (color == negativColor) + { + negativColor = ValueHolder.LineSplitDefaultMarkerColor; + } + + /// Calculates the positions of the marker polygon. + Vector3[] positions = ShapePointsCalculator.Polygon(position, + ValueHolder.LineSplitMarkerRadius, ValueHolder.LineSplitMarkerVertices); + /// Creates the marker polygon. + GameObject point = GameDrawer.DrawLine(surface, RandomStrings.GetRandomString(10), positions, + GameDrawer.ColorKind.Monochrome, + negativColor, negativColor, 0.01f, + false, GameDrawer.LineKind.Solid, 1f, false); + /// Sets the pivot point of the marker. + GameDrawer.SetPivotShape(point, position); + /// Adds the point on all clients. + new DrawNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), LineConf.GetLine(point)).Execute(); + /// Adds a blink effect. + point.AddComponent(); + /// Adds the blink effect to the point on all clients. + new AddBlinkEffectNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), point.name).Execute(); + /// Destroys the marker after the chosen time. + Object.Destroy(point, ValueHolder.LineSplitTimer); + new EraseAfterTimeNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), point.name, ValueHolder.LineSplitTimer).Execute(); + } + + /// + /// Delivers the color for the complementary color calculation. + /// For , it is the normal line color. + /// For , it is a mix of the start and the end color. + /// For , it is a mix of the two material colors. + /// + /// The split line. + /// The color for the complementary color calculation. + private Color GetColor(GameObject line) + { + Color color = Color.magenta; + LineValueHolder holder = line.GetComponent(); + LineRenderer renderer = line.GetComponent(); + switch (holder.ColorKind) + { + case GameDrawer.ColorKind.Monochrome: + color = line.GetColor(); + break; + case GameDrawer.ColorKind.Gradient: + color = (renderer.startColor + renderer.endColor) / 2; + break; + case GameDrawer.ColorKind.TwoDashed: + color = (renderer.materials[0].color + renderer.materials[1].color) / 2; + break; + } + return color; + } + + /// + /// Reverts this action, i.e., it deletes the sublines and restores the original line. + /// + public override void Undo() + { + base.Undo(); + GameObject surface = memento.Surface.GetDrawableSurface(); + GameDrawer.ReDrawLine(surface, memento.OriginalLine); + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.OriginalLine).Execute(); + + foreach (LineConf line in memento.Lines) + { + GameObject lineObj = GameFinder.FindChild(surface, line.Id); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, line.Id).Execute(); + Destroyer.Destroy(lineObj); + } + } + + /// + /// Repeats this action, i.e., deletes the original line and restores the sublines. + /// + public override void Redo() + { + base.Redo(); + GameObject surface = memento.Surface.GetDrawableSurface(); + GameObject originObj = GameFinder.FindChild(surface, memento.OriginalLine.Id); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.OriginalLine.Id).Execute(); + Destroyer.Destroy(originObj); + + foreach (LineConf line in memento.Lines) + { + GameDrawer.ReDrawLine(surface, line); + new DrawNetAction(memento.Surface.ID, memento.Surface.ParentID, line).Execute(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new LineSplitAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.LineSplit; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// the id of the line that was split. + public override HashSet GetChangedObjects() + { + if (memento.Surface == null) + { + return new(); + } + else + { + return new() { memento.OriginalLine.Id }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/LineSplitAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/LineSplitAction.cs.meta new file mode 100644 index 0000000000..60bc8c56dd --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LineSplitAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e103abcd2431b142b45b7494c4b22d8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/LoadAction.cs b/Assets/SEE/Controls/Actions/Drawable/LoadAction.cs new file mode 100644 index 0000000000..d00cf19f63 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LoadAction.cs @@ -0,0 +1,511 @@ +using HighlightPlus; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.GO; +using SEE.Net.Actions.Drawable; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using SEE.Utils.Paths; +using SEE.Utils.History; +using SEE.Game.Drawable.ValueHolders; +using SEE.Game.Drawable.ActionHelpers; +using System.Linq; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Adds the to the scene from one or more drawable configs saved + /// in a file on the disk. + /// + public class LoadAction : DrawableAction + { + /// + /// Represents how the file was loaded. + /// + public enum LoadState + { + /// + /// Loaded the drawable(s) from file one-to-one into the same drawable. + /// + Regular, + /// + /// Loaded the drawable(s) from the given file to one specific drawable. + /// + Specific + } + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a + /// + private class Memento + { + /// + /// The load state of the action + /// + public readonly LoadState State; + /// + /// The specific chosen drawable surface (needed for LoadState.Specific) + /// + public DrawableConfig SpecificSurface; + /// + /// The drawable configurations. + /// + public DrawablesConfigs Configs; + /// + /// Are the drawable surfaces that are created during the loading process. + /// + public List AddedSurface; + /// + /// Holder for the old . + /// + public Dictionary OldConfig; + + /// + /// The constructor, which simply assigns its only parameter to a field in this class. + /// + /// The kind how the file was loaded. + public Memento(LoadState state) + { + State = state; + SpecificSurface = null; + Configs = null; + AddedSurface = new(); + OldConfig = new(); + } + } + + /// + /// Ensures that we save only once per click. + /// + private bool clicked = false; + + /// + /// The selected drawable surface for specific loading. + /// + private GameObject selectedSurface; + + /// + /// The instance for the drawable file browser. + /// + private DrawableFileBrowser browser; + + /// + /// Creates the load menu and adds the neccressary handler for the buttons. + /// + public override void Awake() + { + base.Awake(); + /// The load button for loading onto the original drawable. + UnityAction loadButtonCall = () => + { + if (browser == null || (browser != null && !browser.IsOpen())) + { + browser = UICanvas.Canvas.AddOrGetComponent(); + browser.LoadDrawableConfiguration(LoadState.Regular); + memento = new(LoadState.Regular); + } + }; + /// The load button for loading onto a specific drawable. + UnityAction loadSpecificButtonCall = () => + { + if (browser == null || (browser != null && !browser.IsOpen())) + { + if (selectedSurface != null) + { + browser = UICanvas.Canvas.AddOrGetComponent(); + browser.LoadDrawableConfiguration(LoadState.Specific); + memento = new(LoadState.Specific); + } + else + { + ShowNotification.Warn("No drawable selected.", "Select a drawable to load specifically."); + } + } + }; + + LoadMenu.Enable(loadButtonCall, loadSpecificButtonCall); + } + + /// + /// Stops the . + /// Destroys the load menu and if there are still an activ + /// highlight effect + /// + public override void Stop() + { + base.Stop(); + LoadMenu.Instance.Destroy(); + selectedSurface?.Destroy(); + } + + /// + /// This method manages the player's interaction with the mode . + /// It provides the user with two loading options. + /// One is to load onto the original drawable, + /// and the other is to load onto a specifically selected drawable. + /// + /// Whether this action is finished + public override bool Update() + { + Cancel(); + bool result = false; + + if (!Raycasting.IsMouseOverGUI()) + { + /// This block marks the selected drawable. + /// If it has already been selected, the marking is cleared. + /// For execution, no open file browser should exist. + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit) + && !clicked + && (browser == null || (browser != null && !browser.IsOpen()))) + { + clicked = true; + ManageHighlightEffect(GameFinder.GetDrawableSurface(raycastHit.collider.gameObject)); + } + + /// It is needed to enable the switching of the drawable for the specific load. + if (Queries.MouseUp(MouseButton.Left)) + { + clicked = false; + } + + /// This block will be executed when a file was successfully chosen. + if (browser != null && browser.TryGetFilePath(out string filePath) && memento != null) + { + Load(ref result, filePath); + } + } + return result; + } + + /// + /// Deactivates the selected drawable + /// + private void Cancel() + { + if (SEEInput.Cancel() + && selectedSurface != null + && selectedSurface.GetComponent() != null + && (browser == null || (browser != null && !browser.IsOpen()))) + { + ShowNotification.Info("Unselect drawable", "The marked drawable was unselected."); + selectedSurface.Destroy(); + selectedSurface = null; + } + } + + /// + /// Manages the highlight effect for drawables. + /// Only one drawable can be highlighted at a time. + /// When a new selection is made, the highlight of the previous drawable is cleared. + /// Additionally, the option to deselect the drawable is provided. + /// + /// The drawable surface to be highlighted + private void ManageHighlightEffect(GameObject surface) + { + if (surface.GetComponent() == null) + { + selectedSurface?.Destroy(); + selectedSurface = surface; + GameHighlighter.EnableGlowOverlay(selectedSurface); + } + else + { + Destroyer.Destroy(surface.GetComponent()); + selectedSurface = null; + } + } + + /// + /// Executes the corresponding loading option based on the user's choice + /// (load onto the original drawable / load onto a specific drawable). + /// Additionally, when loading onto the original drawable, + /// sticky notes are spawned if the drawable does not yet exist in the game world. + /// + /// The referenced bool Result variable from Update to represent the success of the action. + /// The chosen file path. + private void Load(ref bool result, string filePath) + { + switch (memento.State) + { + /// This block loads one drawable onto the specific chosen drawable. + case LoadState.Specific: + memento.SpecificSurface = DrawableConfigManager.GetDrawableConfig(selectedSurface); + DrawablesConfigs configsSpecific = DrawableConfigManager.LoadDrawables(new DataPath(filePath)); + foreach (DrawableConfig drawableConfig in configsSpecific.Drawables) + { + Restore(memento.SpecificSurface.GetDrawableSurface(), drawableConfig); + } + GameDrawableManager.ChangeCurrentPage(memento.SpecificSurface.GetDrawableSurface(), 0); + int max = DrawableConfigManager.GetDrawableConfig(selectedSurface).GetAllDrawableTypes() + .Aggregate((t1, t2) => t1.AssociatedPage > t2.AssociatedPage ? t1 : t2).AssociatedPage; + GameDrawableManager.ChangeMaxPage(memento.SpecificSurface.GetDrawableSurface(), max + 1); + memento.Configs = configsSpecific; + CurrentState = IReversibleAction.Progress.Completed; + result = true; + break; + + /// This block loads one or more drawables onto the drawables of the configuration. + case LoadState.Regular: + DrawablesConfigs configs = DrawableConfigManager.LoadDrawables(new DataPath(filePath)); + foreach (DrawableConfig drawableConfig in configs.Drawables) + { + GameObject surfaceOfFile = GameFinder.FindDrawableSurface(drawableConfig.ID, drawableConfig.ParentID); + /// If the sticky note already exists, create a new one. + if (surfaceOfFile != null && GameFinder.IsStickyNote(surfaceOfFile)) { + surfaceOfFile = null; + drawableConfig.ParentID = GameStickyNoteManager.CreateUnusedName(); + } + /// If the drawable does not exist it will be spawned as a sticky note. + if (surfaceOfFile == null) + { + memento.AddedSurface.Add(drawableConfig); + GameObject stickyNote = GameStickyNoteManager.Spawn(drawableConfig); + surfaceOfFile = GameFinder.GetDrawableSurface(stickyNote); + new StickyNoteSpawnNetAction(drawableConfig).Execute(); + } else + { + memento.OldConfig.Add(surfaceOfFile, DrawableConfigManager.GetDrawableConfig(surfaceOfFile)); + } + Restore(surfaceOfFile, drawableConfig); + DrawableConfig.Restore(surfaceOfFile, drawableConfig); + } + memento.Configs = configs; + CurrentState = IReversibleAction.Progress.Completed; + result = true; + break; + } + } + + /// + /// Restores all the objects of the configuration. + /// + /// The drawable surface on which the configuration should restore. + /// The configuration that holds the drawable type configuration to restore. + private void Restore(GameObject surface, DrawableConfig config) + { + GameObject attachedObject = GameFinder.GetAttachedObjectsObject(surface); + if (attachedObject != null) + { + GameMindMap.RenameMindMap(config, attachedObject); + } + foreach (DrawableType type in config.GetAllDrawableTypes()) + { + if (attachedObject != null && type is not MindMapNodeConf) + { + CheckAndChangeID(type, attachedObject, DrawableType.GetPrefix(type)); + } + DrawableType.Restore(type, surface); + } + } + + /// + /// When the id of the given config already exist on the drawable, the id will be changed. + /// + /// The configuration to restore. + /// The objects that are attached on a drawable + /// The prefix for the drawable type object. + private void CheckAndChangeID (DrawableType conf, GameObject attachedObjects, string prefix) + { + if (GameFinder.FindChild(attachedObjects, conf.Id) != null + && !conf.Id.Contains(ValueHolder.MindMapBranchLine)) + { + string newName = prefix + "-" + RandomStrings.GetRandomString(8); + while (GameFinder.FindChild(attachedObjects, newName) != null) + { + newName = prefix + "-" + RandomStrings.GetRandomString(8); + } + conf.Id = newName; + } + } + + /// + /// Destroys the objects that were loaded from the configuration. + /// + /// The objects that are attached on a drawable + /// Configuration that contains all objects to be removed. + private void DestroyLoadedObjects(GameObject attachedObjects, DrawableConfig config) + { + if (attachedObjects != null) + { + GameObject surface = GameFinder.GetDrawableSurface(attachedObjects); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + foreach (DrawableType type in config.GetAllDrawableTypes()) + { + GameObject typeObj = GameFinder.FindChild(attachedObjects, type.Id); + if (typeObj != null) + { + new EraseNetAction(surface.name, surfaceParentName, typeObj.name).Execute(); + Object.DestroyImmediate(typeObj); + } + } + + int order = 1; + foreach (DrawableType type in DrawableConfigManager.GetDrawableConfig(surface).GetAllDrawableTypes() ) + { + if (type.OrderInLayer >= order) + { + order = type.OrderInLayer + 1; + } + } + surface.GetComponent().OrderInLayer = order; + new SynchronizeSurface(DrawableConfigManager.GetDrawableConfig(surface)).Execute(); + } + } + + /// + /// Reverts this instance of the action, i.e., deletes the objects that were loaded from the file. + /// + public override void Undo() + { + base.Undo(); + switch (memento.State) + { + case LoadState.Specific: + GameObject attachedObjs = GameFinder.GetAttachedObjectsObject( + memento.SpecificSurface.GetDrawableSurface()); + foreach (DrawableConfig config in memento.Configs.Drawables) + { + DestroyLoadedObjects(attachedObjs, config); + } + break; + case LoadState.Regular: + foreach (DrawableConfig config in memento.Configs.Drawables) + { + /// Deletes the sticky note if it was created by the corresponding load action. + if (memento.AddedSurface.Contains(config)) + { + GameObject surface = GameFinder.FindDrawableSurface(config.ID, + config.ParentID); + new StickyNoteDeleterNetAction(DrawableConfigManager.GetDrawableConfig(surface)).Execute(); + Destroyer.Destroy(GameFinder.GetHighestParent(surface)); + } + else + { + GameObject surface = GameFinder.FindDrawableSurface(config.ID, config.ParentID); + GameObject attachedObj = GameFinder.GetAttachedObjectsObject(surface); + DestroyLoadedObjects(attachedObj, config); + } + } + foreach (KeyValuePair pair in memento.OldConfig) + { + DrawableConfig.Restore(pair.Key, pair.Value); + } + break; + } + } + + /// + /// Repeats this action, i.e., loads the configuration again. + /// + public override void Redo() + { + base.Redo(); + switch (memento.State) + { + case LoadState.Specific: + GameObject specificSurface = memento.SpecificSurface.GetDrawableSurface(); + foreach (DrawableConfig config in memento.Configs.Drawables) + { + Restore(specificSurface, config); + } + break; + case LoadState.Regular: + foreach (DrawableConfig config in memento.Configs.Drawables) + { + GameObject surface = GameFinder.FindDrawableSurface(config.ID, config.ParentID); + /// Spawns the sticky note if the drawable can't be found. + if (surface == null) + { + surface = GameFinder.GetDrawableSurface(GameStickyNoteManager.Spawn(config)); + new StickyNoteSpawnNetAction(config).Execute(); + } + Restore(surface, config); + DrawableConfig.Restore(surface, config); + } + break; + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new LoadAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.Load; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// Because this action does not actually change any game object, + /// an empty set is always returned. + /// + /// an empty set + public override HashSet GetChangedObjects() + { + if (memento == null) + { + return new(); + } + else + { + HashSet changedObjects = new(); + if (memento.State == LoadState.Regular) + { + foreach(DrawableConfig config in memento.Configs.Drawables) + { + changedObjects.Add(config.ID); + foreach(DrawableType type in config.GetAllDrawableTypes()) + { + changedObjects.Add(type.Id); + } + } + } + else + { + changedObjects.Add(memento.SpecificSurface.ID); + foreach (DrawableConfig config in memento.Configs.Drawables) + { + foreach (DrawableType type in config.GetAllDrawableTypes()) + { + changedObjects.Add(type.Id); + } + } + } + return changedObjects; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/LoadAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/LoadAction.cs.meta new file mode 100644 index 0000000000..472393a9f2 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/LoadAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: abb084e4f7f12c24a9a6a862936af6e0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/MindMapAction.cs b/Assets/SEE/Controls/Actions/Drawable/MindMapAction.cs new file mode 100644 index 0000000000..26f57cd398 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/MindMapAction.cs @@ -0,0 +1,553 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using SEE.Net.Actions.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.UI.PropertyDialog.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using static SEE.UI.Menu.Drawable.MindMapMenu; +using SEE.Utils.History; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides the operations for a mind map. + /// + public class MindMapAction : DrawableAction + { + /// + /// The selected operation for the mind map. + /// + private ProgressState progress = ProgressState.SelectPosition; + + /// + /// The different progress states for the mind map. + /// + private enum ProgressState + { + SelectPosition, + WaitForText, + Add, + SelectParent, + Finish + } + + /// + /// The chosen operation from the mind map menu. + /// + private Operation chosenOperation = Operation.None; + + /// + /// The chosen position. + /// + private Vector3 position; + + /// + /// The description for the mind map node. + /// + private string writtenText; + + /// + /// The created mind map node; + /// + private GameObject node; + + /// + /// The branch line to the parent. + /// + private GameObject branchLine; + + /// + /// Line renderer of the branch line. + /// + private LineRenderer branchLineRenderer; + + /// + /// The write text dialog for getting the node description. + /// + private WriteEditTextDialog writeTextDialog; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a . + /// + private readonly struct Memento + { + /// + /// The executed operation. + /// + public readonly Operation Operation; + /// + /// The drawable surface on which the node should be displayed. + /// + public readonly DrawableConfig Surface; + + /// + /// The node configuration. + /// + public readonly MindMapNodeConf Conf; + + /// + /// The constructor. + /// + /// The drawable surface on which the node should be displayed. + /// The node configuration + /// The executed operation. + public Memento(GameObject surface, MindMapNodeConf conf, Operation operation) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Conf = conf; + Operation = operation; + } + } + + /// + /// Enables the mind map menu. + /// + public override void Awake() + { + base.Awake(); + MindMapMenu.Instance.Enable(); + } + + /// + /// Disables the mind map menu. + /// + public override void Stop() + { + base.Stop(); + MindMapMenu.Instance.Destroy(); + MindMapParentSelectionMenu.Instance.Destroy(); + + if (progress != ProgressState.Finish && node != null) + { + Destroyer.Destroy(node); + if (branchLine != null) + { + Destroyer.Destroy(branchLine); + } + } + } + + /// + /// This method manages the player's interaction with the mode . + /// It allows the user to set a mind map node. + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + if (MindMapMenu.TryGetOperation(out Operation operation)) + { + chosenOperation = operation; + } + + switch (chosenOperation) + { + case Operation.None: + if (Queries.LeftMouseDown()) + { + ShowNotification.Info("Select an operation", + "First you need to select an operation from the menu."); + } + break; + case Operation.Theme or Operation.Subtheme or Operation.Leaf: + return AdditionProcess(); + } + } + else + { + ShowChangesFromMenu(); + } + return false; + } + + /// + /// This method redraws the branch line when a change is made in the select parent menu. + /// + private void ShowChangesFromMenu() + { + if ((chosenOperation == Operation.Subtheme || chosenOperation == Operation.Leaf) + && progress == ProgressState.SelectParent) + { + if (MindMapParentSelectionMenu.GetChosenParent() != null) + { + Vector3[] positions = new Vector3[2]; + positions[0] = GameFinder.GetHighestParent(node).transform. + InverseTransformPoint(NearestPoints.GetNearestPoint(node, + MindMapParentSelectionMenu.GetChosenParent().transform.position)); + positions[1] = GameFinder.GetHighestParent(node).transform. + InverseTransformPoint(NearestPoints.GetNearestPoint( + MindMapParentSelectionMenu.GetChosenParent(), + node.transform.position)); + branchLineRenderer.positionCount = 2; + branchLineRenderer.SetPositions(positions); + } + + if (MindMapParentSelectionMenu.TryGetParent(out GameObject parent)) + { + MindMapParentSelectionMenu.Instance.Destroy(); + Destroyer.Destroy(branchLine); + branchLine = GameMindMap.CreateBranchLine(node, parent); + progress = ProgressState.Finish; + } + } + } + + /// + /// The process of adding a mind map node. + /// + /// Whether this action is finished + private bool AdditionProcess() + { + switch (progress) + { + case ProgressState.SelectPosition: + if (!SelectPosition()) + { + return false; + } + break; + case ProgressState.WaitForText: + WaitForText(); + break; + case ProgressState.Add: + AddNode(); + break; + case ProgressState.SelectParent: + SelectParent(); + break; + case ProgressState.Finish: + return FinishAdd(); + default: + break; + } + return false; + } + + /// + /// Handles the position selection. + /// Checks using whether it is a valid state. + /// If so, the position is adopted, and it waits for the description for the node. + /// Otherwise, the action is aborted and reset. + /// + /// the success of the selection. + private bool SelectPosition() + { + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit)) + { + MindMapMenu.Instance.Destroy(); + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + if (CheckValid(GameFinder.GetAttachedObjectsObject(Surface))) + { + position = raycastHit.point; + progress = ProgressState.WaitForText; + writeTextDialog = new WriteEditTextDialog(); + writeTextDialog.Open(); + return true; + } + else + { + Surface = null; + chosenOperation = Operation.None; + MindMapMenu.Instance.Enable(); + return false; + } + } + return false; + } + + /// + /// Handles the node description input of the user. + /// + private void WaitForText() + { + if (writeTextDialog.TryGetUserInput(out string textOut)) + { + if (string.IsNullOrEmpty(textOut)) + { + ShowNotification.Error("No text entered", "You need to enter a description for the node."); + return; + } + writtenText = textOut; + progress = ProgressState.Add; + } + if (writeTextDialog.WasCanceled()) + { + chosenOperation = Operation.None; + MindMapMenu.Instance.Enable(); + progress = ProgressState.SelectPosition; + } + } + + /// + /// This method handles the creation of the mind map node. + /// It creates the node, and if it is not a theme, the + /// section is initiated. + /// + private void AddNode() + { + node = GameMindMap.Create(Surface, GetPrefix(), writtenText, position); + if (chosenOperation == Operation.Theme) + { + progress = ProgressState.Finish; + } + else + { + progress = ProgressState.SelectParent; + ShowNotification.Info("Select a Parent Node", "Now select a parent node.\n" + + "To select, click on the specific parent node or choose it from the menu.", 3); + /// The following block is for a branch line preview. + branchLine = GameDrawer.StartDrawing(Surface, new Vector3[] { position }, + GameDrawer.ColorKind.Monochrome, Color.black, Color.clear, + ValueHolder.StandardLineThickness, GameDrawer.LineKind.Solid, + ValueHolder.StandardLineTiling); + branchLine.transform.SetParent(node.transform); + branchLineRenderer = branchLine.GetComponent(); + MindMapParentSelectionMenu.Enable(GameFinder.GetAttachedObjectsObject(Surface), node); + } + } + + /// + /// This method handles the selection of a parent. + /// + private void SelectParent() + { + /// This block enables the canceling of the action. + Cancel(); + + /// This block is for the branch line preview. + /// It draws the line from the origin of the node to the position of the mouse cursor. + if (!Queries.MouseHold(MouseButton.Left) + && Selector.SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit raycastHit) + && node != null) + { + Vector3[] positions = new Vector3[2]; + positions[0] = GameFinder.GetHighestParent(node).transform + .InverseTransformPoint(NearestPoints.GetNearestPoint(node, raycastHit.point)); + positions[1] = GameFinder.GetHighestParent(node).transform + .InverseTransformPoint(raycastHit.point); + branchLineRenderer.positionCount = 2; + branchLineRenderer.SetPositions(positions); + } + + /// This block is for the selection of a parent node. + /// It will executed if the left mouse button will be clicked. + if (Queries.LeftMouseDown() && node != null) + { + /// A node can only be chosen as a parent node if it is a Theme or Subtheme Node. + /// Additionally, the node must not choose itself. + if (Raycasting.RaycastAnything(out RaycastHit hit) + && hit.collider.gameObject.CompareTag(Tags.MindMapNode) + && (hit.collider.gameObject.name.StartsWith(ValueHolder.MindMapThemePrefix) || + hit.collider.gameObject.name.StartsWith(ValueHolder.MindMapSubthemePrefix)) + && hit.collider.gameObject != node + && GameFinder.GetDrawableSurface(hit.collider.gameObject).Equals(GameFinder.GetDrawableSurface(node))) + { + Destroyer.Destroy(branchLine); + branchLine = GameMindMap.CreateBranchLine(node, hit.collider.gameObject); + progress = ProgressState.Finish; + } + else + { + ShowNotification.Warn("Wrong selection.", + "You need to select a theme or a subtheme node of the currently selected drawable."); + } + } + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if (SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + MindMapParentSelectionMenu.Instance.Destroy(); + + if (progress != ProgressState.Finish && node != null) + { + Destroyer.Destroy(node); + if (branchLine != null) + { + Destroyer.Destroy(branchLine); + } + } + + progress = ProgressState.SelectPosition; + chosenOperation = Operation.None; + node = null; + branchLine = null; + MindMapMenu.Instance.Enable(); + } + } + + /// + /// Finishes the action. + /// + /// true + private bool FinishAdd() + { + memento = new(Surface, MindMapNodeConf.GetNodeConf(node), chosenOperation); + new MindMapCreateNodeNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Conf).Execute(); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + + /// + /// This method checks for validity by verifying + /// if at least one theme exists on the drawable. + /// If not, it provides an appropriate prompt + /// when attempting to add a node that is not a theme. + /// + /// The attached objects of the drawable + /// the result of the validation + private bool CheckValid(GameObject attachedObjects) + { + if (chosenOperation == Operation.Theme) + { + return true; + } + + if (attachedObjects != null && GameFinder.FindAllChildrenWithTag(attachedObjects, + Tags.MindMapNode).Count > 0) + { + return true; + } + else + { + ShowNotification.Warn("Cannot add", "First you need to add a theme."); + } + + return false; + } + + /// + /// Gets the prefix of the chosen + /// + /// The prefix + private string GetPrefix() + { + string prefix; + switch (chosenOperation) + { + case Operation.Theme: + prefix = ValueHolder.MindMapThemePrefix; + break; + case Operation.Subtheme: + prefix = ValueHolder.MindMapSubthemePrefix; + break; + case Operation.Leaf: + prefix = ValueHolder.MindMapLeafPrefix; + break; + default: + prefix = ""; + break; + } + return prefix; + } + + /// + /// Reverts this action, i.e., it deletes the created mind map node + /// and deletes it from the list of child nodes in the parent node, + /// as well as the branch line to the parent node. + /// + public override void Undo() + { + GameObject attached = GameFinder.GetAttachedObjectsObject(memento.Surface.GetDrawableSurface()); + GameObject node = GameFinder.FindChild(attached, memento.Conf.Id); + if (memento.Operation != Operation.Theme) + { + GameObject parent = GameFinder.FindChild(attached, memento.Conf.ParentNode); + if (parent != null) + { + parent.GetComponent().RemoveChild(node); + } + new MindMapRemoveChildNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Conf).Execute(); + GameObject branchToParent = GameFinder.FindChild(attached, memento.Conf.BranchLineToParent); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + branchToParent.name).Execute(); + Destroyer.Destroy(branchToParent); + } + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.Conf.Id).Execute(); + Destroyer.Destroy(node); + } + + /// + /// Repeats this action, i.e., it re-adds the mind map node. + /// + public override void Redo() + { + GameMindMap.ReCreate(memento.Surface.GetDrawableSurface(), memento.Conf); + new MindMapCreateNodeNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Conf).Execute(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new MindMapAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.MindMap; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// Because this action does not actually change any game object, + /// an empty set is always returned. + /// + /// empty set + public override HashSet GetChangedObjects() + { + if (memento.Surface != null) + { + HashSet changedObjects = new() + { + memento.Surface.ID, + memento.Conf.Id + }; + if (memento.Operation.Equals(Operation.Subtheme) + || memento.Operation.Equals(Operation.Leaf)) + { + changedObjects.Add(memento.Conf.BranchLineToParent); + } + return changedObjects; + } + return new(); + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/MindMapAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/MindMapAction.cs.meta new file mode 100644 index 0000000000..fce3d17830 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/MindMapAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5b94320cd77b4d9409418dd07416d5bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/MovePointAction.cs b/Assets/SEE/Controls/Actions/Drawable/MovePointAction.cs new file mode 100644 index 0000000000..88dbb54475 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/MovePointAction.cs @@ -0,0 +1,335 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.GO; +using SEE.Net.Actions.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using SEE.Utils.History; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This action allows the user to move a point of a . + /// It searches for the nearest point based on the mouse position at the moment of selecting. + /// + public class MovePointAction : DrawableAction + { + /// + /// This struct can store all the information needed to revert or repeat a + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a + /// + private struct Memento + { + /// + /// The selected line. + /// + public GameObject Line; + /// + /// The drawable surface on which the line is placed. + /// + public readonly DrawableConfig Surface; + /// + /// The id of the line. + /// + public readonly string Id; + /// + /// The indices of the found nearest position. There can be more then one, + /// because points can overlap. + /// + public readonly List Indices; + /// + /// The old position of the selected point. + /// + public readonly Vector3 OldPointPosition; + /// + /// The new position for the selected point. + /// + public readonly Vector3 NewPointPosition; + + /// + /// The constructor. + /// + /// the selected line + /// The drawable surface on which the line is placed. + /// the id of the selected line + /// The Indices of the founded nearest position. + /// It can be more then one, because points can overlap. + /// The old position of the selected points + /// The new position for the selected points + public Memento(GameObject line, GameObject surface, string id, List indices, + Vector3 oldPointPosition, Vector3 newPointPosition) + { + Line = line; + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Id = id; + Indices = indices; + OldPointPosition = oldPointPosition; + NewPointPosition = newPointPosition; + } + } + + /// + /// Holds the current progress state. + /// + private ProgressState progressState = ProgressState.SelectLine; + + /// + /// The progress states of the + /// + private enum ProgressState + { + SelectLine, + MovePoint, + Finish + } + /// + /// The selected line whose point should be moved. + /// + private GameObject selectedLine; + /// + /// The old point position. + /// + private Vector3 oldPointPosition; + /// + /// The index of the nearest found points. There can be more because + /// points can be overlap. + /// + private List Indices; + /// + /// The new point position. + /// + private Vector3 newPointPosition; + + /// + /// This method manages the player's interaction with the mode + /// . + /// It moves a point of a line. + /// + /// Whether this action is finished + public override bool Update() + { + Cancel(); + + if (!Raycasting.IsMouseOverGUI()) + { + switch (progressState) + { + /// Selects a line and searches the nearest point(s). + case ProgressState.SelectLine: + SelectLine(); + break; + + /// Moves the point of the line to the desired point. + case ProgressState.MovePoint: + MovePoint(); + break; + + /// Ends the action, creates a memento, and finalizes the progress. + case ProgressState.Finish: + memento = new Memento(selectedLine, GameFinder.GetDrawableSurface(selectedLine), + selectedLine.name, Indices, oldPointPosition, newPointPosition); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + return false; + } + return false; + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if (selectedLine != null && SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + BlinkEffect.Deactivate(selectedLine); + if (progressState != ProgressState.Finish && selectedLine != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedLine); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + GameMoveRotator.MovePoint(selectedLine, Indices, oldPointPosition); + new MovePointNetAction(surface.name, surfaceParentName, selectedLine.name, Indices, + oldPointPosition).Execute(); + } + selectedLine = null; + progressState = ProgressState.SelectLine; + } + } + + /// + /// Allows the user to select a line, and based on the mouse position + /// at the moment of the click, it searches for the nearest point on the line. + /// Additionally, the blink effect is activated to show which line has been chosen. + /// + private void SelectLine() + { + if (Selector.SelectQueryHasDrawableSurface(out RaycastHit raycastHit) + && raycastHit.collider.gameObject.CompareTag(Tags.Line)) + { + selectedLine = raycastHit.collider.gameObject; + Surface = GameFinder.GetDrawableSurface(selectedLine); + + selectedLine.AddOrGetComponent(); + NearestPoints.GetNearestPoints(selectedLine, raycastHit.point, + out List positionsList, out List matchedIndices); + Indices = matchedIndices; + oldPointPosition = positionsList[Indices[0]]; + } + if (Queries.MouseUp(MouseButton.Left) && selectedLine != null) + { + progressState = ProgressState.MovePoint; + } + } + + /// + /// Moves the selected points to the mouse cursor position. + /// + private void MovePoint() + { + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(Surface); + if (selectedLine.GetComponent() != null) + { + if (Raycasting.RaycastAnything(out RaycastHit hit)) + { + if (GameFinder.IsOrHasDrawableSurface(hit.collider.gameObject)) + { + newPointPosition = selectedLine.transform.InverseTransformPoint(hit.point); + GameMoveRotator.MovePoint(selectedLine, Indices, newPointPosition); + new MovePointNetAction(Surface.name, surfaceParentName, selectedLine.name, + Indices, newPointPosition).Execute(); + } + } + + if (Queries.LeftMouseInteraction()) + { + selectedLine.GetComponent().Deactivate(); + } + } + /// Left click when the desired point has been reached. + /// Then the action will be completed in the next steps. + if (Queries.MouseUp(MouseButton.Left) + && selectedLine.GetComponent() == null) + { + progressState = ProgressState.Finish; + GameMoveRotator.MovePoint(selectedLine, Indices, newPointPosition); + new MovePointNetAction(Surface.name, surfaceParentName, selectedLine.name, Indices, + newPointPosition).Execute(); + } + } + + /// + /// Destroys the blink effect, if it is still active. + /// Resets the changes, if the progress is not finished. + /// + public override void Stop() + { + base.Stop(); + BlinkEffect.Deactivate(selectedLine); + + if (progressState != ProgressState.Finish && selectedLine != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedLine); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + GameMoveRotator.MovePoint(selectedLine, Indices, oldPointPosition); + new MovePointNetAction(surface.name, surfaceParentName, selectedLine.name, Indices, + oldPointPosition).Execute(); + } + } + + /// + /// Reverts this action, i.e., it moves the point back to its original point. + /// + public override void Undo() + { + base.Undo(); + if (memento.Line == null && memento.Id != null) + { + memento.Line = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + + if (memento.Line != null) + { + GameMoveRotator.MovePoint(memento.Line, memento.Indices, memento.OldPointPosition); + new MovePointNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Line.name, + memento.Indices, memento.OldPointPosition).Execute(); + } + } + + /// + /// Repeats this action, i.e., moves the point again. + /// + public override void Redo() + { + base.Redo(); + if (memento.Line == null && memento.Id != null) + { + memento.Line = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + if (memento.Line != null) + { + GameMoveRotator.MovePoint(memento.Line, memento.Indices, memento.NewPointPosition); + new MovePointNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Line.name, + memento.Indices, memento.NewPointPosition).Execute(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new MovePointAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.MovePoint; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// the id of the line which point was moved. + public override HashSet GetChangedObjects() + { + if (memento.Line == null) + { + return new(); + } + else + { + return new() + { + memento.Line.name + }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/MovePointAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/MovePointAction.cs.meta new file mode 100644 index 0000000000..d737bf3122 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/MovePointAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f1e1df71ccd9724aa5080912915d1a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/MoveRotateAction.cs b/Assets/SEE/Controls/Actions/Drawable/MoveRotateAction.cs new file mode 100644 index 0000000000..0b86e7756a --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/MoveRotateAction.cs @@ -0,0 +1,829 @@ +using Michsky.UI.ModernUIPack; +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using SEE.UI; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.UI.Notification; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using UnityEngine; +using MoveNetAction = SEE.Net.Actions.Drawable.MoveNetAction; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Moves or rotate a drawable type object. + /// + public class MoveRotateAction : DrawableAction + { + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a + /// + private struct Memento + { + /// + /// The selected drawable type object. + /// + public GameObject SelectedObject; + /// + /// The drawable surface where the selected object is displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The id of the selected object. + /// + public readonly string Id; + /// + /// The old position of the selected object. + /// + public readonly Vector3 OldObjectPosition; + /// + /// The new position of the selected object. + /// + public readonly Vector3 NewObjectPosition; + /// + /// The old local euler angles of the selected object. + /// + public readonly Vector3 OldObjectLocalEulerAngles; + /// + /// The degree by which the object was rotated (the z value of the local euler angles). + /// + public readonly float Degree; + /// + /// Whether it was moved or rotated. + /// + public readonly ProgressState MoveOrRotate; + /// + /// Whether children were included in case the selected object was a mind map node. + /// + public readonly bool IncludeChildren; + + /// + /// The constructor. + /// + /// Is the selected drawable type object. + /// Is the drawable surface where the selected object is displayed. + /// Is the id of the selected object. + /// The old position of the selected object. + /// The new position of the selected object. + /// The old local euler angles of the selected object. + /// The degree on that the object was rotated. (Is the z value of the local euler angeles) + /// The state if was moved or rotated. + public Memento(GameObject selectedObject, GameObject surface, string id, + Vector3 oldObjectPosition, Vector3 newObjectPosition, Vector3 oldObjectLocalEulerAngles, + float degree, ProgressState moveOrRotate, bool includeChildren) + { + SelectedObject = selectedObject; + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Id = id; + OldObjectPosition = oldObjectPosition; + NewObjectPosition = newObjectPosition; + OldObjectLocalEulerAngles = oldObjectLocalEulerAngles; + Degree = degree; + MoveOrRotate = moveOrRotate; + IncludeChildren = includeChildren; + } + } + + /// + /// Holds the current progress state. + /// + private ProgressState progressState = ProgressState.SelectObject; + + /// + /// The progress states of the + /// + private enum ProgressState + { + SelectObject, + Move, + Rotate, + Finish + } + + /// + /// The executed progress state (Move or Rotate) + /// + private ProgressState executedOperation; + + /// + /// The selected drawable type object for moving or rotating. + /// + private GameObject selectedObject; + + /// + /// The old selected drawable type object, if the user selected a new one + /// in the same action run. + /// + private GameObject oldSelectedObj; + + /// + /// The old position of the selected object. + /// + private Vector3 oldObjectPosition; + + /// + /// The old local euler angles of the selected object. + /// + private Vector3 oldObjectLocalEulerAngles; + + /// + /// The prefab of the move menu. + /// + private const string switchMenuPrefab = "Prefabs/UI/Drawable/MoveRotatorSwitch"; + + /// + /// The instance of the switch menu + /// + private GameObject switchMenu; + + /// + /// True if the left mouse button was released after selecting a object. + /// + private bool mouseWasReleased = true; + + /// + /// The new object position. + /// + private Vector3 newObjectPosition; + + /// + /// The new local euler angles. + /// + private Vector3 newObjectLocalEulerAngles; + + /// + /// Deactivates the blink effect if it is still active + /// and destroys the rigidbody and collision controller if there are still active. + /// If the action was not completed in full (finish), the changes are reset. + /// Destroys the rotation and move menu if it is still active. + /// + public override void Stop() + { + base.Stop(); + BlinkEffect.Deactivate(selectedObject); + CollisionDetectionManager.Disable(selectedObject); + if (progressState != ProgressState.Finish && selectedObject != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObject); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + if (progressState == ProgressState.Move) + { + GameMoveRotator.SetPosition(selectedObject, oldObjectPosition, + MoveMenu.includeChildren); + new MoveNetAction(surface.name, surfaceParentName, selectedObject.name, + oldObjectPosition, MoveMenu.includeChildren).Execute(); + } + + if (progressState == ProgressState.Rotate) + { + GameMoveRotator.SetRotate(selectedObject, oldObjectLocalEulerAngles.z, + RotationMenu.includeChildren); + new RotatorNetAction(surface.name, surfaceParentName, selectedObject.name, + oldObjectLocalEulerAngles.z, RotationMenu.includeChildren).Execute(); + } + } + RotationMenu.Instance.Destroy(); + MoveMenu.Instance.Destroy(); + if (switchMenu != null) + { + Destroyer.Destroy(switchMenu); + } + } + + /// + /// This method manages the player's interaction with the mode . + /// It moves or rotates a chosen drawable type object. + /// + /// Whether this action is finished + public override bool Update() + { + Cancel(); + + if (!Raycasting.IsMouseOverGUI()) + { + switch (progressState) + { + /// With this block, the user can select a Drawable Type object. + case ProgressState.SelectObject: + Selection(); + break; + + /// With this block, the user can move the object. + case ProgressState.Move: + Move(); + break; + + /// With this block the user can rotate the selected object. + case ProgressState.Rotate: + Rotate(); + break; + + /// With this block, it is checked whether changes have been made. + /// If so, the action is completed; otherwise, it is reset. + case ProgressState.Finish: + return Finish(); + } + } + + return false; + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if (selectedObject != null && SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + BlinkEffect.Deactivate(selectedObject); + CollisionDetectionManager.Disable(selectedObject); + if (progressState != ProgressState.Finish && selectedObject != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObject); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + if (progressState == ProgressState.Move) + { + GameMoveRotator.SetPosition(selectedObject, oldObjectPosition, + MoveMenu.includeChildren); + new MoveNetAction(surface.name, surfaceParentName, selectedObject.name, + oldObjectPosition, MoveMenu.includeChildren).Execute(); + } + + if (progressState == ProgressState.Rotate) + { + GameMoveRotator.SetRotate(selectedObject, oldObjectLocalEulerAngles.z, + RotationMenu.includeChildren); + new RotatorNetAction(surface.name, surfaceParentName, selectedObject.name, + oldObjectLocalEulerAngles.z, RotationMenu.includeChildren).Execute(); + } + } + RotationMenu.Instance.Destroy(); + MoveMenu.Instance.Destroy(); + if (switchMenu != null) + { + Destroyer.Destroy(switchMenu); + } + + progressState = ProgressState.SelectObject; + selectedObject = null; + } + } + + /// + /// Creates the switch menu for selection of move or rotate. + /// + private void InitSwitchMenu() + { + switchMenu = PrefabInstantiator.InstantiatePrefab(switchMenuPrefab, + UICanvas.Canvas.transform, false); + /// Adds the functionality to the move button + GameFinder.FindChild(switchMenu, "Move").GetComponent().clickEvent + .AddListener(() => + { + progressState = ProgressState.Move; + executedOperation = ProgressState.Move; + Destroyer.Destroy(switchMenu); + }); + /// Adds the funcitonality to the rotate button. + GameFinder.FindChild(switchMenu, "Rotate").GetComponent().clickEvent. + AddListener(() => + { + progressState = ProgressState.Rotate; + executedOperation = ProgressState.Rotate; + oldObjectPosition = selectedObject.transform.localPosition; + Destroyer.Destroy(switchMenu); + }); + } + + /// + /// Enables the user to select a object. + /// After the selection, a menu is opened, providing the user with options to move and rotate. + /// The respective choices are initiated by using the corresponding buttons. + /// Furthermore, the user is allowed to switch the object before + /// making the move or rotate selection. + /// + private void Selection() + { + if (Selector.SelectObject(ref selectedObject, ref oldSelectedObj, ref mouseWasReleased, UICanvas.Canvas, + true, false, true)) + { + oldObjectPosition = selectedObject.transform.localPosition; + oldObjectLocalEulerAngles = selectedObject.transform.localEulerAngles; + InitSwitchMenu(); + } + + /// To ensure a object change. + if (Queries.MouseUp(MouseButton.Left) && !mouseWasReleased) + { + mouseWasReleased = true; + } + + /// This block ensures that a change of the object is possible + /// before the operation selection. + EnableObjectChange(); + } + + /// + /// Ensures that a change of the object is possible. + /// Deselects the current object. + /// The menu is closed. + /// The blink effect, rigidbody, and collision controller are removed. + /// Ensures that the visibility of the Renderer/Canvas is activated. + /// + private void EnableObjectChange() + { + if (Queries.LeftMouseInteraction() + && selectedObject != null && mouseWasReleased) + { + Destroyer.Destroy(switchMenu); + BlinkEffect.Deactivate(selectedObject); + CollisionDetectionManager.Disable(selectedObject); + + /// The following part is needed to ensure that the renderer(s)/canvas is/are enabled. + if (selectedObject.GetComponent() != null) + { + selectedObject.GetComponent().enabled = true; + } + else if (selectedObject.GetComponentsInChildren().Length > 0) + { + foreach (Renderer renderer in selectedObject.GetComponentsInChildren()) + { + renderer.enabled = true; + } + } + if (selectedObject.GetComponent() != null) + { + selectedObject.GetComponent().enabled = true; + } + oldSelectedObj = selectedObject; + selectedObject = null; + mouseWasReleased = false; + } + } + + /// + /// Provides the functionality for moving the object. + /// The object either follows the mouse movement or the arrow keys can be used. + /// The mouse movement is stopped and blocked if a collision with any of the borders of the Drawable is detected. + /// (When moving mind map nodes with the setting that includes children, + /// the collision controllers of the children are also taken into account.) + /// Using the arrow keys locks moving with the mouse, which can be unlocked by a middle mouse click. + /// A middle mouse click toggles the move by mouse state. + /// There is a faster option for moving by key. It can be toggled by clicking the left Ctrl key down. + /// To end the move, the left mouse button must be pressed and released. + /// + /// Alternatively, through the menu, the object can be moved, and settings for speed, 'move by mouse' + /// and include children can be chosen as well. + /// + private void Move() + { + if (selectedObject.GetComponent() != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObject); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + + MoveMenu.Enable(selectedObject); + SwitchManager speedUp = MoveMenu.GetSpeedUpManager(); + SwitchManager moveByMouse = MoveMenu.GetMoveByMouseManager(); + /// For switching the speed. + if (Input.GetKeyDown(KeyCode.LeftControl)) + { + speedUp.isOn = !speedUp.isOn; + speedUp.UpdateUI(); + } + + /// Invocation for the option to move the object by key. + MoveByKey(moveByMouse, speedUp, surface, surfaceParentName); + + /// For switching the move by mouse option. + if (Queries.MouseDown(MouseButton.Middle)) + { + moveByMouse.isOn = !moveByMouse.isOn; + moveByMouse.UpdateUI(); + } + + /// Checks if any of the child nodes are involved in a collision. + bool childInCollision = CheckChildrenCollision(); + + /// Is executed when move by mouse is active and if the object and none of the children are in collision. + MoveByMouse(moveByMouse, childInCollision, surface, surfaceParentName); + + /// Initializes the end of the movement. + if (Queries.LeftMouseInteraction()) + { + BlinkEffect.Deactivate(selectedObject); + } + } + /// Part 2 of initializing the end: The new position is saved, and the progress state is switched to finish. + if (Queries.MouseUp(MouseButton.Left)) + { + newObjectPosition = selectedObject.transform.localPosition; + progressState = ProgressState.Finish; + } + } + + /// + /// To detect a move by key. + /// It locks the moving by mouse and + /// moves the object in the respective direction based on the chosen speed + /// + /// The switch manager for the move by mouse option from the menu + /// The switch manager for the speed up option from the menu + /// The drawable surface on which the object is displayed. + /// The parent name of the drawable surface + private void MoveByKey(SwitchManager moveByMouse, SwitchManager speedUp, + GameObject surface, string surfaceParentName) + { + if (SEEInput.MoveObjectLeft() || SEEInput.MoveObjectRight() + || SEEInput.MoveObjectUp() || SEEInput.MoveObjectDown()) + { + ValueHolder.MoveDirection direction = GetDirection(); + moveByMouse.isOn = false; + moveByMouse.UpdateUI(); + newObjectPosition = GameMoveRotator.MoveObjectByKeyboard(selectedObject, direction, + speedUp.isOn, MoveMenu.includeChildren); + new MoveNetAction(surface.name, surfaceParentName, selectedObject.name, + newObjectPosition, MoveMenu.includeChildren).Execute(); + } + } + + /// + /// Checks if any of the child nodes are involved in a collision. + /// + /// true if a child node is involved in a collision; otherwise false + private bool CheckChildrenCollision() + { + bool childInCollision = false; + if (selectedObject.CompareTag(Tags.MindMapNode)) + { + CollisionController[] ccs = GameFinder.GetAttachedObjectsObject(selectedObject) + .GetComponentsInChildren(); + foreach (CollisionController cc in ccs) + { + childInCollision = childInCollision || cc.IsInCollision(); + } + } + return childInCollision; + } + + /// + /// Moves the selected object based on the mouse position. + /// This means it follows the mouse position. + /// Will be executed when move by mouse is active + /// and if the object and none of the children are in collision. + /// The children are only necessary for a mind map node with the + /// include children option. + /// + /// The switch manager for the move-by-mouse option from the menu + /// Identifies whether any of the children are in collision + /// The drawable surface on which the object is displayed. + /// The parent name of the drawable surface + private void MoveByMouse(SwitchManager moveByMouse, bool childInCollision, + GameObject surface, string surfaceParentName) + { + if (moveByMouse.isOn && Raycasting.RaycastAnything(out RaycastHit hit) + && !selectedObject.GetComponent().IsInCollision() + && !childInCollision) + { + if ((hit.collider.gameObject.CompareTag(Tags.Drawable) + && hit.collider.gameObject.Equals(surface)) + || (GameFinder.HasDrawableSurface(hit.collider.gameObject) + && GameFinder.GetDrawableSurface(hit.collider.gameObject).Equals(surface))) + { + newObjectPosition = GameMoveRotator.MoveObjectByMouse(selectedObject, + hit.point, MoveMenu.includeChildren); + new MoveNetAction(surface.name, surfaceParentName, selectedObject.name, + newObjectPosition, MoveMenu.includeChildren).Execute(); + } + } + } + + /// + /// With this block the user can rotate the selected object. + /// A rotation menu is opened. + /// Use the rotation menu or use the mouse wheel to rotate. + /// There is a faster option by holding down the left Ctrl key in addition to using the mouse wheel. + /// To end the rotation, the left mouse button must be pressed and released. + /// + private void Rotate() + { + if (selectedObject.GetComponent() != null) + { + /// Enables the rotation menu and provides the rotation via menu. + RotationMenu.Enable(selectedObject); + + /// Checks for mouse wheel movement and sets the required data for rotation via wheel. + RotateByWheel(); + + /// Initializes the end of the rotation. + if (Queries.LeftMouseInteraction()) + { + selectedObject.GetComponent().Deactivate(); + + } + } + /// Part 2 of initializing the end: The progress state is switched to finish. + if (Queries.MouseUp(MouseButton.Left)) + { + progressState = ProgressState.Finish; + } + } + + /// + /// Checks whether a mouse wheel movement is registered. + /// If yes, it performs the desired rotation. + /// The rotation can be accelerated using Left Control. + /// + private void RotateByWheel() + { + bool rotate = false; + Vector3 direction = Vector3.zero; + float degree = 0; + + /// Rotates forward with normal speed. + if (Queries.ScrollUp() && !Input.GetKey(KeyCode.LeftControl)) + { + direction = Vector3.forward; + degree = ValueHolder.Rotate; + rotate = true; + } + /// Rotates forward with fast speed. + if (Queries.ScrollUp() && Input.GetKey(KeyCode.LeftControl)) + { + direction = Vector3.forward; + degree = ValueHolder.RotateFast; + rotate = true; + } + /// Rotates back with normal speed. + if (Queries.ScrollDown() && !Input.GetKey(KeyCode.LeftControl)) + { + direction = Vector3.back; + degree = ValueHolder.Rotate; + rotate = true; + + } + /// Rotates back with fast speed. + if (Queries.ScrollDown() && Input.GetKey(KeyCode.LeftControl)) + { + direction = Vector3.back; + degree = ValueHolder.RotateFast; + rotate = true; + } + + /// If a mouse wheel movement has been registered, perform the rotation. + if (rotate) + { + PerformRotate(direction, degree); + } + } + + /// + /// Performs the desired rotation. + /// + /// The direction of the rotation. + /// The degree by which the object is to be rotated. + private void PerformRotate(Vector3 direction, float degree) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObject); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + + newObjectLocalEulerAngles = GameMoveRotator.RotateObject(selectedObject, direction, + degree, RotationMenu.includeChildren); + if (Tags.DrawableTypes.Contains(selectedObject.tag)) + { + newObjectPosition = selectedObject.transform.localPosition; + } + new RotatorNetAction(surface.name, surfaceParentName, selectedObject.name, direction, + degree, RotationMenu.includeChildren).Execute(); + } + + /// + /// Completes the action, if there are any changes in the position or in the euler angles. + /// Otherwise it will reset the action. + /// The action is only completed properly if the object is no longer involved in any collision. + /// The same applies to children when using mind map nodes with the option to include children. + /// + /// state of success + private bool Finish() + { + if (oldObjectPosition != newObjectPosition + || oldObjectLocalEulerAngles != newObjectLocalEulerAngles) + { + /// Checks if a child is in collision. + bool childInCollision = false; + if (selectedObject.CompareTag(Tags.MindMapNode)) + { + CollisionController[] ccs = GameFinder.GetAttachedObjectsObject(selectedObject) + .GetComponentsInChildren(); + foreach (CollisionController cc in ccs) + { + childInCollision = childInCollision || cc.IsInCollision(); + } + } + + /// If there is no collision, the action is completed. + /// To do this, necessary data is queried, and then a Memento is created. + /// Subsequently, the rigidbodies and collision controllers are destroyed, + /// the menus are closed, and the progress state of the action is set to + /// be completed. + if (selectedObject.GetComponent() != null + && !selectedObject.GetComponent().IsInCollision() && !childInCollision) + { + float degree = selectedObject.transform.localEulerAngles.z; + bool includeChildren = RotationMenu.includeChildren + && executedOperation == ProgressState.Rotate || + MoveMenu.includeChildren && executedOperation == ProgressState.Move; + memento = new Memento(selectedObject, GameFinder.GetDrawableSurface(selectedObject), selectedObject.name, + oldObjectPosition, newObjectPosition, oldObjectLocalEulerAngles, degree, executedOperation, + includeChildren); + Destroyer.Destroy(selectedObject.GetComponent()); + Destroyer.Destroy(selectedObject.GetComponent()); + GameMoveRotator.DestroyRigidBodysAndCollisionControllersOfChildren(selectedObject); + new RbAndCCDestroyerNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.SelectedObject.name).Execute(); + RotationMenu.Instance.Destroy(); + MoveMenu.Instance.Destroy(); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } else + { + if (executedOperation == ProgressState.Rotate) + { + /// This code is needed because occasionally a trigger exit is not registered during rotation. + /// This block attempts to set the isInCollision value of the Collision Controller to false. + /// However, if the object is still in a collision, it will be set back to true by its OnStayCollision method. + selectedObject.GetComponent().SetCollisionToFalse(); + } + } + } + else + { + /// Block for reset. + CollisionDetectionManager.Disable(selectedObject); + GameMoveRotator.DestroyRigidBodysAndCollisionControllersOfChildren(selectedObject); + GameObject surface = GameFinder.GetDrawableSurface(selectedObject); + new RbAndCCDestroyerNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + selectedObject.name).Execute(); + selectedObject = null; + RotationMenu.Instance.Destroy(); + MoveMenu.Instance.Destroy(); + progressState = ProgressState.SelectObject; + } + return false; + } + + /// + /// Returns the pressed KeyCode of the arrow keys. + /// + /// The pressed arrow key. + private ValueHolder.MoveDirection GetDirection() + { + if (SEEInput.MoveObjectLeft()) + { + return ValueHolder.MoveDirection.Left; + } + else if (SEEInput.MoveObjectRight()) + { + return ValueHolder.MoveDirection.Right; + } + else if (SEEInput.MoveObjectUp()) + { + return ValueHolder.MoveDirection.Up; + } + else + { + return ValueHolder.MoveDirection.Down; + } + } + + /// + /// Reverts this action, i.e., moves / rotates back to the old position / euler angles. + /// + public override void Undo() + { + base.Undo(); + if (memento.SelectedObject == null && memento.Id != null) + { + memento.SelectedObject = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), + memento.Id); + } + + if (memento.SelectedObject != null) + { + if (memento.MoveOrRotate == ProgressState.Move) + { + GameMoveRotator.SetPosition(memento.SelectedObject, memento.OldObjectPosition, + memento.IncludeChildren); + new MoveNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Id, + memento.OldObjectPosition, memento.IncludeChildren).Execute(); + } + else if (memento.MoveOrRotate == ProgressState.Rotate) + { + GameMoveRotator.SetRotate(memento.SelectedObject, memento.OldObjectLocalEulerAngles.z, + memento.IncludeChildren); + new RotatorNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Id, + memento.OldObjectLocalEulerAngles.z, memento.IncludeChildren).Execute(); + } + + GameMoveRotator.DestroyRigidBodysAndCollisionControllersOfChildren( + GameFinder.GetAttachedObjectsObject(memento.SelectedObject)); + new RbAndCCDestroyerNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.SelectedObject.name).Execute(); + } + } + + /// + /// Repeats this action, i.e., moves / rotates again to the new position / euler angles. + /// + public override void Redo() + { + base.Redo(); + if (memento.SelectedObject == null && memento.Id != null) + { + memento.SelectedObject = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), + memento.Id); + } + if (memento.SelectedObject != null) + { + if (memento.MoveOrRotate == ProgressState.Move) + { + GameMoveRotator.SetPosition(memento.SelectedObject, memento.NewObjectPosition, + memento.IncludeChildren); + new MoveNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Id, + memento.NewObjectPosition, memento.IncludeChildren).Execute(); + } + else if (memento.MoveOrRotate == ProgressState.Rotate) + { + GameMoveRotator.SetRotate(memento.SelectedObject, memento.Degree, memento.IncludeChildren); + new RotatorNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Id, + memento.Degree, memento.IncludeChildren).Execute(); + } + GameMoveRotator.DestroyRigidBodysAndCollisionControllersOfChildren( + GameFinder.GetAttachedObjectsObject(memento.SelectedObject)); + new RbAndCCDestroyerNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.SelectedObject.name).Execute(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new MoveRotateAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.MoveRotator; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// The id of the moved or rotated object + public override HashSet GetChangedObjects() + { + if (memento.SelectedObject == null) + { + return new(); + } + else + { + return new() + { + memento.SelectedObject.name + }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/MoveRotateAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/MoveRotateAction.cs.meta new file mode 100644 index 0000000000..8bed4321a5 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/MoveRotateAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1d7f2976f159064daa1569fca7f6d9d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/SaveAction.cs b/Assets/SEE/Controls/Actions/Drawable/SaveAction.cs new file mode 100644 index 0000000000..eb0d139d2c --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/SaveAction.cs @@ -0,0 +1,334 @@ +using HighlightPlus; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.GO; +using SEE.UI.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; +using SEE.UI.Menu.Drawable; +using SEE.Utils.Paths; +using SEE.Utils.History; +using SEE.Game.Drawable.ActionHelpers; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Saves one or more drawable configurations to a file. + /// + public class SaveAction : DrawableAction + { + /// + /// Represents if one, multiple, or all drawables have been saved in the file. + /// + public enum SaveState + { + One, + Multiple, + All + } + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This class can store all the information needed to revert or repeat a . + /// + private class Memento + { + /// + /// The path of the file in which the drawable's config has been written. + /// + internal DataPath FilePath; + + /// + /// The drawable surfaces that should be saved. + /// + internal readonly DrawableConfig[] Surfaces; + + /// + /// The state if one or more drawables has been saved in this file. + /// + internal readonly SaveState SavedState; + + /// + /// The constructor. + /// + /// The drawable surfaces to save into this file + /// Represents if one or more drawables saved in this file. + internal Memento(DrawableConfig[] surfaces, SaveState savedState) + { + Surfaces = surfaces; + SavedState = savedState; + } + } + + /// + /// Ensures that per click is only saved once. + /// + private bool clicked = false; + + /// + /// List of all selected drawable for saving. + /// + private readonly List selectedSurfaces = new(); + + /// + /// The instance for the drawable file browser. + /// + private DrawableFileBrowser browser; + + /// + /// Stops the . + /// Destroys the save menu and if there are still highlight effect. + /// + public override void Stop() + { + base.Stop(); + foreach (GameObject surface in selectedSurfaces) + { + surface.Destroy(); + } + SaveMenu.Instance.Destroy(); + } + + /// + /// Enables the save menu and adds the required actions. + /// + public override void Awake() + { + base.Awake(); + /// The button for save the selected drawables. + UnityAction saveButtonCall = () => + { + if (browser == null || (browser != null && !browser.IsOpen())) + { + if (selectedSurfaces.Count > 0) + { + browser = UICanvas.Canvas.AddOrGetComponent(); + if (selectedSurfaces.Count == 1) + { + browser.SaveDrawableConfiguration(SaveState.One); + memento = new Memento(new DrawableConfig[] + { + DrawableConfigManager.GetDrawableConfig(selectedSurfaces[0]) + }, SaveState.One); + } + else + { + browser.SaveDrawableConfiguration(SaveState.Multiple); + DrawableConfig[] configs = new DrawableConfig[selectedSurfaces.Count]; + for (int i = 0; i < configs.Length; i++) + { + configs[i] = DrawableConfigManager.GetDrawableConfig(selectedSurfaces[i]); + } + memento = new Memento(configs, SaveState.Multiple); + } + } else + { + ShowNotification.Warn("No drawable selected.", "Select one or more drawables to save."); + } + } + }; + + /// The button for save all drawables in the world. + UnityAction saveAllButtonCall = () => + { + if (browser == null || (browser != null && !browser.IsOpen())) + { + browser = UICanvas.Canvas.AddOrGetComponent(); + browser.SaveDrawableConfiguration(SaveState.All); + List drawables = ValueHolder.DrawableSurfaces;//new(GameObject.FindGameObjectsWithTag(Tags.Drawable)); + DrawableConfig[] configs = new DrawableConfig[drawables.Count]; + for (int i = 0; i < configs.Length; i++) + { + configs[i] = DrawableConfigManager.GetDrawableConfig(drawables[i]); + } + memento = new Memento(configs, SaveState.All); + } + }; + + SaveMenu.Enable(saveButtonCall, saveAllButtonCall); + } + + /// + /// This method manages the player's interaction with the mode . + /// It saves one, more or all drawables of the scene. + /// + /// Whether this action is finished + public override bool Update() + { + Cancel(); + bool result = false; + + if (!Raycasting.IsMouseOverGUI()) + { + /// Provides the selecting and deselecting of drawables for saving. + DrawableSelection(); + + /// Needed for selecting multiple drawables to save. + if (Queries.MouseUp(MouseButton.Left)) + { + clicked = false; + } + + /// If a file to save was successfully chosen, this block will be executed. + /// It saves the selected drawable/drawables in the chosen file. + if (browser != null && browser.TryGetFilePath(out string filePath) && memento != null) + { + Save(filePath, ref result); + browser = null; + } + } + return result; + } + + /// + /// Deactivates the highlighting of the selected drawables and clears the selected + /// drawable list. + /// + private void Cancel() + { + if (selectedSurfaces.Count > 0 && Input.GetKeyDown(KeyCode.Escape) + && (browser == null || (browser != null && !browser.IsOpen()))) + { + ShowNotification.Info("Unselect drawables", "The marked drawables was unselected."); + foreach (GameObject surface in selectedSurfaces) + { + surface.Destroy(); + } + selectedSurfaces.Clear(); + } + } + + /// + /// This block marks the selected drawable and adds it to a list. + /// If it has already been selected, it is removed from the list, and the marking is cleared. + /// For execution, no open file browser should exist. + /// + private void DrawableSelection() + { + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit) + && !clicked + && (browser == null || (browser != null && !browser.IsOpen()))) + { + clicked = true; + GameObject surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + + if (surface.GetComponent() == null) + { + selectedSurfaces.Add(surface); + GameHighlighter.EnableGlowOverlay(surface); + } + else + { + Destroyer.Destroy(surface.GetComponent()); + selectedSurfaces.Remove(surface); + } + } + } + + /// + /// Saves the drawable configurations to a file. + /// + /// The chosen file path, where the saved file should be placed. + /// The action state result. + private void Save(string filePath, ref bool result) + { + memento.FilePath = new DataPath(filePath); + GameObject[] surfaces = new GameObject[memento.Surfaces.Length]; + for (int i = 0; i < surfaces.Length; i++) + { + surfaces[i] = memento.Surfaces[i].GetDrawableSurface(); + } + DrawableConfigManager.SaveDrawables(surfaces, memento.FilePath); + result = true; + CurrentState = IReversibleAction.Progress.Completed; + + if (memento.SavedState == SaveState.One) + { + ShowNotification.Info("Saved!", + $"The selected drawable has been successfully saved to the file {filePath}."); + } + else if (memento.SavedState == SaveState.Multiple) + { + ShowNotification.Info("Saved!", + "The chosen " + surfaces.Length + $" drawables have been successfully saved to the file {filePath}"); + } else + { + ShowNotification.Info("Saved!", + $"All drawables have been successfully saved to the file {filePath}"); + } + } + + /// + /// Reverts this action, i.e., deletes the file in which the drawables configuration + /// was saved. + /// + public override void Undo() + { + base.Undo(); + DrawableConfigManager.DeleteDrawables(memento.FilePath); + } + + /// + /// Repeats this action, i.e., saves this drawables again with the same filename that + /// was given by the player + /// initially. + /// + public override void Redo() + { + base.Redo(); + GameObject[] surfaces = new GameObject[memento.Surfaces.Length]; + for (int i = 0; i < surfaces.Length; i++) + { + surfaces[i] = memento.Surfaces[i].GetDrawableSurface(); + } + DrawableConfigManager.SaveDrawables(surfaces, memento.FilePath); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new SaveAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.Save; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// the filepath of the save file + public override HashSet GetChangedObjects() + { + return new(); + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/SaveAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/SaveAction.cs.meta new file mode 100644 index 0000000000..c63042bddf --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/SaveAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 000aa1e8076accc42b1d1ae3ddc50d4a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/ScaleAction.cs b/Assets/SEE/Controls/Actions/Drawable/ScaleAction.cs new file mode 100644 index 0000000000..065467d98a --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ScaleAction.cs @@ -0,0 +1,454 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using SEE.UI; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.UI.Notification; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Scales a drawable type object. + /// + public class ScaleAction : DrawableAction + { + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// Holds the current progress state. + /// + private ProgressState progressState = ProgressState.SelectObject; + + /// + /// The progress states of the . + /// + private enum ProgressState + { + SelectObject, + Scale, + Finish + } + + /// + /// The selected game object that should be scaled. + /// + private GameObject selectedObj = null; + + /// + /// The old scale value. + /// + private Vector3 oldScale; + + /// + /// The new scale value. + /// + private Vector3 newScale; + + /// + /// The drawable surface on which the selected object is displayed. + /// + private GameObject surface; + + /// + /// The selected object of the last run. + /// + private static GameObject oldSelectedObj; + + /// + /// True if the left mouse button was released after finish. + /// It is necessary to prevent the previously selected object from being accidentally selected again. + /// After the action has successfully completed, it starts again, allowing for the selection of a new object. + /// This option enables the immediate selection of another object while holding down the mouse button. + /// + private static bool mouseWasReleased = true; + + /// + /// This struct can store all the information needed to revert or repeat a . + /// + private struct Memento + { + /// + /// The selected drawable object to scale. + /// + public GameObject SelectedObject; + /// + /// The drawable surface on which the selected object is displayed. + /// + public readonly DrawableConfig Surface; + /// + /// The id of the selected object. + /// + public readonly string Id; + /// + /// The old scale of the selected object. + /// + public readonly Vector3 OldScale; + /// + /// The new scale of the selected object. + /// + public readonly Vector3 NewScale; + + /// + /// The constructor. + /// + /// The selected drawable object + /// The drawable surface on which the selected object is displayed + /// The id of the selected object + /// The old scale of the selected object + /// The new scale of the selected object + public Memento(GameObject selectedObject, GameObject surface, string id, + Vector3 oldScale, Vector3 newScale) + { + SelectedObject = selectedObject; + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Id = id; + OldScale = oldScale; + NewScale = newScale; + } + } + + /// + /// Resets the old selected object, if the action state will leave. + /// + public static void Reset() + { + oldSelectedObj = null; + mouseWasReleased = true; + } + + /// + /// Deactivates the blink effect if it is still active. + /// If the action was not completed in full, the changes are reset. + /// + public override void Stop() + { + base.Stop(); + BlinkEffect.Deactivate(selectedObj); + CollisionDetectionManager.Disable(selectedObj); + if (progressState != ProgressState.Finish && selectedObj != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObj); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + GameScaler.SetScale(selectedObj, oldScale); + new ScaleNetAction(surface.name, surfaceParentName, selectedObj.name, oldScale).Execute(); + } + ScaleMenu.Instance.Destroy(); + } + + /// + /// This method manages the player's interaction with the mode . + /// It scales the selected object. + /// + /// Whether this action is finished + public override bool Update() + { + Cancel(); + + if (!Raycasting.IsMouseOverGUI()) + { + switch (progressState) + { + /// Block for selection. + case ProgressState.SelectObject: + SelectObject(); + break; + + /// Block for scaling. + case ProgressState.Scale: + if (selectedObj.GetComponent() != null) + { + /// Gathers the necessary data for scaling and performs the scaling. + Scale(); + + /// Initializes the end of scaling. + /// When the left mouse button is pressed and released, + /// scaling is finished and it switches to the last progress state. + if (Queries.LeftMouseInteraction()) + { + BlinkEffect.Deactivate(selectedObj); + progressState = ProgressState.Finish; + } + } + return false; + + /// This block completes or resets this action. + case ProgressState.Finish: + return Finish(); + default: + return false; + } + return false; + } + return false; + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if (selectedObj != null && SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + BlinkEffect.Deactivate(selectedObj); + CollisionDetectionManager.Disable(selectedObj); + if (progressState != ProgressState.Finish && selectedObj != null) + { + GameObject surface = GameFinder.GetDrawableSurface(selectedObj); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + GameScaler.SetScale(selectedObj, oldScale); + new ScaleNetAction(surface.name, surfaceParentName, selectedObj.name, oldScale).Execute(); + } + ScaleMenu.Instance.Destroy(); + + selectedObj = null; + progressState = ProgressState.SelectObject; + } + } + + /// + /// Allows the selection of a drawable type object for scaling, taking into account the object scale in the last run. + /// It prevents the same object from being accidentally selected again when the left mouse button is not released. + /// Therefore, after the last action has been successfully completed, the left mouse button must be released to select the same object again. + /// Additionally, a ValueResetter component is added to the UI Canvas to reset the two static variables after exiting this action type. + /// The blinking effect is activated to indicate which object has been chosen for scaling. + /// + private void SelectObject() + { + /// The selection + if (Selector.SelectObject(ref selectedObj, ref oldSelectedObj, ref mouseWasReleased, UICanvas.Canvas, + true, false, true, GetActionStateType(), false)) + { + /// If an object was already selected, + /// the Rigidbody and Collision Controller are removed if they are still present. + if (selectedObj != oldSelectedObj) + { + CollisionDetectionManager.Disable(oldSelectedObj); + } + + surface = GameFinder.GetDrawableSurface(selectedObj); + oldSelectedObj = selectedObj; + oldScale = selectedObj.transform.localScale; + } + + /// Tracked a released mouse button. + if (Queries.MouseUp(MouseButton.Left)) + { + mouseWasReleased = true; + } + /// Initiates scaling by opening the menu and switching to the corresponding state. + if (Queries.MouseUp(MouseButton.Left) && selectedObj != null) + { + ScaleMenu.Enable(selectedObj); + progressState = ProgressState.Scale; + } + } + + /// + /// In this block, the necessary data for scaling is gathered, and then scaling is performed. + /// The data is collected when the mouse wheel is moved. + /// Optionally, the speed of scaling can be increased by pressing the left Ctrl key. + /// + private void Scale() + { + float scaleFactor = 0f; + bool isScaled = false; + /// Scale up with normal speed. + if (Queries.ScrollUp() && !Input.GetKey(KeyCode.LeftControl)) + { + scaleFactor = ValueHolder.ScaleUp; + isScaled = true; + } + /// Scale up with faster speed. + if (Queries.ScrollUp() && Input.GetKey(KeyCode.LeftControl)) + { + scaleFactor = ValueHolder.ScaleUpFast; + isScaled = true; + } + /// Scale down with normal speed. + if (Queries.ScrollDown() && !Input.GetKey(KeyCode.LeftControl)) + { + scaleFactor = ValueHolder.ScaleDown; + isScaled = true; + } + /// Scale down with faster speed. + if (Queries.ScrollDown() && Input.GetKey(KeyCode.LeftControl)) + { + scaleFactor = ValueHolder.ScaleDownFast; + isScaled = true; + } + + /// If data has been collected, perform the scaling. + if (isScaled) + { + Scaling(scaleFactor); + } + } + + /// + /// Performs the scaling. + /// If the object to be scaled is a Mind Map Node, the branch lines are updated. + /// + /// The scale factor by which the existing scale should be multiplied. + private void Scaling(float scaleFactor) + { + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + + newScale = GameScaler.Scale(selectedObj, scaleFactor); + ScaleMenu.AssignValue(selectedObj); + bool refresh = GameMindMap.ReDrawBranchLines(selectedObj); + new ScaleNetAction(surface.name, surfaceParentName, selectedObj.name, newScale).Execute(); + if (refresh) + { + new MindMapRefreshBranchLinesNetAction(surface.name, surfaceParentName, + MindMapNodeConf.GetNodeConf(selectedObj)).Execute(); + } + } + + /// + /// This block completes or resets this action. + /// If no changes were made, it resets. + /// If there are changes, the action will be successfully completed. + /// + /// Wheter the action is completed or not. + private bool Finish() + { + mouseWasReleased = false; + ScaleMenu.Instance.Destroy(); + newScale = selectedObj.transform.localScale; + if (oldScale != newScale) + { + if (!selectedObj.GetComponent().IsInCollision()) + { + CollisionDetectionManager.Disable(selectedObj); + memento = new Memento(selectedObj, GameFinder.GetDrawableSurface(selectedObj), + selectedObj.name, oldScale, newScale); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + } + else + { + progressState = ProgressState.SelectObject; + CollisionDetectionManager.Disable(selectedObj); + selectedObj = null; + } + return false; + } + + /// + /// Reverts this action, i.e., it scales the object back to its old scale value. + /// + public override void Undo() + { + base.Undo(); + if (memento.SelectedObject == null && memento.Id != null) + { + memento.SelectedObject = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + + if (memento.SelectedObject != null) + { + GameScaler.SetScale(memento.SelectedObject, memento.OldScale); + bool refresh = GameMindMap.ReDrawBranchLines(memento.SelectedObject); + new ScaleNetAction(memento.Surface.ID, memento.Surface.ParentID, + memento.SelectedObject.name, memento.OldScale).Execute(); + if (refresh) + { + new MindMapRefreshBranchLinesNetAction(memento.Surface.ID, memento.Surface.ParentID, + MindMapNodeConf.GetNodeConf(memento.SelectedObject)).Execute(); + } + } + if (memento.SelectedObject != null && memento.SelectedObject.TryGetComponent(out BlinkEffect currentEffect)) + { + currentEffect.Deactivate(); + } + } + + /// + /// Repeats this action, i.e., it scales the object to the new scale value. + /// + public override void Redo() + { + base.Redo(); + if (memento.SelectedObject == null && memento.Id != null) + { + memento.SelectedObject = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Id); + } + if (memento.SelectedObject != null) + { + GameScaler.SetScale(memento.SelectedObject, memento.NewScale); + bool refresh = GameMindMap.ReDrawBranchLines(memento.SelectedObject); + new ScaleNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.SelectedObject.name, memento.NewScale).Execute(); + if (refresh) + { + new MindMapRefreshBranchLinesNetAction(memento.Surface.ID, memento.Surface.ParentID, + MindMapNodeConf.GetNodeConf(memento.SelectedObject)).Execute(); + } + } + + if (memento.SelectedObject != null && memento.SelectedObject.TryGetComponent(out BlinkEffect currentEffect)) + { + currentEffect.Deactivate(); + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new ScaleAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.Scale; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// an empty set or the object name that was changed. + public override HashSet GetChangedObjects() + { + if (memento.SelectedObject == null) + { + return new(); + } + else + { + return new() + { + memento.SelectedObject.name + }; + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/ScaleAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/ScaleAction.cs.meta new file mode 100644 index 0000000000..63d4ab5a89 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ScaleAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 80fde7bb2a95b9f4e87eecd5eebb3eb7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/ShowDrawableManager.cs b/Assets/SEE/Controls/Actions/Drawable/ShowDrawableManager.cs new file mode 100644 index 0000000000..584be6ae07 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ShowDrawableManager.cs @@ -0,0 +1,90 @@ +using Cysharp.Threading.Tasks; +using SEE.GO; +using SEE.UI; +using SEE.UI.Drawable; +using SEE.UI.Window; +using SEE.UI.Window.DrawableManagerWindow; +using UnityEngine; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Allows the user to show or hide the drawable manager window. + /// + /// This component is meant to be attached to a player. + public class ShowDrawableManager : MonoBehaviour + { + /// + /// The local player's window space. + /// + private WindowSpace space; + + /// + /// Status indicating the state of the window (open/closed). + /// + private bool isOpen = false; + + /// + /// The drawable manager window. + /// + private DrawableManagerWindow window; + + /// + /// Displays the drawable manager window. + /// + internal void ShowDrawableManagerWindow() + { + isOpen = true; + window = UICanvas.Canvas.AddOrGetComponent(); + SetupManager().Forget(); + return; + + async UniTaskVoid SetupManager() + { + await UniTask.WaitUntil(() => WindowSpaceManager.ManagerInstance[WindowSpaceManager.LocalPlayer] != null); + space = WindowSpaceManager.ManagerInstance[WindowSpaceManager.LocalPlayer]; + space.AddWindow(window); + space.ActiveWindow = window; + } + } + + /// + /// Close the drawable manager window. + /// + internal void HideDrawableManagerWindow() + { + isOpen = false; + bool wasClosed = space.CloseWindow(window); + if (!wasClosed) + { + ShowDrawableManagerWindow(); + } + } + + /// + /// Based on the input, it shows or hides the drawable manager window. + /// + private void Update() + { + if (SEEInput.ToggleDrawableManagerView()) + { + Toggle(); + } + } + + /// + /// Toggles the current state of the drawable manager window. + /// + public void Toggle() + { + if (!isOpen) + { + ShowDrawableManagerWindow(); + } + else + { + HideDrawableManagerWindow(); + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/ShowDrawableManager.cs.meta b/Assets/SEE/Controls/Actions/Drawable/ShowDrawableManager.cs.meta new file mode 100644 index 0000000000..b7f935fabf --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/ShowDrawableManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fde410a73d4e2bc49bd1b9c731bd5c2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/StickyNoteAction.cs b/Assets/SEE/Controls/Actions/Drawable/StickyNoteAction.cs new file mode 100644 index 0000000000..7596d9ac55 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/StickyNoteAction.cs @@ -0,0 +1,1044 @@ +using HighlightPlus; +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.UI.Notification; +using SEE.Utils; +using SEE.Utils.History; +using System.Collections.Generic; +using UnityEngine; +using MouseButton = SEE.Game.Drawable.ActionHelpers.MouseButton; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// This class provides all operations for sticky notes. + /// + public class StickyNoteAction : DrawableAction + { + /// + /// The selected operation for sticky notes. + /// + private Operation selectedAction = Operation.None; + + /// + /// The different operations for sticky notes. + /// + public enum Operation + { + None, + Spawn, + Move, + Edit, + Delete + } + + /// + /// True if the operation is finished. + /// + private bool finish = false; + + /// + /// True if the operation is in progress. + /// + private bool inProgress = false; + + /// + /// Sticky note object. + /// + private GameObject stickyNote; + + /// + /// Sticky note holder, can also be the sticky note itself. + /// + private GameObject stickyNoteHolder; + + /// + /// True if the mouse was released. It will be needed for the moving operation. + /// + private bool mouseWasReleased = false; + + /// + /// True if the move menu is open. + /// + private bool moveMenuOpened = false; + + /// + /// An euler angles backup of the selected object. + /// Needed for move operation. + /// + private Vector3 eulerAnglesBackup; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This struct can store all the information needed to revert or repeat a . + /// + private struct Memento + { + /// + /// The original configuration of the sticky note. + /// + public DrawableConfig OriginalConfig; + + /// + /// The changed configuration of the sticky note. + /// + public DrawableConfig ChangedConfig; + + /// + /// The operation that was executed. + /// + public readonly Operation Action; + /// + /// The constructor. + /// + /// the original configuration of the sticky note + /// the executed operation. + public Memento(DrawableConfig originalConfig, Operation action) + { + OriginalConfig = originalConfig; + Action = action; + ChangedConfig = null; + } + } + + /// + /// Enables the sticky note menu with which an operation can be selected. + /// + public override void Awake() + { + base.Awake(); + StickyNoteMenu.Instance.Enable(); + } + + /// + /// Destroys the menu and resets the action if it's not yet finished. + /// + public override void Stop() + { + base.Stop(); + StickyNoteMenu.Instance.Destroy(); + StickyNoteRotationMenu.Destroy(); + StickyNoteEditMenu.Instance.Destroy(); + StickyNoteMoveMenu.Instance.Destroy(); + ScaleMenu.Instance.Destroy(); + stickyNote?.Destroy(); + + if (selectedAction == Operation.Move && stickyNote != null) + { + foreach (Collider collider in + GameFinder.GetHighestParent(stickyNote).GetComponentsInChildren()) + { + collider.enabled = true; + } + } + if (!finish) + { + switch(memento.Action) + { + case Operation.Spawn: + if (stickyNote != null) + { + Destroyer.Destroy(stickyNote); + } + break; + case Operation.Move: + GameObject stickyHolder = GameFinder.GetHighestParent( + GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, memento.OriginalConfig.ParentID)); + GameStickyNoteManager.Move(stickyHolder, memento.OriginalConfig.Position, + memento.OriginalConfig.Rotation); + GameObject surface = GameFinder.GetDrawableSurface(stickyHolder); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + new StickyNoteMoveNetAction(surface.name, surfaceParentName, memento.OriginalConfig.Position, + memento.OriginalConfig.Rotation).Execute(); + break; + case Operation.Edit: + GameObject sticky = GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, + memento.OriginalConfig.ParentID) + .transform.parent.gameObject; + GameStickyNoteManager.Change(sticky, memento.OriginalConfig); + new StickyNoteChangeNetAction(memento.OriginalConfig).Execute(); + break; + } + } + } + + /// + /// This method manages the player's interaction with the mode . + /// After the user selects an operation, the corresponding method will be called. + /// + /// Whether this action is finished + public override bool Update() + { + Cancel(); + if (!Raycasting.IsMouseOverGUI()) + { + if (StickyNoteMenu.TryGetOperation(out Operation op)) + { + selectedAction = op; + } + switch (selectedAction) + { + case Operation.None: + if (Input.GetMouseButtonDown(0)) + { + ShowNotification.Info("Select an operation", + "First you need to select an operation from the menu."); + } + break; + case Operation.Spawn: + return Spawn(); + case Operation.Move: + return Move(); + case Operation.Edit: + return Edit(); + case Operation.Delete: + return Delete(); + } + } + return false; + } + + /// + /// Provides the option to cancel the action. + /// + private void Cancel() + { + if ((stickyNote != null || stickyNoteHolder != null) + && SEEInput.Cancel()) + { + ShowNotification.Info("Canceled", "The action was canceled by the user."); + StickyNoteRotationMenu.Destroy(); + StickyNoteEditMenu.Instance.Destroy(); + StickyNoteMoveMenu.Instance.Destroy(); + ScaleMenu.Instance.Destroy(); + stickyNote?.Destroy(); + + if (selectedAction == Operation.Move + && stickyNote != null) + { + foreach (Collider collider in + GameFinder.GetHighestParent(stickyNote).GetComponentsInChildren()) + { + collider.enabled = true; + } + } + if (!finish) + { + switch (selectedAction) + { + case Operation.Spawn: + if (stickyNote != null) + { + Destroyer.Destroy(stickyNote); + } + break; + case Operation.Move: + GameObject stickyHolder = GameFinder.GetHighestParent( + GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, memento.OriginalConfig.ParentID)); + GameStickyNoteManager.Move(stickyHolder, memento.OriginalConfig.Position, + memento.OriginalConfig.Rotation); + GameObject surface = GameFinder.GetDrawableSurface(stickyHolder); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + new StickyNoteMoveNetAction(surface.name, surfaceParentName, memento.OriginalConfig.Position, + memento.OriginalConfig.Rotation).Execute(); + break; + case Operation.Edit: + GameObject sticky = GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, + memento.OriginalConfig.ParentID) + .transform.parent.gameObject; + GameStickyNoteManager.Change(sticky, memento.OriginalConfig); + new StickyNoteChangeNetAction(memento.OriginalConfig).Execute(); + break; + } + } + StickyNoteMenu.Instance.Enable(); + stickyNote = null; + stickyNoteHolder = null; + inProgress = false; + mouseWasReleased = false; + moveMenuOpened = false; + selectedAction = Operation.None; + } + } + + /// + /// Through Spawn(), it is possible to create a new sticky note. + /// It will be positioned at the detected mouse click location. + /// For this, a collider is necessary at the target point. + /// + /// Whether this action is finished + private bool Spawn() + { + /// Invocation to place the sticky note at the desired location. + SpawnOnPosition(); + + /// Waits for the correct position and rotation of the sticky note placed from an unsuitable object. + SetPositionAndRotation(true); + + /// When the spawning is finished, create the sticky note on all clients and complete the current state. + if (finish) + { + DrawableConfig config = DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(stickyNote)); + new StickyNoteSpawnNetAction(config).Execute(); + memento = new(config, selectedAction); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + return false; + } + + /// + /// Selects the position for the sticky note and spawns it there. + /// If the detected object is a drawable or has one or is part of a sticky note, + /// or is listed in the suitable objects list by name or tag, + /// it is not necessary to choose a rotation, as it can be inherited from the detected object. + /// Otherwise, a desired rotation must be selected for the sticky note. + /// + private void SpawnOnPosition() + { + if (Queries.LeftMouseDown() && !inProgress + && Raycasting.RaycastAnything(out RaycastHit raycastHit)) + { + inProgress = true; + stickyNote = GameStickyNoteManager.Spawn(raycastHit); + + /// Block for the rotation of the suitable object. + if (raycastHit.collider.gameObject.CompareTag(Tags.Drawable) + || GameFinder.HasDrawableSurface(raycastHit.collider.gameObject) + || GameFinder.IsPartOfADrawable(raycastHit.collider.gameObject) + || ValueHolder.IsASuitableObjectForStickyNote(raycastHit.collider.gameObject)) + { + finish = true; + } + else + { + /// Block for selecting the rotation and the right position. + StickyNoteMenu.Instance.Destroy(); + StickyNoteRotationMenu.Enable(stickyNote, raycastHit.collider.gameObject); + StickyNoteMoveMenu.Enable(GameFinder.GetHighestParent(stickyNote), true); + } + } + } + + /// + /// It waits for either the Move Menu or the Rotation Menu to finish. + /// Additionally, as long as no finish is received from the menus, + /// moving via key and rotating via mouse wheel are provided. + /// + private void SetPositionAndRotation(bool spawnMode) + { + if (StickyNoteMoveMenu.TryGetFinish(out bool isFinished)) + { + finish = isFinished; + } + else if (stickyNote != null && StickyNoteMoveMenu.Instance.IsOpen()) + { + MoveByKey(stickyNote, spawnMode); + } + + if (StickyNoteRotationMenu.TryGetFinish(out bool isRotationFinished)) + { + finish = isRotationFinished; + } + else if (stickyNote != null && StickyNoteRotationMenu.IsYActive()) + { + RotateByWheel(stickyNote, spawnMode); + } + } + + /// + /// Enables the movement of a sticky note. + /// Initially, the movement is based on the mouse position. + /// With another left-click of the mouse, this is terminated, + /// and a Rotate and Move menu is opened to make final adjustments. + /// + /// Whether this action is finished + private bool Move() + { + /// With this block a sticky note to move will be selected. + if (!MoveSelection()) + { + return false; + } + + /// Finish the sticky note selection and starts the moving. + if (inProgress && !mouseWasReleased && Input.GetMouseButtonUp(0)) + { + mouseWasReleased = true; + } + + /// If a sticky note was selected change the position. + /// With a mouse left-click again, the mouse movement is disabled, + /// and a rotate and move menu is opened to make final adjustments. + MoveByMouse(); + + /// This block is executed after move by mouse and allows fine-tuning for the position and rotation. + SetPositionAndRotation(false); + + /// When the moving is finish completed the current state. + /// And save the position and rotation in memento, because they could be changed with the menu's. + if (finish) + { + StickyNoteMoveMenu.Instance.Destroy(); + StickyNoteRotationMenu.Destroy(); + memento.ChangedConfig.Position = stickyNoteHolder.transform.position; + memento.ChangedConfig.Rotation = stickyNoteHolder.transform.eulerAngles; + stickyNote.transform.Find("Back").GetComponent().enabled = true; + foreach (Collider collider in + GameFinder.GetHighestParent(stickyNote).GetComponentsInChildren()) + { + collider.enabled = true; + } + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + return false; + } + + /// + /// Provides the selection of an object for moving. + /// If an attempt is made to select a non-sticky note, appropriate information is provided. + /// Otherwise, it creates the Memento and disables the collider of the sticky note. + /// The reason for this is that move by mouse would not work as intended with an active collider. + /// Finally, important data for editing the move is collected. + /// + /// true, if a sticky not was selected, Otherwise false + private bool MoveSelection() + { + if (Queries.LeftMouseDown() + && Raycasting.RaycastAnything(out RaycastHit raycastHit) && !inProgress + && (raycastHit.collider.gameObject.CompareTag(Tags.Drawable) + || GameFinder.HasDrawableSurface(raycastHit.collider.gameObject) + || CheckIsPartOfStickyNote(raycastHit.collider.gameObject))) + { + GameObject surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + + /// Only accept to move a sticky note. + if (GameFinder.GetDrawableSurfaceParentName(surface).Contains(ValueHolder.StickyNotePrefix)) + { + inProgress = true; + memento = new(DrawableConfigManager.GetDrawableConfig(surface), selectedAction) + { + ChangedConfig = DrawableConfigManager.GetDrawableConfig(surface) + }; + StickyNoteMenu.Instance.Destroy(); + surface.GetComponent().enabled = false; + stickyNote = surface.transform.parent.gameObject; + stickyNote.transform.Find("Back").GetComponent().enabled = false; + stickyNoteHolder = GameFinder.GetHighestParent(surface); + foreach(Collider collider in stickyNoteHolder.GetComponentsInChildren()) + { + collider.enabled = false; + } + eulerAnglesBackup = stickyNoteHolder.transform.eulerAngles; + } + else + { + ShowNotification.Info("Wrong selection", "You did not selected a sticky note."); + return false; + } + } + return true; + } + + /// + /// Enables move by mouse. + /// The sticky note follows the mouse position. + /// This is ended by a mouse click. + /// Subsequently, the Move and Rotation Menu are opened to do the fine-tuning. + /// + private void MoveByMouse() + { + if (inProgress && mouseWasReleased && !moveMenuOpened + && Raycasting.RaycastAnything(out RaycastHit hit)) + { + Vector3 eulerAngles = eulerAnglesBackup; + /// If the new target object is a suitable object, the rotation is adopted. + if (hit.collider.gameObject.CompareTag(Tags.Drawable) || + GameFinder.HasDrawableSurface(hit.collider.gameObject) || + GameFinder.IsPartOfADrawable(hit.collider.gameObject) || + ValueHolder.IsASuitableObjectForStickyNote(hit.collider.gameObject)) + { + /// Adopts the euler angles of the hit object, + /// unless it is a object. + /// In that case, take the euler angles of the drawable. + if (DrawableType.Get(hit.collider.gameObject) == null) + { + eulerAngles = hit.collider.gameObject.transform.eulerAngles; + } + else + { + GameObject surface = GameFinder.GetDrawableSurface(hit.collider.gameObject); + eulerAngles = surface.transform.eulerAngles; + } + } + + Vector3 oldPos = stickyNoteHolder.transform.position; + /// If the new target object has a drawable or is part of a sticky note, + /// the Z-axis of the drawable is used for the hit point. + /// This is done to address overlap display errors. + if (GameFinder.HasDrawableSurface(hit.collider.gameObject) || + CheckIsPartOfStickyNote(hit.collider.gameObject)) + { + GameObject surface = GameFinder.GetDrawableSurface(hit.collider.gameObject); + hit.point = new Vector3(hit.point.x, hit.point.y, surface.transform.position.z); + } + + GameStickyNoteManager.Move(stickyNoteHolder, hit.point, eulerAngles); + Vector3 newPos = stickyNoteHolder.transform.position; + /// This block ensures the minimum distance from the object + if (oldPos != newPos) + { + newPos = GameStickyNoteManager.FinishMoving(stickyNoteHolder); + } + + new StickyNoteMoveNetAction(GameFinder.GetDrawableSurface(stickyNote).name, stickyNote.name, + newPos, eulerAngles).Execute(); + + /// Opens the move and rotation menu for fine-tuning. + if (Queries.MouseHold(MouseButton.Left)) + { + GameFinder.GetDrawableSurface(stickyNoteHolder).GetComponent().enabled = true; + StickyNoteRotationMenu.Enable(stickyNoteHolder); + StickyNoteMoveMenu.Enable(stickyNoteHolder); + moveMenuOpened = true; + } + } + } + + /// + /// Enables moving via the arrow keys, as well as in the . + /// In addition there are the keys page up for forward and page down for back moving. + /// + /// The object that should be moved. + /// If this method will be called of the spawn method.. + private void MoveByKey(GameObject stickyNote, bool spawnMode) + { + if (SEEInput.MoveObjectLeft() || SEEInput.MoveObjectRight() + || SEEInput.MoveObjectUp() || SEEInput.MoveObjectDown() + || SEEInput.MoveObjectForward() || SEEInput.MoveObjectBackward()) + { + ValueHolder.MoveDirection direction = GetDirection(); + GameObject holder = GameFinder.GetHighestParent(stickyNote); + Vector3 newPos = GameStickyNoteManager.MoveByMenu(holder, direction, StickyNoteMoveMenu.GetSpeed()); + if (!spawnMode) + { + GameObject surface = GameFinder.GetDrawableSurface(stickyNote); + new StickyNoteMoveNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + newPos, holder.transform.eulerAngles).Execute(); + } + } + } + + /// + /// Get the of the pressed key. + /// + /// The of the pressed key. + private ValueHolder.MoveDirection GetDirection() + { + if (SEEInput.MoveObjectLeft()) + { + return ValueHolder.MoveDirection.Left; + } + else if (SEEInput.MoveObjectRight()) + { + return ValueHolder.MoveDirection.Right; + } + else if (SEEInput.MoveObjectForward()) + { + return ValueHolder.MoveDirection.Forward; + } + else if (SEEInput.MoveObjectBackward()) + { + return ValueHolder.MoveDirection.Back; + } + else if (SEEInput.MoveObjectUp()) + { + return ValueHolder.MoveDirection.Up; + } + else + { + return ValueHolder.MoveDirection.Down; + } + } + + /// + /// With this operation the sticky note can be edited. + /// It provides options to change the color, order in layer, scale and rotation. + /// + /// Whether this action is finished + private bool Edit() + { + /// This block provides the selection for editing and handles the opening of the needed menus. + switch (EditSelection()) + { + case EditReturnState.False: + return false; + case EditReturnState.True: + return true; + case EditReturnState.None: + break; + } + + /// Block for editing the rotation or scale. + SetRotationAndScale(); + + /// When the editing is finished, complete the current state + /// and save the scale and rotation in memento, because they could be + /// changed with the menu. + if (finish) + { + memento.ChangedConfig.Scale = stickyNote.transform.localScale; + memento.ChangedConfig.Rotation = GameFinder.GetHighestParent(stickyNote).transform.eulerAngles; + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + return false; + } + + /// + /// The return states of the edit selection. + /// + private enum EditReturnState + { + False, + True, + None + } + + /// + /// Selects a sticky note to be edited. + /// + /// The edit return state. + /// None, if nothing should be returned. + /// True, if the update method should return true. + /// False, if the update method should return false. + private EditReturnState EditSelection() + { + if (Queries.LeftMouseDown() + && Raycasting.RaycastAnything(out RaycastHit raycastHit) + && (raycastHit.collider.gameObject.CompareTag(Tags.Drawable) + || GameFinder.HasDrawableSurface(raycastHit.collider.gameObject) + || CheckIsPartOfStickyNote(raycastHit.collider.gameObject))) + { + GameObject surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + + /// Checks if changes have been made when a sticky note was already selected. + if (CheckChanges() == EditReturnState.True) + { + return EditReturnState.True; + } + + if (SetChosenStickyNote(surface) != EditReturnState.False) + { + return EditReturnState.False; + } + } + return EditReturnState.None; + } + + /// + /// Checks if changes have been made when a sticky note was already selected. + /// + /// True, if changes were made, otherwise None. + private EditReturnState CheckChanges() + { + if (stickyNote != null) + { + StickyNoteEditMenu.Instance.Destroy(); + StickyNoteRotationMenu.Destroy(); + ScaleMenu.Instance.Destroy(); + stickyNote.Destroy(); + memento.ChangedConfig.Scale = stickyNote.transform.localScale; + memento.ChangedConfig.Rotation = GameFinder.GetHighestParent(stickyNote).transform.eulerAngles; + + /// If there are changed in the configuration finish this operation. + if (!CheckEquals(memento.OriginalConfig, memento.ChangedConfig)) + { + finish = true; + CurrentState = IReversibleAction.Progress.Completed; + return EditReturnState.True; + } + } + return EditReturnState.None; + } + + /// + /// Checks if a sticky note has already been set. + /// If not or if a different one than previously chosen is selected, the sticky note is highlighted, + /// and the edit menu is opened. + /// If an attempt is made to select a non-sticky note, an appropriate message is displayed. + /// If a sticky note was already selected and then a non-sticky note is chosen, + /// the action is canceled and reset. + /// This case can only occur if no changes have been made because if changes were present, + /// the action would have already been completed in the section. + /// If the same sticky note as the previous time is chosen, it is checked if changes are present. + /// If yes, finish is initiated; otherwise, the action is reset. + /// + /// The drawable surface of the selected sticky note. + /// The current edit return state: + /// None, if nothing should be returned. + /// True, if the update method should return true. + /// False, if the update method should retrun false. + private EditReturnState SetChosenStickyNote(GameObject surface) + { + /// This block is executed when no sticky note has been selected yet + /// or when the newly selected sticky note is different from the previous one. + if (stickyNote == null || stickyNote != surface.transform.parent.gameObject) + { + /// To edit the sticky note, it is required that a sticky note was selected. + if (GameFinder.GetDrawableSurfaceParentName(surface).Contains(ValueHolder.StickyNotePrefix)) + { + stickyNote = surface.transform.parent.gameObject; + GameHighlighter.EnableGlowOutline(stickyNote); + + memento = new(DrawableConfigManager.GetDrawableConfig(surface), selectedAction) + { + ChangedConfig = DrawableConfigManager.GetDrawableConfig(surface) + }; + StickyNoteMenu.Instance.Destroy(); + StickyNoteEditMenu.Enable(surface.transform.parent.gameObject, memento.ChangedConfig); + } + else + { + if (stickyNote == null) + { + ShowNotification.Warn("Wrong selection", "You don't selected a sticky note."); + return EditReturnState.False; + } + else + { + stickyNote = null; + selectedAction = Operation.None; + StickyNoteMenu.Instance.Enable(); + } + } + } + else /// Will be executed if the newly selected sticky note is the same as the previous one. + { + memento.ChangedConfig.Scale = stickyNote.transform.localScale; + memento.ChangedConfig.Rotation = GameFinder.GetHighestParent(stickyNote).transform.eulerAngles; + + if (!CheckEquals(memento.OriginalConfig, memento.ChangedConfig)) + { + finish = true; + return EditReturnState.False; + } + else + { + stickyNote = null; + selectedAction = Operation.None; + StickyNoteMenu.Instance.Enable(); + } + } + return EditReturnState.None; + } + + /// + /// It waits for either the rotation menu or the scale menu to provide a finish. + /// Additionally, as long as no finish is received from the menus, + /// rotating and scale via mouse wheel are provided. + /// Only one menu can be open at a time, so the mouse wheel can be used for both menus. + /// + private void SetRotationAndScale() + { + if (StickyNoteRotationMenu.TryGetFinish(out bool isFinished)) + { + finish = isFinished; + } + else if (stickyNote != null && StickyNoteRotationMenu.IsYActive()) + { + stickyNoteHolder = GameFinder.GetHighestParent(stickyNote); + RotateByWheel(stickyNoteHolder, true); + } + + if (ScaleMenu.TryGetFinish(out bool isScaleFinished)) + { + finish = isScaleFinished; + } + else if (ScaleMenu.Instance.IsOpen()) + { + ScaleByWheel(); + } + } + + /// + /// The two different action types for the wheel interaction. + /// + private enum WheelInteractionType + { + Rotate, + Scale + } + + /// + /// Calculates the value for the wheel interaction depending on the + /// direction of the mouse wheel interaction. + /// + /// The action state. Rotate or Scale. + /// The calculated value for rotating or scaling. + /// true if an interaction has taken place. + private bool WheelInteraction(WheelInteractionType state, out float value) + { + bool interaction = false; + value = 0; + + if (Queries.ScrollUp() && !Input.GetKey(KeyCode.LeftControl)) + { + value = state == WheelInteractionType.Rotate? ValueHolder.Rotate : ValueHolder.ScaleUp; + interaction = true; + } + if (Queries.ScrollUp() && Input.GetKey(KeyCode.LeftControl)) + { + value = state == WheelInteractionType.Rotate ? ValueHolder.RotateFast : ValueHolder.ScaleUpFast; + interaction = true; + } + + if (Queries.ScrollDown() && !Input.GetKey(KeyCode.LeftControl)) + { + value = state == WheelInteractionType.Rotate ? -ValueHolder.Rotate : ValueHolder.ScaleDown; + interaction = true; + + } + if (Queries.ScrollDown() && Input.GetKey(KeyCode.LeftControl)) + { + value = state == WheelInteractionType.Rotate ? -ValueHolder.RotateFast : ValueHolder.ScaleDownFast; + interaction = true; + } + return interaction; + } + + /// + /// Enables rotating via the mouse wheel, as well as in the . + /// + private void RotateByWheel(GameObject stickyNote, bool spawnMode) + { + GameObject surface = GameFinder.GetDrawableSurface(stickyNote); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + if (WheelInteraction(WheelInteractionType.Rotate, out float degree)) + { + stickyNoteHolder = GameFinder.GetHighestParent(stickyNote); + float newDegree = stickyNoteHolder.transform.localEulerAngles.y + degree; + GameStickyNoteManager.SetRotateY(stickyNoteHolder, newDegree); + StickyNoteRotationMenu.AssignValueToYSlider(newDegree); + if (!spawnMode) + { + new StickyNoteRoateYNetAction(surface.name, surfaceParentName, newDegree, + stickyNoteHolder.transform.position).Execute(); + } + } + } + + /// + /// Enables scaling via the mouse wheel, as well as in the . + /// + private void ScaleByWheel() + { + if (WheelInteraction(WheelInteractionType.Scale, out float scaleFactor)) + { + memento.ChangedConfig.Scale = GameScaler.Scale(stickyNote, scaleFactor); + ScaleMenu.AssignValue(stickyNote); + GameObject surface = GameFinder.GetDrawableSurface(stickyNote); + new ScaleNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), stickyNote.name, + memento.ChangedConfig.Scale).Execute(); + } + } + + /// + /// Deletes the chosen sticky note. + /// If the chosen object is not a sticky note, an information will be shown. + /// + /// Whether this action is finished + private bool Delete() + { + if (Input.GetMouseButtonDown(0) + && Raycasting.RaycastAnything(out RaycastHit raycastHit) && + (raycastHit.collider.gameObject.CompareTag(Tags.Drawable) || + GameFinder.HasDrawableSurface(raycastHit.collider.gameObject) || + CheckIsPartOfStickyNote(raycastHit.collider.gameObject))) + { + GameObject surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + if (GameFinder.GetDrawableSurfaceParentName(surface).Contains(ValueHolder.StickyNotePrefix)) + { + memento = new(DrawableConfigManager.GetDrawableConfig(surface), selectedAction); + new StickyNoteDeleterNetAction(DrawableConfigManager.GetDrawableConfig(surface)).Execute(); + Destroyer.Destroy(GameFinder.GetHighestParent(surface)); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + else + { + ShowNotification.Warn("Wrong selection", "You don't selected a sticky note."); + return false; + } + } + return false; + } + /// + /// Checks if the values of the two given configurations are the same. + /// + /// the original configuration + /// the changed configuration + /// + private bool CheckEquals(DrawableConfig original, DrawableConfig changed) + { + return original.Scale.Equals(changed.Scale) && original.Color.Equals(changed.Color) + && original.Rotation.Equals(changed.Rotation) && original.Order.Equals(changed.Order) + && original.Lighting.Equals(changed.Lighting); + } + + /// + /// Checks if the selected object is part of a sticky note. + /// + /// "The object to be checked. + /// true, if the object parent is the sticky note; otherwise false. + private bool CheckIsPartOfStickyNote(GameObject selectedObject) + { + if (selectedObject.transform.parent != null) + { + return selectedObject.transform.parent.name.StartsWith(ValueHolder.StickyNotePrefix); + } + return false; + } + + /// + /// Reverts this action, i.e., it spawn/delete the sticky note or change to old position / values. + /// + public override void Undo() + { + switch (memento.Action) + { + case Operation.Spawn: + GameObject toDeleteSurface = GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, + memento.OriginalConfig.ParentID); + new StickyNoteDeleterNetAction(DrawableConfigManager.GetDrawableConfig(toDeleteSurface)).Execute(); + Destroyer.Destroy(GameFinder.GetHighestParent(toDeleteSurface)); + break; + case Operation.Move: + GameObject stickyHolder = GameFinder.GetHighestParent( + GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, memento.OriginalConfig.ParentID)); + GameStickyNoteManager.Move(stickyHolder, memento.OriginalConfig.Position, + memento.OriginalConfig.Rotation); + GameObject surface = GameFinder.GetDrawableSurface(stickyHolder); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + new StickyNoteMoveNetAction(surface.name, surfaceParentName, memento.OriginalConfig.Position, + memento.OriginalConfig.Rotation).Execute(); + break; + case Operation.Edit: + GameObject sticky = GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, + memento.OriginalConfig.ParentID) + .transform.parent.gameObject; + GameStickyNoteManager.Change(sticky, memento.OriginalConfig); + new StickyNoteChangeNetAction(memento.OriginalConfig).Execute(); + break; + case Operation.Delete: + GameObject stickyNote = GameStickyNoteManager.Spawn(memento.OriginalConfig); + new StickyNoteSpawnNetAction(memento.OriginalConfig).Execute(); + GameObject sf = GameFinder.GetDrawableSurface(stickyNote); + foreach (DrawableType type in memento.OriginalConfig.GetAllDrawableTypes()) + { + DrawableType.Restore(type, sf); + } + break; + } + } + + /// + /// Repeats this action, i.e., it spawn/move/edit or deletes the sticky note. + /// + public override void Redo() + { + switch (memento.Action) + { + case Operation.Spawn: + GameStickyNoteManager.Spawn(memento.OriginalConfig); + new StickyNoteSpawnNetAction(memento.OriginalConfig).Execute(); + break; + case Operation.Move: + GameObject stickyHolder = GameFinder.GetHighestParent( + GameFinder.FindDrawableSurface(memento.ChangedConfig.ID, memento.ChangedConfig.ParentID)); + GameStickyNoteManager.Move(stickyHolder, memento.ChangedConfig.Position, + memento.ChangedConfig.Rotation); + GameObject surface = GameFinder.GetDrawableSurface(stickyHolder); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + new StickyNoteMoveNetAction(surface.name, surfaceParentName, memento.ChangedConfig.Position, + memento.ChangedConfig.Rotation).Execute(); + break; + case Operation.Edit: + GameObject sticky = GameFinder.FindDrawableSurface(memento.ChangedConfig.ID, + memento.ChangedConfig.ParentID) + .transform.parent.gameObject; + GameStickyNoteManager.Change(sticky, memento.ChangedConfig); + new StickyNoteChangeNetAction(memento.ChangedConfig).Execute(); + break; + case Operation.Delete: + GameObject toDeleteSurface = GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, + memento.OriginalConfig.ParentID); + /// Save the current state of the Sticky Note; another user may have made changes. + memento.OriginalConfig = DrawableConfigManager.GetDrawableConfig(toDeleteSurface); + new StickyNoteDeleterNetAction(DrawableConfigManager.GetDrawableConfig(toDeleteSurface)).Execute(); + Destroyer.Destroy(GameFinder.GetHighestParent(toDeleteSurface)); + break; + } + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new StickyNoteAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.StickyNote; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// + /// + /// the sticky note id + public override HashSet GetChangedObjects() + { + GameObject stickyNoteSurface = GameFinder.FindDrawableSurface(memento.OriginalConfig.ID, + memento.OriginalConfig.ParentID); + if (stickyNoteSurface != null) + { + return new() + { + stickyNoteSurface.transform.parent.name + }; + } + else + { + return new(); + } + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/StickyNoteAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/StickyNoteAction.cs.meta new file mode 100644 index 0000000000..43cdbde546 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/StickyNoteAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: acd68139637d8d64cb143db69ea6b598 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/Drawable/WriteTextAction.cs b/Assets/SEE/Controls/Actions/Drawable/WriteTextAction.cs new file mode 100644 index 0000000000..d4126abec7 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/WriteTextAction.cs @@ -0,0 +1,274 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.Net.Actions.Drawable; +using SEE.UI.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.UI.PropertyDialog.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; +using SEE.Utils.History; +using SEE.Game.Drawable.ValueHolders; +using SEE.Game.Drawable.ActionHelpers; +using SEE.UI; + +namespace SEE.Controls.Actions.Drawable +{ + /// + /// Adds a text to a drawable. + /// + public class WriteTextAction : DrawableAction + { + /// + /// True if we are currently at the first start of this action. + /// + private static bool firstStart = true; + + /// + /// The game object that holds the TextMeshPro component. + /// + private GameObject textObj; + + /// + /// The position on the drawable where the text should be displayed. + /// + private Vector3 position; + + /// + /// Saves all the information needed to revert or repeat this action. + /// + private Memento memento; + + /// + /// This field can hold a reference to the dialog that the player will see in the + /// process of executing this. + /// + private WriteEditTextDialog writeTextDialog; + + /// + /// Indicates how far this instance has progressed in writing a text on a drawable. + /// + private ProgressState progress = ProgressState.GettingPosition; + + /// + /// Represents the different stages of progress of this action. + /// + private enum ProgressState + { + GettingPosition, + GettingText + } + + /// + /// This struct can store all the information needed to revert or repeat a + /// + /// + private struct Memento + { + /// + /// The drawable surface on which the text should be displayed. + /// + public DrawableConfig Surface; + + /// + /// The written text. + /// + public TextConf Text; + + /// + /// The constructor. + /// + /// The drawable surface on which the text should be displayed. + /// The written text + public Memento(GameObject surface, TextConf text) + { + Surface = DrawableConfigManager.GetDrawableConfig(surface); + Text = text; + } + } + + /// + /// Resets the action values. + /// + public static void Reset() + { + firstStart = true; + } + + /// + /// Enables the text menu. + /// When it starts the first time, it will add necessary listeners. + /// + public override void Awake() + { + base.Awake(); + if (firstStart) + { + UICanvas.Canvas.AddComponent().SetAllowedState(GetActionStateType()); + TextMenu.EnableForWriting(); + firstStart = false; + } + else + { + TextMenu.Enable(false); + } + } + + /// + /// This method manages the player's interaction with the mode . + /// + /// Whether this action is finished + public override bool Update() + { + if (!Raycasting.IsMouseOverGUI()) + { + switch (progress) + { + /// Block for getting the text position. + case ProgressState.GettingPosition: + GettingPosition(); + return false; + + /// Block for getting the text. + case ProgressState.GettingText: + return GettingText(); + default: + return false; + } + } + return false; + } + + /// + /// Identifying where the text should be placed. + /// The is then opened. + /// The user can enter the text in it. + /// Changes the progress state to + /// + private void GettingPosition() + { + if (Selector.SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit)) + { + Surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + position = raycastHit.point; + progress = ProgressState.GettingText; + writeTextDialog = new WriteEditTextDialog(); + writeTextDialog.Open(); + } + } + + /// + /// Gets the user input for the drawable text and creates the drawable text if the text is not empty. + /// Because the mesh renderer of TextMeshPro takes some time to generate the mesh, + /// the mesh collider of the text must be refreshed. + /// If the text for the drawable text is not empty, the action will be finished. + /// + /// If the dialog was canceled or the user input is empty, then the action is reset. + /// + /// Whatever the success of creating is. + private bool GettingText() + { + if (writeTextDialog.TryGetUserInput(out string textOut)) + { + if (textOut != null && textOut != "") + { + DrawableHolder holder = Surface.GetComponent(); + textObj = GameTexter.WriteText(Surface, textOut, position, + ValueHolder.CurrentPrimaryColor, ValueHolder.CurrentSecondaryColor, + TextMenu.IsOutlineEnabled(), + ValueHolder.CurrentOutlineThickness, ValueHolder.CurrentFontSize, + holder.OrderInLayer, TextMenu.GetFontStyle()); + new WriteTextNetAction(Surface.name, GameFinder.GetDrawableSurfaceParentName(Surface), + TextConf.GetText(textObj)).Execute(); + memento = new Memento(Surface, TextConf.GetText(textObj)); + GameTexter.RefreshMeshCollider(textObj); + CurrentState = IReversibleAction.Progress.Completed; + return true; + } + else + { + ShowNotification.Warn("Empty text", "The text to write is empty. Please add one."); + progress = ProgressState.GettingPosition; + return false; + } + } + /// If the dialog was canceled the action will starts from beginning. + if (writeTextDialog.WasCanceled()) + { + progress = ProgressState.GettingPosition; + } + return false; + } + + /// + /// Stops the . + /// Refreshes the mesh collider of the text. + /// It is necessary because the MeshRenderer needs some time to generate and deploy the mesh. + /// + public override void Stop() + { + TextMenu.Instance.Disable(); + } + + /// + /// Reverts this action, i.e., deletes the text that was written on the drawable. + /// + public override void Undo() + { + base.Undo(); + GameObject obj = GameFinder.FindChild(memento.Surface.GetDrawableSurface(), memento.Text.Id); + new EraseNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Text.Id).Execute(); + Destroyer.Destroy(obj); + } + + /// + /// Repeats this action, i.e., writes the text again on the drawable. + /// + public override void Redo() + { + base.Redo(); + GameTexter.ReWriteText(memento.Surface.GetDrawableSurface(), memento.Text); + new WriteTextNetAction(memento.Surface.ID, memento.Surface.ParentID, memento.Text).Execute(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public static IReversibleAction CreateReversibleAction() + { + return new WriteTextAction(); + } + + /// + /// A new instance of . + /// See . + /// + /// new instance of + public override IReversibleAction NewInstance() + { + return CreateReversibleAction(); + } + + /// + /// Returns the of this action. + /// + /// + public override ActionStateType GetActionStateType() + { + return ActionStateTypes.WriteText; + } + + /// + /// The set of IDs of all gameObjects changed by this action. + /// . + /// + /// the id of the created drawable text + public override HashSet GetChangedObjects() + { + return new() { memento.Text.Id }; + } + } +} diff --git a/Assets/SEE/Controls/Actions/Drawable/WriteTextAction.cs.meta b/Assets/SEE/Controls/Actions/Drawable/WriteTextAction.cs.meta new file mode 100644 index 0000000000..24dc1c5c82 --- /dev/null +++ b/Assets/SEE/Controls/Actions/Drawable/WriteTextAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8907be7f265f5aa4ab82585472272589 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/AddBoardAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/AddBoardAction.cs index 8d3c8b182f..3e53949062 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/AddBoardAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/AddBoardAction.cs @@ -7,6 +7,8 @@ using SEE.Utils; using UnityEngine; using SEE.Utils.History; +using SEE.UI.Drawable; +using SEE.UI; namespace SEE.Controls.Actions.HolisticMetrics { @@ -79,7 +81,7 @@ public override void Start() /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { switch (progress) @@ -90,7 +92,7 @@ public override bool Update() progress = ProgressState.GettingRotation; memento = new Memento(new BoardConfig { Position = position }); GameObject slider = PrefabInstantiator.InstantiatePrefab(boardRotatorPath, - GameObject.Find("UI Canvas").transform, false); + UICanvas.Canvas.transform, false); slider.GetComponent().Setup(position); } diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/AddWidgetAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/AddWidgetAction.cs index b7f250936e..7ca9432ecf 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/AddWidgetAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/AddWidgetAction.cs @@ -79,7 +79,7 @@ public override void Start() /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { switch (progress) diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteBoardAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteBoardAction.cs index 0fcdb8e30d..a3500a0bc6 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteBoardAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteBoardAction.cs @@ -37,7 +37,7 @@ public Memento(BoardConfig boardConfig) /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { if (Input.GetMouseButtonDown(0) && Raycasting.RaycastAnything(out RaycastHit raycastHit)) diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteWidgetAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteWidgetAction.cs index 7cd3959b93..0ff4ca6285 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteWidgetAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/DeleteWidgetAction.cs @@ -54,7 +54,7 @@ public override void Start() /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { if (BoardsManager.TryGetWidgetDeletion(out string boardName, out WidgetConfig widgetConfig)) diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/LoadBoardAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/LoadBoardAction.cs index 4e65732a28..e1bed75915 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/LoadBoardAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/LoadBoardAction.cs @@ -8,6 +8,8 @@ using SEE.Utils; using UnityEngine; using SEE.Utils.History; +using SEE.UI.Drawable; +using SEE.UI; namespace SEE.Controls.Actions.HolisticMetrics { @@ -83,7 +85,7 @@ internal Memento(BoardConfig config) /// public override void Start() { - button = PrefabInstantiator.InstantiatePrefab(buttonPath, GameObject.Find("UI Canvas").transform, + button = PrefabInstantiator.InstantiatePrefab(buttonPath, UICanvas.Canvas.transform, false); buttonController = button.GetComponent(); } @@ -91,7 +93,7 @@ public override void Start() /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { switch (progress) diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/MoveBoardAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/MoveBoardAction.cs index 9a3b777fd9..850cac0f97 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/MoveBoardAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/MoveBoardAction.cs @@ -78,7 +78,7 @@ public override void Start() /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { if (BoardsManager.TryGetMovement(out string boardName, out Vector3 oldPosition, out Vector3 newPosition, diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/MoveWidgetAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/MoveWidgetAction.cs index 3d96052371..2cf0b37ce0 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/MoveWidgetAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/MoveWidgetAction.cs @@ -70,7 +70,7 @@ public override void Start() /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { if (BoardsManager.TryGetWidgetMovement( diff --git a/Assets/SEE/Controls/Actions/HolisticMetrics/SaveBoardAction.cs b/Assets/SEE/Controls/Actions/HolisticMetrics/SaveBoardAction.cs index 74e918b8fb..cd34ccd6d3 100644 --- a/Assets/SEE/Controls/Actions/HolisticMetrics/SaveBoardAction.cs +++ b/Assets/SEE/Controls/Actions/HolisticMetrics/SaveBoardAction.cs @@ -1,5 +1,7 @@ using System.Collections.Generic; using SEE.Game.HolisticMetrics; +using SEE.UI; +using SEE.UI.Drawable; using SEE.UI.HolisticMetrics; using SEE.UI.Notification; using SEE.UI.PropertyDialog.HolisticMetrics; @@ -90,14 +92,14 @@ internal Memento(string filename, WidgetsManager widgetsManager) public override void Start() { buttonController = PrefabInstantiator - .InstantiatePrefab(buttonPath, GameObject.Find("UI Canvas").transform, false) + .InstantiatePrefab(buttonPath, UICanvas.Canvas.transform, false) .GetComponent(); } /// /// This method manages the player's interaction with the mode . /// - /// Whether this Action is finished + /// Whether this action is finished public override bool Update() { switch (progress) diff --git a/Assets/SEE/Controls/KeyActions/KeyAction.cs b/Assets/SEE/Controls/KeyActions/KeyAction.cs index 614ef202cf..305ea824c2 100644 --- a/Assets/SEE/Controls/KeyActions/KeyAction.cs +++ b/Assets/SEE/Controls/KeyActions/KeyAction.cs @@ -202,5 +202,38 @@ internal enum KeyAction /// Toggles the menu for holistic code metrics. /// ToggleHolisticMetricsMenu, + /// + /// Undoes a part of the current running action. + /// Needed for drawing a straight line. + /// + PartUndo, + /// + /// Moves a drawable type object up. + /// + MoveObjectUp, + /// + /// Moves a drawable type object down. + /// + MoveObjectDown, + /// + /// Moves a drawable type object left. + /// + MoveObjectLeft, + /// + /// Moves a drawable type object right. + /// + MoveObjectRight, + /// + /// Moves a drawable object forward. + /// + MoveObjectForward, + /// + /// Moves a drawable object backward. + /// + MoveObjectBackward, + /// + /// Opens/closes the drawable manager view. + /// + DrawableManagerView } } diff --git a/Assets/SEE/Controls/KeyActions/KeyActionCategory.cs b/Assets/SEE/Controls/KeyActions/KeyActionCategory.cs index b181d32730..c89df2499e 100644 --- a/Assets/SEE/Controls/KeyActions/KeyActionCategory.cs +++ b/Assets/SEE/Controls/KeyActions/KeyActionCategory.cs @@ -52,5 +52,9 @@ internal enum KeyActionCategory /// Actions related to movements of the player within the world. /// Movement, + /// + /// Actions related to interact with a drawable. + /// + Drawable } } diff --git a/Assets/SEE/Controls/KeyActions/KeyBindings.cs b/Assets/SEE/Controls/KeyActions/KeyBindings.cs index 22975e39dd..87a997d67d 100644 --- a/Assets/SEE/Controls/KeyActions/KeyBindings.cs +++ b/Assets/SEE/Controls/KeyActions/KeyBindings.cs @@ -171,12 +171,6 @@ static KeyBindings() Register(KeyAction.MoveDown, KeyCode.E, "Move down", KeyActionCategory.Movement, "Move down."); - // Chat - Register(KeyAction.ToggleTextChat, KeyCode.F2, "Open text chat", - KeyActionCategory.Chat, "Opens the text chat."); - Register(KeyAction.ToggleVoiceChat, KeyCode.F5, "Toggle voice chat", - KeyActionCategory.Chat, "Toggles the voice chat."); - // MetricCharts Register(KeyAction.ToggleCharts, KeyCode.M, "Toggle charts", KeyActionCategory.MetricCharts, "Turns the metric charts on/off."); @@ -240,6 +234,29 @@ static KeyBindings() // Code Viewer Register(KeyAction.ShowWindowMenu, KeyCode.F1, "Show window menu", KeyActionCategory.CodeViewer, "Toggles the menu of the open windows."); + // Chat + Register(KeyAction.ToggleTextChat, KeyCode.F2, "Toggle text chat", + KeyActionCategory.Chat, "Toggles the text chat."); + Register(KeyAction.ToggleVoiceChat, KeyCode.F5, "Toggle voice chat", + KeyActionCategory.Chat, "Toggles the voice chat."); + + // Drawable + Register(KeyAction.PartUndo, KeyCode.CapsLock, "Part undo", + KeyActionCategory.Drawable, "Undoes a part of the currently running action."); + Register(KeyAction.MoveObjectUp, KeyCode.Keypad8, "Move object up", + KeyActionCategory.Drawable, "Moves the object up."); + Register(KeyAction.MoveObjectDown, KeyCode.Keypad2, "Move object down", + KeyActionCategory.Drawable, "Moves the object down."); + Register(KeyAction.MoveObjectLeft, KeyCode.Keypad4, "Move object left", + KeyActionCategory.Drawable, "Moves the object left."); + Register(KeyAction.MoveObjectRight, KeyCode.Keypad6, "Move object right", + KeyActionCategory.Drawable, "Moves the object right."); + Register(KeyAction.MoveObjectForward, KeyCode.Keypad9, "Move object forward", + KeyActionCategory.Drawable, "Moves the object forward."); + Register(KeyAction.MoveObjectBackward, KeyCode.Keypad3, "Move object backward", + KeyActionCategory.Drawable, "Moves the object backward."); + Register(KeyAction.DrawableManagerView, KeyCode.Keypad0, "Toggle drawable manager menu.", + KeyActionCategory.Drawable, "Turns on/off the drawable manager menu."); // CameraPaths Register(KeyAction.SavePathPosition, KeyCode.F11, "Save position", diff --git a/Assets/SEE/Controls/SEEInput.cs b/Assets/SEE/Controls/SEEInput.cs index d52d910c5a..21d5c28d4a 100644 --- a/Assets/SEE/Controls/SEEInput.cs +++ b/Assets/SEE/Controls/SEEInput.cs @@ -640,5 +640,80 @@ internal static bool ToggleFaceCamPosition() return KeyboardShortcutsEnabled && KeyBindings.IsDown(KeyAction.ToggleFaceCamPosition); } #endregion + //---------------------------------------------------- + #region Drawable + /// + /// Undoes a part of the current running action. + /// Needed for removing a point while drawing a straight line. + /// + /// True if the user wants to undo a part of the running action. + internal static bool PartUndo() + { + return KeyboardShortcutsEnabled && KeyBindings.IsDown(KeyAction.PartUndo); + } + + /// + /// Moves an object up. + /// + /// True if the user wants to moves an object up. + internal static bool MoveObjectUp() + { + return KeyboardShortcutsEnabled && KeyBindings.IsPressed(KeyAction.MoveObjectUp); + } + + /// + /// Moves an object down. + /// + /// True if the user wants to moves an object down. + internal static bool MoveObjectDown() + { + return KeyboardShortcutsEnabled && KeyBindings.IsPressed(KeyAction.MoveObjectDown); + } + + /// + /// Moves an object left. + /// + /// True if the user wants to moves an object left. + internal static bool MoveObjectLeft() + { + return KeyboardShortcutsEnabled && KeyBindings.IsPressed(KeyAction.MoveObjectLeft); + } + + /// + /// Moves an object right. + /// + /// True if the user wants to moves an object right. + internal static bool MoveObjectRight() + { + return KeyboardShortcutsEnabled && KeyBindings.IsPressed(KeyAction.MoveObjectRight); + } + + /// + /// Moves an object forward. + /// + /// True if the user wants to moves an object forward. + internal static bool MoveObjectForward() + { + return KeyboardShortcutsEnabled && KeyBindings.IsPressed(KeyAction.MoveObjectForward); + } + + /// + /// Moves an object backward. + /// + /// True if the user wants to moves an object backward. + internal static bool MoveObjectBackward() + { + return KeyboardShortcutsEnabled && KeyBindings.IsPressed(KeyAction.MoveObjectBackward); + } + + /// + /// Toggles the drawable manager menu. + /// + /// True if the user wants to toggle the drawable manager menu. + internal static bool ToggleDrawableManagerView() + { + return KeyboardShortcutsEnabled && KeyBindings.IsDown(KeyAction.DrawableManagerView); + } + #endregion } } diff --git a/Assets/SEE/DataModel/Drawable.meta b/Assets/SEE/DataModel/Drawable.meta new file mode 100644 index 0000000000..6d2ec9c151 --- /dev/null +++ b/Assets/SEE/DataModel/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: aaee8ba0ab4c63e4391e4f9d708cee28 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/DataModel/Drawable/DrawableSurface.cs b/Assets/SEE/DataModel/Drawable/DrawableSurface.cs new file mode 100644 index 0000000000..478c53c058 --- /dev/null +++ b/Assets/SEE/DataModel/Drawable/DrawableSurface.cs @@ -0,0 +1,172 @@ +using Cysharp.Threading.Tasks; +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using System; +using UnityEngine; + +namespace SEE.DataModel.Drawable +{ + /// + /// Class used by the to detect changes to a drawable surface. + /// + public class DrawableSurface : Observable + { + public DrawableSurface(GameObject surface) + { + if (surface != null && surface.CompareTag(Tags.Drawable)) + { + initFinishIndicator = false; + InitAsync(surface).Forget(); + } + } + + /// + /// Instantiates the surface asynchronously. + /// This is necessary because for objects added during runtime, some properties, + /// such as the name, are adjusted later. + /// + /// The depending surface for the instantiation. + /// Nothing, it waits until the created is properly instantiated. + private async UniTaskVoid InitAsync(GameObject surface) + { + while (GameFinder.GetUniqueID(surface).Contains("Clone")) + { + await UniTask.Yield(); + } + DrawableConfig config = DrawableConfigManager.GetDrawableConfig(surface); + description = config.Description; + lighting = config.Lighting; + visibility = config.Visibility; + color = config.Color; + id = Guid.NewGuid(); + this.surface = surface; + initFinishIndicator = true; + } + + /// + /// Indicator of whether the instantiation is complete. + /// + private bool initFinishIndicator; + + /// + /// Property for the indicator of the instantiation. + /// + public bool InitFinishIndicator + { + get { return initFinishIndicator; } + } + + /// + /// The guid. + /// + private Guid id; + + /// + /// The of the component. + /// + public Guid ID { get { return id; } } + + /// + /// Configuration file of the surface on start. + /// The values can be wrong. + /// It's only necessary for getting the depending game object. + /// + private GameObject surface; + + /// + /// The current depending object of the . + /// + public GameObject CurrentObject { get => surface; } + + /// + /// Attribute for the description. + /// + private string description; + + /// + /// Description property. + /// + public string Description + { + get => description; + set + { + description = value; + Notify(new DescriptionChangeEvent(id, this)); + } + } + + /// + /// Attribute for the color. + /// + private Color color; + + /// + /// Color property. + /// + public Color Color + { + get => color; + set + { + color = value; + Notify(new ColorChangeEvent(id, this)); + } + } + + /// + /// Attribute for the lighting. + /// + private bool lighting; + + /// + /// Lighting property. + /// + public bool Lighting + { + get => lighting; + set + { + lighting = value; + Notify(new LightingChangeEvent(id, this)); + } + } + + /// + /// Attribute for the visibility. + /// + private bool visibility; + + /// + /// Visibility property. + /// + public bool Visibility + { + get => visibility; + set + { + visibility = value; + Notify(new VisibilityChangeEvent(id, this)); + } + } + + /// + /// Attribute for the current selected page. + /// + private int currentPage; + + /// + /// Current selected page property. + /// + public int CurrentPage + { + get => currentPage; + set + { + currentPage = value; + Notify(new PageChangeEvent(id, this)); + } + } + } +} diff --git a/Assets/SEE/DataModel/Drawable/DrawableSurface.cs.meta b/Assets/SEE/DataModel/Drawable/DrawableSurface.cs.meta new file mode 100644 index 0000000000..bd88eb268e --- /dev/null +++ b/Assets/SEE/DataModel/Drawable/DrawableSurface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cd7e06a7feb685644b7c651c8fcf3430 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/DataModel/DrawableSurfaceEvents.cs b/Assets/SEE/DataModel/DrawableSurfaceEvents.cs new file mode 100644 index 0000000000..79f8bcff4f --- /dev/null +++ b/Assets/SEE/DataModel/DrawableSurfaceEvents.cs @@ -0,0 +1,131 @@ +using SEE.DataModel.Drawable; +using SEE.Tools.ReflexionAnalysis; +using System; + +namespace SEE.DataModel +{ + /// + /// An event representing a change to a drawable surface component. + /// + public class DrawableSurfaceEvent : ChangeEvent + { + /// + /// The affected component + /// + public readonly DrawableSurface Surface; + + public DrawableSurfaceEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, affectedGraph, change) + { + Surface = surface; + } + + protected override string Description() => + $"{Surface} has been changed"; + } + + /// + /// Event indicating the addition of a new drawable surface. + /// + public class AddSurfaceEvent : DrawableSurfaceEvent + { + public AddSurfaceEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + + protected override string Description() => + $"{Surface} has been created"; + } + + /// + /// Event indicating the removal of a drawable surface. + /// + public class RemoveSurfaceEvent : DrawableSurfaceEvent + { + public RemoveSurfaceEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + + protected override string Description() => + $"{Surface} has been deleted"; + } + + /// + /// Event indicating the color change of a drawable surface. + /// + public class ColorChangeEvent : DrawableSurfaceEvent + { + public ColorChangeEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + + protected override string Description() => + $"{Surface.Color} has been changed."; + } + + /// + /// Event indicating the description change of a drawable surface. + /// + public class DescriptionChangeEvent : DrawableSurfaceEvent + { + public DescriptionChangeEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + + protected override string Description() => + $"{Surface.Description} has been changed."; + } + + /// + /// Event indicating the lighting change of a drawable surface. + /// + public class LightingChangeEvent : DrawableSurfaceEvent + { + public LightingChangeEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + + protected override string Description() => + $"{Surface.Lighting} has been changed."; + } + + /// + /// Event indicating the visibility change of a drawable surface. + /// + public class VisibilityChangeEvent : DrawableSurfaceEvent + { + public VisibilityChangeEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + protected override string Description() => + $"{Surface.Visibility} has been changed."; + } + + /// + /// Event indicating the page of a drawable surface changes. + /// + public class PageChangeEvent : DrawableSurfaceEvent + { + public PageChangeEvent(Guid versionId, DrawableSurface surface, + ReflexionSubgraphs? affectedGraph = null, ChangeType? change = null) + : base(versionId, surface, affectedGraph, change) + { + } + + protected override string Description() => + $"{Surface.CurrentPage} has been changed."; + } +} diff --git a/Assets/SEE/DataModel/DrawableSurfaceEvents.cs.meta b/Assets/SEE/DataModel/DrawableSurfaceEvents.cs.meta new file mode 100644 index 0000000000..6117dc91c6 --- /dev/null +++ b/Assets/SEE/DataModel/DrawableSurfaceEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 27b6ca434cff59a409d7c28136695cd9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable.meta b/Assets/SEE/Game/Drawable.meta new file mode 100644 index 0000000000..dc13649a76 --- /dev/null +++ b/Assets/SEE/Game/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 25f039fe4d1ac8840b6b48fdc22b6746 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers.meta b/Assets/SEE/Game/Drawable/ActionHelpers.meta new file mode 100644 index 0000000000..a4abbfe169 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bff1611780359f44d9f996d7ce83e465 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/CollisionDetectionManager.cs b/Assets/SEE/Game/Drawable/ActionHelpers/CollisionDetectionManager.cs new file mode 100644 index 0000000000..f25c7eda38 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/CollisionDetectionManager.cs @@ -0,0 +1,42 @@ +using SEE.GO; +using SEE.UI.Drawable; +using SEE.Utils; +using UnityEngine; + +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// This class provides methods to enable and disable the collision detection. + /// + public static class CollisionDetectionManager + { + /// + /// Enables the collision detection for the given object. + /// + /// The object for which collision detection should be activated. + public static void Enable(GameObject obj) + { + obj.AddOrGetComponent().isKinematic = true; + obj.AddOrGetComponent(); + } + + /// + /// Disables collision detection for the given object. + /// + /// The object for which collision detection should be deactivated. + public static void Disable(GameObject obj) + { + if (obj != null) + { + if (obj.GetComponent() != null) + { + Destroyer.Destroy(obj.GetComponent()); + } + if (obj.GetComponent() != null) + { + Destroyer.Destroy(obj.GetComponent()); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/CollisionDetectionManager.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/CollisionDetectionManager.cs.meta new file mode 100644 index 0000000000..4e676b46d6 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/CollisionDetectionManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ab1a259c79200d14399d1b348677032f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/DownloadImage.cs b/Assets/SEE/Game/Drawable/ActionHelpers/DownloadImage.cs new file mode 100644 index 0000000000..cb824b8e86 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/DownloadImage.cs @@ -0,0 +1,88 @@ +using SEE.UI.Notification; +using SEE.Utils; +using System.Collections; +using UnityEngine; +using UnityEngine.Networking; + +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// Component to download an image from the web. + /// + /// Idea by Marcus Ansley + /// https://m-ansley.medium.com/unity-web-requests-downloading-an-image-e88d7389dd5a + /// last visite: 12.12.2023 + /// + public class DownloadImage : MonoBehaviour + { + /// + /// The downloaded texture. + /// + private Texture2D texture; + + /// + /// The url of the image. + /// + private string imageUrl; + + /// + /// Initializes the download of the image. + /// + /// The url from which the image should be downloaded. + public void Download(string url) + { + imageUrl = url; + StartCoroutine(DownloadTexture()); + } + + /// + /// Coroutine that handles the download. + /// Displays a warning if an error occurs during the download. + /// + /// enumerator to continue + private IEnumerator DownloadTexture() + { + UnityWebRequest request = UnityWebRequestTexture.GetTexture(imageUrl); + + yield return request.SendWebRequest(); + + if (request.result == UnityWebRequest.Result.ProtocolError + || request.result == UnityWebRequest.Result.ConnectionError) + { + Warn(imageUrl); + Destroyer.Destroy(this); + } + else + { + texture = DownloadHandlerTexture.GetContent(request); + if (texture == null) + { + Warn(imageUrl); + Destroyer.Destroy(this); + } + } + + static void Warn(string imageUrl) + { + ShowNotification.Warn("Can't download", $"The image can't be downloaded from {imageUrl}."); + } + } + + /// + /// Gets the downloaded texture. + /// Note: Can be null. + /// + /// the downloaded texture + public Texture2D GetTexture() + { + if (texture != null) + { + return texture; + } + else + { + return null; + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/DownloadImage.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/DownloadImage.cs.meta new file mode 100644 index 0000000000..aa13693230 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/DownloadImage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 19e4e2c7aeb8cb146b0a784de9c2bdc7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/MouseButton.cs b/Assets/SEE/Game/Drawable/ActionHelpers/MouseButton.cs new file mode 100644 index 0000000000..9c5da70b75 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/MouseButton.cs @@ -0,0 +1,13 @@ +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// Enum representing the different mouse buttons. + /// Middle is the middle mouse button via wheel click. + /// + public enum MouseButton + { + Left, + Right, + Middle + } +} diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/MouseButton.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/MouseButton.cs.meta new file mode 100644 index 0000000000..aba4871f3b --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/MouseButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7045d0fbcc609a8489e1342912bbd42d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/NearestPoints.cs b/Assets/SEE/Game/Drawable/ActionHelpers/NearestPoints.cs new file mode 100644 index 0000000000..48f192edf0 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/NearestPoints.cs @@ -0,0 +1,86 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// This class provides methods to calculate the nearest points. + /// + public static class NearestPoints + { + /// + /// This method calculates the nearest points of a Vector3 array from a given point. + /// + /// The Vector3 array that holds the positions + /// The point from which the nearest points should be determined. + /// the indices of all nearest (same) points from the array + public static List GetNearestIndices(Vector3[] positions, Vector3 hitPoint) + { + List matchedIndices = new(); + float nearestDistance = float.MaxValue; + for (int i = 0; i < positions.Length; i++) + { + if (Vector3.Distance(positions[i], hitPoint) < nearestDistance) + { + nearestDistance = Vector3.Distance(positions[i], hitPoint); + matchedIndices = new List + { + i + }; + } + else if (Vector3.Distance(positions[i], hitPoint) == nearestDistance) + { + matchedIndices.Add(i); + } + } + return matchedIndices; + } + + /// + /// Calculates the nearest point of a given point. + /// + /// Contains the line renderer for the line on which + /// the nearest point to should be found. + /// The point from which the nearest point on the line + /// should be found. + /// The first nearest point that was found. + public static Vector3 GetNearestPoint(GameObject node, Vector3 point) + { + LineRenderer renderer = node.GetComponentInChildren(); + Vector3[] positions = new Vector3[renderer.positionCount]; + renderer.GetPositions(positions); + Vector3[] transformedPositions = new Vector3[positions.Length]; + Array.Copy(sourceArray: positions, destinationArray: transformedPositions, + length: positions.Length); + node.transform.TransformPoints(transformedPositions); + + List Indices = GetNearestIndices(transformedPositions, point); + return transformedPositions[Indices[0]]; + } + + /// + /// Calculates the nearest points of a line to a given point. + /// + /// The line for which points are being sought. + /// The point for which the nearest points on the line + /// should be found. + /// The line positions as a list. + /// The found indices asa list. + public static void GetNearestPoints(GameObject line, Vector3 point, + out List positionsList, out List matchedIndices) + { + LineRenderer lineRenderer = line.GetComponent(); + Vector3[] positions = new Vector3[lineRenderer.positionCount]; + lineRenderer.GetPositions(positions); + positionsList = positions.ToList(); + + Vector3[] transformedPositions = new Vector3[positions.Length]; + Array.Copy(sourceArray: positions, destinationArray: transformedPositions, + length: positions.Length); + line.transform.TransformPoints(transformedPositions); + matchedIndices = GetNearestIndices(transformedPositions, point); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/NearestPoints.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/NearestPoints.cs.meta new file mode 100644 index 0000000000..39073b8ade --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/NearestPoints.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af7899fcb6e338c4dbb62189942a4e94 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/Queries.cs b/Assets/SEE/Game/Drawable/ActionHelpers/Queries.cs new file mode 100644 index 0000000000..824d723f8f --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/Queries.cs @@ -0,0 +1,107 @@ +using UnityEngine; + +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// This class provides various reused queries for the drawable actions. + /// + public static class Queries + { + /// + /// Registers the users left mouse button input. + /// + /// true if the user uses the left mouse button. + public static bool LeftMouseInteraction() + { + return Input.GetMouseButton(0) || Input.GetMouseButtonDown(0); + } + + /// + /// Registers the users left mouse down input. + /// + /// True if the user uses left mouse down. + public static bool LeftMouseDown() + { + return Input.GetMouseButtonDown(0); + } + + /// + /// Registers the users right mouse button input. + /// + /// true if the user uses the left mouse button. + public static bool RightMouseInteraction() + { + return Input.GetMouseButton(1) || Input.GetMouseButtonDown(1); + } + + /// + /// Registers the uses mouse button up input (release the selected button). + /// + /// The mouse button which should be observed. + /// true if the user releases the selected mouse button. + public static bool MouseUp(MouseButton state) + { + return Input.GetMouseButtonUp((int)state); + } + + /// + /// Registers the uses mouse button input (button holded). + /// + /// The mouse button which should be observed. + /// true if the user holds the selected mouse button. + public static bool MouseHold(MouseButton state) + { + return Input.GetMouseButton((int)state); + } + + /// + /// Registers the uses mouse down button input (button down). + /// + /// The mouse down button which should be observed. + /// true if the user press the selected mouse button. + public static bool MouseDown(MouseButton state) + { + return Input.GetMouseButtonDown((int)state); + } + + /// + /// Registers the use of the mouse wheel for scrolling down. + /// + /// True if the user scrolls down. + public static bool ScrollDown() + { + return Input.mouseScrollDelta.y <= -0.1; + } + + /// + /// Registers the use of the mouse wheel for scrolling up. + /// + /// True if the user scrolls up. + public static bool ScrollUp() + { + return Input.mouseScrollDelta.y >= 0.1; + } + + /// + /// Checks if the given drawable surface object is the same object as the other one. + /// + /// The drawable surface to be checked. + /// >The other object. + /// True if the drawable surface is the same as the other object. + public static bool SameDrawableSurface(GameObject surface, GameObject other) + { + return surface != null && GameFinder.GetDrawableSurface(other).Equals(surface); + } + + /// + /// Checks if the given drawable surface is null or the same object as the other . + /// + /// The drawable surface to be checked. + /// The other object. + /// True if the drawable surface is null or the same as the other object. + public static bool DrawableSurfaceNullOrSame(GameObject surface, GameObject other) + { + return surface == null || SameDrawableSurface(surface, other); + } + } +} diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/Queries.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/Queries.cs.meta new file mode 100644 index 0000000000..d5844fe66b --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/Queries.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e9a96ac62cd16f044b91163e6caec66a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/Selector.cs b/Assets/SEE/Game/Drawable/ActionHelpers/Selector.cs new file mode 100644 index 0000000000..8e61cd4011 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/Selector.cs @@ -0,0 +1,141 @@ +using SEE.Controls.Actions; +using SEE.Game.Drawable.Configurations; +using SEE.GO; +using SEE.UI.Drawable; +using SEE.Utils; +using UnityEngine; + +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// This class provides functions for selecting objects. + /// + public static class Selector + { + /// + /// Performs the selection. For this, a Drawable type object must be clicked with the left mouse button. + /// + /// The object for the selected object. + /// The object of the previous selected object. + /// The state, if the mouse was released. + /// The drawable surface of the executed drawable action. + /// Status indicating whether the hasDrawable check should be performed. + /// Status indicating whether the hasDrawable check should be performed. + /// Check whether the tag of the selected object should be a tag. + /// The action to be taken if data needs to be reset after an action change. + /// Status indicating whether the previously selected object should be set. + /// Status indicating whether the selection was successful or not. + public static bool SelectObject(ref GameObject selectedObj, ref GameObject oldSelectedObj, ref bool mouseWasReleased, GameObject Surface, + bool hasDrawable, bool isDrawableType, bool collisionDetection = false, ActionStateType action = null, bool setOldObject = true) + { + if (Queries.LeftMouseInteraction() + && selectedObj == null + && Raycasting.RaycastAnything(out RaycastHit raycastHit) + && (oldSelectedObj == null + || oldSelectedObj != raycastHit.collider.gameObject + || oldSelectedObj == raycastHit.collider.gameObject && mouseWasReleased) + && (!hasDrawable + || hasDrawable && GameFinder.HasDrawableSurface(raycastHit.collider.gameObject)) + && (!isDrawableType + || isDrawableType && Tags.DrawableTypes.Contains(raycastHit.collider.gameObject.tag))) + { + selectedObj = raycastHit.collider.gameObject; + if (setOldObject) + { + oldSelectedObj = selectedObj; + } + selectedObj.AddOrGetComponent(); + mouseWasReleased = false; + + /// If the action should reset after changing the actions. + if (action != null) + { + Surface.AddOrGetComponent().SetAllowedState(action); + } + + /// The rigidbody and the collision controller are needed to detect a collision with a border. + if (collisionDetection) + { + CollisionDetectionManager.Enable(selectedObj); + } + return true; + } + return false; + } + + /// + /// Selects an object if it is placed on a drawable surface. + /// + /// The detected . + /// Status indicating whether the selection was successful or not. + public static bool SelectQueryHasDrawableSurface(out RaycastHit raycastHit) + { + if (Queries.LeftMouseInteraction() + && Raycasting.RaycastAnything(out RaycastHit hit) + && GameFinder.HasDrawableSurface(hit.collider.gameObject)) + { + raycastHit = hit; + return true; + } + raycastHit = new RaycastHit(); + return false; + } + + /// + /// Selects an object if it is placed on a drawable surface. + /// + /// The detected . + /// Status indicating whether the left or right mouse button should be used. + /// True if only the down click should be registered. Not holding them. + /// Status indicating whether the selection was successful or not. + public static bool SelectQueryHasOrIsDrawableSurface(out RaycastHit raycastHit, bool leftMouseButton = true, bool onlyLeftDown = false) + { + if ((Queries.LeftMouseInteraction() && leftMouseButton && !onlyLeftDown + || Queries.LeftMouseDown() && leftMouseButton && onlyLeftDown + || Queries.RightMouseInteraction() && !leftMouseButton) + && Raycasting.RaycastAnything(out RaycastHit hit) + && GameFinder.IsOrHasDrawableSurface(hit.collider.gameObject)) + { + raycastHit = hit; + return true; + } + raycastHit = new RaycastHit(); + return false; + } + + /// + /// Selects an object if it has a tag of a . + /// + /// The detected . + /// Status indicating whether the selection was successful or not. + public static bool SelectQueryIsDrawableType(out RaycastHit raycastHit) + { + if (Queries.LeftMouseInteraction() + && Raycasting.RaycastAnything(out RaycastHit hit) + && Tags.DrawableTypes.Contains(hit.collider.gameObject.tag)) + { + raycastHit = hit; + return true; + } + raycastHit = new RaycastHit(); + return false; + } + + /// + /// Selects an object if it is placed on a drawable surface without a mouse click. + /// + /// The detected . + /// Status indicating whether the selection was successful or not. + public static bool SelectQueryHasOrIsSurfaceWithoutMouse(out RaycastHit raycastHit) + { + if (Raycasting.RaycastAnything(out RaycastHit hit) + && GameFinder.IsOrHasDrawableSurface(hit.collider.gameObject)) + { + raycastHit = hit; + return true; + } + raycastHit = new RaycastHit(); + return false; + } + } +} diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/Selector.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/Selector.cs.meta new file mode 100644 index 0000000000..be7277416b --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/Selector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e7216db8a15e05d4484972a5c0c02419 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/ShapePointsCalculator.cs b/Assets/SEE/Game/Drawable/ActionHelpers/ShapePointsCalculator.cs new file mode 100644 index 0000000000..4f22a0a834 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/ShapePointsCalculator.cs @@ -0,0 +1,309 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable.ActionHelpers +{ + /// + /// This class provides the position calculation for the shapes. + /// + public static class ShapePointsCalculator + { + /// + /// The different kinds of a shape. + /// + public enum Shape + { + Line, + Square, + Rectangle, + Rhombus, + Kite, + Triangle, + Circle, + Ellipse, + Parallelogram, + Trapezoid, + Polygon + } + + /// + /// Gets a list with all shape kinds. + /// + /// A list that holds all shape kinds. + public static List GetShapes() + { + return Enum.GetValues(typeof(Shape)).Cast().ToList(); + } + + /// + /// Calculates the positions for a square. + /// The last point is again the starting point. + /// Thus, the square consists of five points. + /// + /// The middle point of the square. It's the hit point on the drawable. + /// The length for the edge + /// The positions for the square + public static Vector3[] Square(Vector3 point, float a) + { + Vector3 A = new Vector3(point.x - a / 2, point.y - a / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(A.x + a, A.y, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(B.x, B.y + a, 0) - ValueHolder.DistanceToDrawable; + Vector3 D = new Vector3(A.x, A.y + a, 0) - ValueHolder.DistanceToDrawable; + return new Vector3[] { A, B, C, D, A }; + } + + /// + /// Calculates the positions for a rectangle. + /// The last point is again the starting point. + /// Thus, the rectangle consists of five points. + /// + /// The middle point of the rectangle. It's the hit point on the drawable. + /// Specifies the edge length of the a sides of the rectangle + /// Specifies the edge length of the b sides of the rectangle + /// The positions for the rectangle + public static Vector3[] Rectangle(Vector3 point, float a, float b) + { + Vector3 A = new Vector3(point.x - a / 2, point.y - b / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(A.x + a, A.y, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(B.x, B.y + b, 0) - ValueHolder.DistanceToDrawable; + Vector3 D = new Vector3(A.x, A.y + b, 0) - ValueHolder.DistanceToDrawable; + return new Vector3[] { A, B, C, D, A }; + } + + /// + /// Calculates the positions for a rhombus. + /// The last point is again the starting point. + /// Thus, the rhombus consists of five points. + /// + /// The middle point of the rhombus. It's the hit point on the drawable. + /// Specifies the edge length of the f sides of the rhombus + /// Specifies the edge length of the e sides of the rhombus + /// The positions for the rhombus + public static Vector3[] Rhombus(Vector3 point, float f, float e) + { + Vector3 A = new Vector3(point.x - e / 2, point.y, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(point.x, point.y - f / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(point.x + e / 2, point.y, 0) - ValueHolder.DistanceToDrawable; + Vector3 D = new Vector3(point.x, point.y + f / 2, 0) - ValueHolder.DistanceToDrawable; + return new Vector3[] { A, B, C, D, A }; + } + + /// + /// Calculates the positions for a kite. + /// The last point is again the starting point. + /// Thus, the kite consists of five points. + /// + /// The middle point of the kite. It's the hit point on the drawable. + /// Specifies the edge length of the f1 sides of the kite + /// Specifies the edge length of the f1 sides of the kite + /// Specifies the edge length of the e sides of the kite + /// The positions for the kite + public static Vector3[] Kite(Vector3 point, float f1, float f2, float e) + { + Vector3 A = new Vector3(point.x - e / 2, point.y, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(point.x, point.y - f2, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(point.x + e / 2, point.y, 0) - ValueHolder.DistanceToDrawable; + Vector3 D = new Vector3(point.x, point.y + f1, 0) - ValueHolder.DistanceToDrawable; + return new Vector3[] { A, B, C, D, A }; + } + + /// + /// Calculates the positions for an isosceles triangle. + /// The last point is again the starting point. + /// Thus, the triangle consists of four points. + /// + /// The middle point of the triangle. It's the hit point on the drawable. + /// Specifies the edge length of the c side of the triangle + /// Specifies the height of the triangle + /// The positions for the triangle + public static Vector3[] Triangle(Vector3 point, float c, float h) + { + Vector3 A = new Vector3(point.x - c / 2, point.y - h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(point.x + c / 2, point.y - h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(point.x, point.y + h / 2, 0) - ValueHolder.DistanceToDrawable; + return new Vector3[] { A, B, C, A }; + } + + /// + /// Calculates the positions for a circle. + /// It used the method for calculating. + /// Where the x length and the y length correspond to the radius of the circle. + /// + /// The middle point of the circle. It's the hit point on the drawable. + /// The length for the radius of the circle. + /// The positions for the circle. + public static Vector3[] Circle(Vector3 point, float radius) + { + return Ellipse(point, radius, radius); + } + + /// + /// Calculates the positions for a ellipse. + /// It used the method for calculating. + /// For the vertices will be used a default by 50. + /// + /// The middle point of the ellipse. It's the hit point on the drawable. + /// Specifies the radius of the x length of the ellipse + /// Specifies the radius of the y length of the ellipse + /// The positions of the ellipse + public static Vector3[] Ellipse(Vector3 point, float xScale, float yScale) + { + const int vertices = 50; + return Polygon(point, xScale, yScale, vertices); + } + + /// + /// Calculates the positions for a parallelogram. + /// The last point is again the starting point. + /// Thus, the parallelogram consists of five points. + /// + /// The middle point of the parallelogram. It's the hit point on the drawable. + /// Specifies the edge length of the a side of the parallelogram + /// Specifies the height parallelogram + /// Specifies by how much points C and D of the parallelogram should be moved. + /// If the offset is in the negative range, the points will be shifted to the left. + /// In the positive range, to the right. + /// The positions of the parallelogram. + public static Vector3[] Parallelogram(Vector3 point, float a, float h, float offset) + { + Vector3 A = new Vector3(point.x - a / 2, point.y - h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(point.x + a / 2, point.y - h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(B.x + offset, B.y + h, 0) - ValueHolder.DistanceToDrawable; + Vector3 D = new Vector3(A.x + offset, A.y + h, 0) - ValueHolder.DistanceToDrawable; + return new Vector3[] { A, B, C, D, A }; + } + + /// + /// Calculates the positions for a isosceles trapezoid + /// The last point is again the starting point. + /// Thus, the trapezoid consists of five points. + /// + /// The middle point of the trapezoid. It's the hit point on the drawable. + /// Specifies the edge length of the a side (bottom side) of the trapezoid + /// Specifies the edge length of the c side (upper side) of the trapezoid + /// Specifies the height of the trapezoid + /// the calculated positions of the trapezoid. + public static Vector3[] Trapezoid(Vector3 point, float a, float c, float h) + { + Vector3 A = new Vector3(point.x - a / 2, point.y - h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 B = new Vector3(point.x + a / 2, point.y - h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 C = new Vector3(point.x + c / 2, point.y + h / 2, 0) - ValueHolder.DistanceToDrawable; + Vector3 D = new Vector3(point.x - c / 2, point.y + h / 2, 0) - ValueHolder.DistanceToDrawable; + + return new Vector3[] { A, B, C, D, A }; + } + + /// + /// Calculates the positions for a polygon. + /// The last point is again the starting point. + /// Thus, the polygon consists of vertices + 1 points. + /// + /// The middle point of the polygon. It's the hit point on the drawable. + /// Specifies the edge length of the polygon + /// Specifies how much vertices the polygon should have + /// The calculated positions of the polygon. + public static Vector3[] Polygon(Vector3 point, float length, int vertices) + { + return Polygon(point, length, length, vertices); + } + + /// + /// Calculates the positions of a polygon with X and Y radius lengths. + /// The last point is again the starting point. + /// Thus, the polygon consits of vertices + 1 points. + /// The method was inspired by EricBalcon from comment of https://www.youtube.com/watch?v=DdAfwHYNFOE (last visite 12.12.2023) + /// + /// The middle point of the polygon. It's the hit point on the drawable. + /// Specifies the radius of the x length of the polygon + /// Specifies the radius of the y length of the polygon + /// Specifies how much vertices the polygon should have + /// The positions of the polygon + private static Vector3[] Polygon(Vector3 point, float xScale, float yScale, int vertices) + { + Vector3[] positions = new Vector3[vertices + 1]; + float angle = 0f; + for (int i = 0; i < vertices; i++) + { + float x = xScale * Mathf.Sin(angle); + float y = yScale * Mathf.Cos(angle); + positions[i] = new Vector3(point.x + x, point.y + y, point.z); + angle += 2f * Mathf.PI / vertices; + } + positions[vertices] = positions[0]; + return positions; + } + + /// + /// Calculates the position for a mind map rectangle. + /// It consists of 56 points. + /// The distances between the edges have been reduced so that the node connections + /// between MindMap nodes can be presented more attractively. + /// A branch line chooses the nearest point from the borderline. + /// With the conventional five points, there are not as many options, + /// and the connecting lines would always be on the corner edges of the rectangle. + /// + /// The middle point of the rectangle. It's the hit point on the drawable. + /// Specifies the edge length of the a sides of the rectangle + /// Specifies the edge length of the b sides of the rectangle + /// The positions for the rectangle + public static Vector3[] MindMapRectangle(Vector3 point, float a, float b) + { + float splitA = a / 12; + float splitB = b / 12; + + Vector3 A = new Vector3(point.x - a / 2, point.y - b / 2, 0) - ValueHolder.DistanceToDrawable; + + /// Calculates the points between A and B. + Vector3[] AB = new Vector3[14]; + AB[0] = A; + for (int i = 1; i < 13; i++) + { + AB[i] = new Vector3(AB[i - 1].x + splitA, AB[i - 1].y, 0) - ValueHolder.DistanceToDrawable; + } + + Vector3 B = new Vector3(A.x + a, A.y, 0) - ValueHolder.DistanceToDrawable; + AB[13] = B; + + /// Calculates the points between B and C. + Vector3[] BC = new Vector3[14]; + BC[0] = B; + for (int i = 1; i < 13; i++) + { + BC[i] = new Vector3(BC[i - 1].x, BC[i - 1].y + splitB, 0) - ValueHolder.DistanceToDrawable; + } + + Vector3 C = new Vector3(B.x, B.y + b, 0) - ValueHolder.DistanceToDrawable; + BC[13] = C; + + /// Calculates the points between C and D. + Vector3[] CD = new Vector3[14]; + CD[0] = C; + for (int i = 1; i < 13; i++) + { + CD[i] = new Vector3(CD[i - 1].x - splitA, CD[i - 1].y, 0) - ValueHolder.DistanceToDrawable; + } + + Vector3 D = new Vector3(A.x, A.y + b, 0) - ValueHolder.DistanceToDrawable; + CD[13] = D; + + /// Calculates the points between D and A. + Vector3[] DA = new Vector3[14]; + DA[0] = D; + for (int i = 1; i < 13; i++) + { + DA[i] = new Vector3(DA[i - 1].x, DA[i - 1].y - splitB, 0) - ValueHolder.DistanceToDrawable; + } + DA[13] = A; + + /// Concatenates all arrays. + Vector3[] all = new Vector3[AB.Length + BC.Length + CD.Length + DA.Length]; + AB.CopyTo(all, 0); + BC.CopyTo(all, AB.Length); + CD.CopyTo(all, AB.Length + BC.Length); + DA.CopyTo(all, AB.Length + BC.Length + CD.Length); + return all; + } + } +} diff --git a/Assets/SEE/Game/Drawable/ActionHelpers/ShapePointsCalculator.cs.meta b/Assets/SEE/Game/Drawable/ActionHelpers/ShapePointsCalculator.cs.meta new file mode 100644 index 0000000000..ba53106db5 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ActionHelpers/ShapePointsCalculator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 80001261c2f38f0428dba5f72889c8dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/BlinkEffect.cs b/Assets/SEE/Game/Drawable/BlinkEffect.cs new file mode 100644 index 0000000000..cb124c0fb2 --- /dev/null +++ b/Assets/SEE/Game/Drawable/BlinkEffect.cs @@ -0,0 +1,176 @@ +using HighlightPlus; +using SEE.Utils; +using System.Collections; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// Component that is required to show which object has been selected. + /// It makes the respective object blink. + /// + public class BlinkEffect : MonoBehaviour + { + /// + /// Whether the loop is active. + /// + private bool loopOn; + + /// + /// The renderer of the attached game object. + /// + private new Renderer renderer; + + /// + /// The renderers of the attached game object (for mind map nodes) + /// + private Renderer[] renderers; + + /// + /// The canvas of the attached game object. + /// + private Canvas canvas; + + /// + /// The highlight effect of the attached game object. + /// + private HighlightEffect highlight; + + /// + /// Executed as long as the Blink Effect Component is active. + /// It ensures that the corresponding renderer/canvas/highlight effect + /// is toggled on and off, thus creating a blinking effect. + /// + /// Nothing, only the seconds to wait. + public IEnumerator Blink() + { + while (loopOn) + { + if (renderer != null) + { + /// Makes the renderer blink. + renderer.enabled = false; + yield return new WaitForSeconds(0.2f); + renderer.enabled = true; + yield return new WaitForSeconds(0.5f); + } + else if (renderers != null) + { + /// Makes the renderers blink. + foreach (Renderer renderer in renderers) + { + renderer.enabled = false; + } + yield return new WaitForSeconds(0.2f); + foreach (Renderer renderer in renderers) + { + renderer.enabled = true; + } + yield return new WaitForSeconds(0.5f); + } + else if (canvas != null) + { + /// Makes the canvas blink. + canvas.enabled = false; + yield return new WaitForSeconds(0.2f); + canvas.enabled = true; + yield return new WaitForSeconds(0.5f); + } + else + { + /// Makes the highlight blink. + highlight.enabled = false; + yield return new WaitForSeconds(0.2f); + highlight.enabled = true; + yield return new WaitForSeconds(0.5f); + } + } + } + + /// + /// Deactivates the blink effect. + /// It enables the renderer, the canvas, or the child renderers + /// (depending on what is present). + /// If a highlight effect was used, it will be destroyed. + /// Subsequently, the Blink Effect Component is destroyed. + /// + public void Deactivate() + { + loopOn = false; + if (renderer != null) + { + renderer.enabled = true; + } + else if (renderers != null) + { + foreach (Renderer renderer in renderers) + { + renderer.enabled = true; + } + } + else if (canvas != null) + { + canvas.enabled = true; + } + else + { + Destroyer.Destroy(highlight); + } + Destroy(this); + } + + /// + /// Deactivate the blink effect of the given object. + /// + /// The object which blink effect should be deactivated. + public static void Deactivate(GameObject obj) + { + if (obj != null && obj.GetComponent() != null) + { + obj.GetComponent().Deactivate(); + } + } + + /// + /// Executed upon assigning the component. + /// It searches for a renderer, child renderers, or a highlight effect. + /// If none of these components are present, a highlight effect is created, + /// and then the blink loop is initiated. + /// + private void Start() + { + GameObject obj = gameObject; + + if (renderer == null && obj.GetComponent() != null) + { + /// Sets the renderer if available. + renderer = obj.GetComponent(); + } + else if (obj.GetComponentsInChildren().Length > 0) + { + /// Sets the renderers if available. + /// Only for mind map nodes, it takes the border (line render) + /// and the text (mesh renderer) + renderers = obj.GetComponentsInChildren(); + } + else if (obj.GetComponent() != null) + { + /// Sets the canvas if available. + /// Needed for an image. + canvas = obj.GetComponent(); + } + else if (obj.GetComponent() != null) + { + /// Sets the highlight if available. + highlight = obj.GetComponent(); + } + else + { + /// Creates a highlight effect, if none of the other cases apply. + highlight = GameHighlighter.EnableGlowOutline(obj); + } + loopOn = true; + StartCoroutine(Blink()); + } + } +} diff --git a/Assets/SEE/Game/Drawable/BlinkEffect.cs.meta b/Assets/SEE/Game/Drawable/BlinkEffect.cs.meta new file mode 100644 index 0000000000..f4ceb5d38b --- /dev/null +++ b/Assets/SEE/Game/Drawable/BlinkEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1958b707c8382714d899cf54deeb41d3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ColorPresetsConfigManager.cs b/Assets/SEE/Game/Drawable/ColorPresetsConfigManager.cs new file mode 100644 index 0000000000..26678da279 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ColorPresetsConfigManager.cs @@ -0,0 +1,76 @@ +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.Utils; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using System.IO; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class can be used to load and save the color presets of the color picker. + /// + public static class ColorPresetsConfigManager + { + /// + /// The path to the file containing the saved color presets. + /// This is saved in a field because multiple methods of this class use it. + /// + private static readonly string colorPresetsFile = DrawableConfigManager.configurationPath + + "ColorPresets" + Filenames.ConfigExtension; + + /// + /// This method checks whether the directory for the saved drawable exists. + /// If not, it creates that directory. + /// + private static void EnsureDrawableDirectoryExists() + { + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.configurationPath); + } + + /// + /// True if the color-preset file exists + /// + /// Whether the file exists or not. + public static bool IsFileExists() + { + return File.Exists(colorPresetsFile); + } + + /// + /// Loads the colors of the file. + /// + /// The created colors configuration. + internal static ColorsConfig LoadColors() + { + ColorsConfig config = new(); + try + { + using ConfigReader stream = new(colorPresetsFile); + Dictionary attributes = stream.Read(); + config.Restore(attributes); + } + catch (Exception e) + { + ShowNotification.Error("Error loading colors", + $"Could not load settings from {colorPresetsFile}: {e.Message}"); + throw e; + } + return config; + } + + /// + // Saves the color presets of the color picker to a file. + /// + /// The colors to save. + internal static void SaveColors(Color[] colors) + { + EnsureDrawableDirectoryExists(); + using ConfigWriter writer = new(colorPresetsFile); + ColorsConfig config = new() { Colors = colors }; + config.Save(writer); + } + } +} diff --git a/Assets/SEE/Game/Drawable/ColorPresetsConfigManager.cs.meta b/Assets/SEE/Game/Drawable/ColorPresetsConfigManager.cs.meta new file mode 100644 index 0000000000..194d5135c6 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ColorPresetsConfigManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a94e69c0081d4d4a929099ec30b7b8d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations.meta b/Assets/SEE/Game/Drawable/Configurations.meta new file mode 100644 index 0000000000..36f958b45a --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3c111a07932310e46bb50515a095dccc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/ColorsConfig.cs b/Assets/SEE/Game/Drawable/Configurations/ColorsConfig.cs new file mode 100644 index 0000000000..6b3609fe2e --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/ColorsConfig.cs @@ -0,0 +1,109 @@ +using SEE.UI.Menu.Drawable; +using SEE.Utils.Config; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// This class can hold all the information that is needed to configure the + /// color presets of the color picker. + /// Used for the line configuration menu. + /// + public class ColorsConfig + { + /// + /// The colors of the color presets boxes. + /// + public Color[] Colors; + + /// + /// The label for the first color preset box. + /// + private const string ColorPresets0 = "ColorPresets0"; + /// + /// The label for the second color preset box. + /// + private const string ColorPresets1 = "ColorPresets1"; + /// + /// The label for the third color preset box. + /// + private const string ColorPresets2 = "ColorPresets2"; + /// + /// The label for the fourth color preset box. + /// + private const string ColorPresets3 = "ColorPresets3"; + /// + /// The label for the fifth color preset box. + /// + private const string ColorPresets4 = "ColorPresets4"; + /// + /// The label for the sixth color preset box. + /// + private const string ColorPresets5 = "ColorPresets5"; + /// + /// The label for the seventh color preset box. + /// + private const string ColorPresets6 = "ColorPresets6"; + /// + /// The label for the eighth color preset box. + /// + private const string ColorPresets7 = "ColorPresets7"; + /// + /// The label for the ninth color preset box. + /// + private const string ColorPresets8 = "ColorPresets8"; + /// + /// The label for the tenth color preset box. + /// + private const string ColorPresets9 = "ColorPresets9"; + /// + /// The label for the eleventh color preset box. + /// + private const string ColorPresets10 = "ColorPresets10"; + + /// + /// An array that holds the eleven color-preset labels. It is needed for iterating. + /// + private readonly string[] presets = { ColorPresets0, ColorPresets1, ColorPresets2, + ColorPresets3, ColorPresets4, ColorPresets5, ColorPresets6, ColorPresets7, + ColorPresets8, ColorPresets9, ColorPresets10}; + + /// + /// Saves this instance's attributes using the given . + /// + /// The to be used to to write the attributes. + internal void Save(ConfigWriter writer) + { + for (int i = 0; i < Colors.Length; i++) + { + writer.Save(Colors[i], presets[i]); + } + } + + /// + /// Loads the given attributes into this instance of the class . + /// If the given attributes are empty, then the default preset colors are loaded. + /// + /// The attributes to load in the format created by + /// . + internal void Restore(Dictionary attributes) + { + Colors = new Color[attributes.Count]; + for (int i = 0; i < attributes.Count; i++) + { + Color color = Color.black; + if (ConfigIO.Restore(attributes, presets[i], ref color)) + { + Colors[i] = color; + } + } + + if (Colors.Length == 0) + { + Colors = LineMenu.Instance.GameObject.GetComponent() + .Setup.DefaultPresetColors; + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/ColorsConfig.cs.meta b/Assets/SEE/Game/Drawable/Configurations/ColorsConfig.cs.meta new file mode 100644 index 0000000000..1ba40b55da --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/ColorsConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c4c913b8ec15d814e90a46c26fda548d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/DrawableConfig.cs b/Assets/SEE/Game/Drawable/Configurations/DrawableConfig.cs new file mode 100644 index 0000000000..39e740b48c --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/DrawableConfig.cs @@ -0,0 +1,515 @@ +using SEE.Net.Actions.Drawable; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// This class can hold all the information that is needed to configure a drawable. + /// + [Serializable] + public class DrawableConfig : ICloneable + { + /// + /// The name of this drawable. + /// + public string ID; + + /// + /// The parent name of this drawable. + /// + public string ParentID; + + /// + /// The position of this drawable / or of his parent. + /// + public Vector3 Position; + + /// + /// The orientation of this drawable / or of his parent. + /// + public Vector3 Rotation; + + /// + /// The scale of this drawable / or of his parent. + /// + public Vector3 Scale; + + /// + /// The color of this drawable. + /// + public Color Color; + + /// + /// The order of the drawable. + /// (Only necessary for sticky notes) + /// + public int Order; + + /// + /// The lighting state of the drawable. + /// + public bool Lighting; + + /// + /// The current order in layer of the drawable. + /// + public int OrderInLayer; + + /// + /// The description of the drawable. + /// + public string Description; + + /// + /// The visibility of the drawable. + /// + public bool Visibility; + + /// + /// The current page of the drawable. + /// + public int CurrentPage; + + /// + /// The maximum page size. + /// + public int MaxPageSize; + + /// + /// All the lines that should be displayed on this drawable. + /// + public List LineConfigs = new(); + + /// + /// All the texts that should be displayed on this drawable. + /// + public List TextConfigs = new(); + + /// + /// All the images that should be displayed on this drawable. + /// + public List ImageConfigs = new(); + + /// + /// All the mind map nodes that should be displayed on this drawable. + /// + public List MindMapNodeConfigs = new(); + + /// + /// Gets the surface game object of this drawable. + /// + /// the drawable game object. + public GameObject GetDrawableSurface() + { + return GameFinder.FindDrawableSurface(ID, ParentID); + } + + /// + /// Gets all drawable type configs of this drawable config. + /// + /// A list that contains all drawable type configs of this drawable. + public List GetAllDrawableTypes() + { + List list = new(LineConfigs); + list.AddRange(TextConfigs); + list.AddRange(ImageConfigs); + list.AddRange(MindMapNodeConfigs); + return list; + } + + /// + /// Restores the changes of a configuration. + /// + /// The surface to be changed. + /// The configuration. + /// + public static GameObject Restore(GameObject surface, DrawableConfig config) + { + if (surface.CompareTag(Tags.Drawable)) + { + if (GameFinder.IsStickyNote(surface)) + { + GameStickyNoteManager.Change(surface, config); + new StickyNoteChangeNetAction(config).Execute(); + } else + { + GameDrawableManager.Change(surface, config); + new DrawableChangeNetAction(config).Execute(); + } + } + return surface; + } + + #region Config I/O + + /// + /// The label for the drawable surface name in the configuration file. + /// + private const string SurfaceNameLabel = "SurfaceName"; + + /// + /// The label for the drawable surface parent name in the configuration file. + /// + private const string SurfaceParentNameLabel = "SurfaceParentName"; + + /// + /// The label for the position of a drawable in the configuration file. + /// + private const string PositionLabel = "Position"; + + /// + /// The label for the rotation of a drawable in the configuration file. + /// + private const string RotationLabel = "Rotation"; + + /// + /// The label for the scale of a drawable in the configuration file. + /// + private const string ScaleLabel = "Scale"; + + /// + /// The label for the color of a drawable in the configuration file. + /// + private const string ColorLabel = "Color"; + + /// + /// The label for the order of a drawable in the configuration file. + /// + private const string OrderLabel = "Order"; + + /// + /// The label for the lighting of a drawable in the configuration file. + /// + private const string LightingLabel = "Lighting"; + + /// + /// The label for the order in layer of a drawable in the configuration file. + /// + private const string OrderInLayerLabel = "OrderInLayer"; + + /// + /// The label for the description of a drawable in the configuration file. + /// + private const string DescriptionLabel = "Description"; + + /// + /// The label for the visibility of a drawable in the configuration file. + /// + private const string VisibilityLabel = "Visibility"; + + /// + /// The label for the current selected page of a drawable in the configuration file. + /// + private const string CurrentPageLabel = "CurrentPage"; + + /// + /// The label for the maximum page size of a drawable in the configuration file. + /// + private const string MaxPageSizeLabel = "MaxPageSize"; + + /// + /// The label for the group of line configurations in the configuration file. + /// + private const string LineConfigsLabel = "LineConfigs"; + + /// + /// The label for the group of text configurations in the configuration file. + /// + private const string TextConfigsLabel = "TextConfigs"; + + /// + /// The label for the group of image configurations in the configuration file. + /// + private const string ImageConfigsLabel = "ImageConfigs"; + + /// + /// The label for the group of mind map node configurations in the configuration file. + /// + private const string MindMapNodeConfigsLabel = "MindMapNodeConfigs"; + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + internal void Save(ConfigWriter writer) + { + writer.Save(ID, SurfaceNameLabel); + writer.Save(ParentID, SurfaceParentNameLabel); + writer.Save(Position, PositionLabel); + writer.Save(Rotation, RotationLabel); + writer.Save(Scale, ScaleLabel); + writer.Save(Color, ColorLabel); + writer.Save(Order, OrderLabel); + writer.Save(Lighting, LightingLabel); + writer.Save(OrderInLayer, OrderInLayerLabel); + writer.Save(Description, DescriptionLabel); + writer.Save(Visibility, VisibilityLabel); + writer.Save(CurrentPage, CurrentPageLabel); + writer.Save(MaxPageSize, MaxPageSizeLabel); + + if (LineConfigs != null && LineConfigs.Count > 0) + { + writer.BeginList(LineConfigsLabel); + foreach (LineConf lineConfig in LineConfigs) + { + lineConfig.Save(writer); + } + writer.EndList(); + } + + if (TextConfigs != null && TextConfigs.Count > 0) + { + writer.BeginList(TextConfigsLabel); + foreach (TextConf textConfig in TextConfigs) + { + textConfig.Save(writer); + } + writer.EndList(); + } + + if (ImageConfigs != null && ImageConfigs.Count > 0) + { + writer.BeginList(ImageConfigsLabel); + foreach (ImageConf imageConfig in ImageConfigs) + { + imageConfig.Save(writer); + } + writer.EndList(); + } + + if (MindMapNodeConfigs != null && MindMapNodeConfigs.Count > 0) + { + writer.BeginList(MindMapNodeConfigsLabel); + foreach (MindMapNodeConf nodeConfigs in MindMapNodeConfigs) + { + nodeConfigs.Save(writer); + } + writer.EndList(); + } + } + + /// + /// Loads the given attributes into this instance of the class . + /// + /// The attributes to load in the format created by + /// . + /// Whether or not the attributes were loaded without any errors. + internal bool Restore(Dictionary attributes) + { + bool errorFree = true; + /// Try to restore the drawable name. + if (attributes.TryGetValue(SurfaceNameLabel, out object name)) + { + ID = (string)name; + } + else + { + errorFree = false; + } + + /// Try to restore the drawable parent name. + if (attributes.TryGetValue(SurfaceParentNameLabel, out object pName)) + { + ParentID = (string)pName; + } + else + { + errorFree = false; + } + + /// Try to restore the position. + Vector3 position = Vector3.zero; + if (ConfigIO.Restore(attributes, PositionLabel, ref position)) + { + Position = position; + } + else + { + Position = Vector3.zero; + errorFree = false; + } + + /// Try to restore the rotation. + Vector3 rotation = Vector3.zero; + if (ConfigIO.Restore(attributes, RotationLabel, ref rotation)) + { + Rotation = rotation; + } + else + { + Rotation = Vector3.zero; + errorFree = false; + } + + /// Try to restore the scale. + Vector3 scale = Vector3.zero; + if (ConfigIO.Restore(attributes, ScaleLabel, ref scale)) + { + Scale = scale; + } + else + { + Scale = Vector3.zero; + errorFree = false; + } + + /// Try to restore the color. + Color color = Color.black; + if (ConfigIO.Restore(attributes, ColorLabel, ref color)) + { + Color = color; + } + else + { + Color = Color.black; + errorFree = false; + } + + /// Try to restore the order. + if (!ConfigIO.Restore(attributes, OrderLabel, ref Order)) + { + errorFree = false; + } + + /// Try to restore the lighting status. + if (attributes.TryGetValue(LightingLabel, out object status)) + { + Lighting = (bool)status; + } + else + { + Lighting = false; + errorFree = false; + } + + /// Try to restore the order in layer. + if (!ConfigIO.Restore(attributes, OrderInLayerLabel, ref OrderInLayer)) + { + errorFree = false; + } + + /// Try to restore the description of the drawable. + if (attributes.TryGetValue(DescriptionLabel, out object description)) + { + Description = (string)description; + } + else + { + errorFree = false; + } + + /// Try to restore the lighting status. + if (attributes.TryGetValue(VisibilityLabel, out object visibility)) + { + Visibility = (bool)visibility; + } + else + { + Visibility = true; + errorFree = false; + } + + /// Try to restore the current selected page. + if (!ConfigIO.Restore(attributes, CurrentPageLabel, ref CurrentPage)) + { + errorFree = false; + } + + /// Try to restore the maximum page size. + if (!ConfigIO.Restore(attributes, MaxPageSizeLabel, ref MaxPageSize)) + { + errorFree = false; + } + + /// Try to restore the lines that are displayed on this drawable. + if (attributes.TryGetValue(LineConfigsLabel, out object lineList)) + { + foreach (object item in (List)lineList) + { + Dictionary dict = (Dictionary)item; + LineConf config = new(); + config.Restore(dict); + LineConfigs.Add(config); + } + } + + /// Try to restore the texts that are displayed on this drawable. + if (attributes.TryGetValue(TextConfigsLabel, out object textList)) + { + int i = 0; + foreach (object item in (List)textList) + { + i++; + Dictionary dict = (Dictionary)item; + TextConf config = new(); + config.Restore(dict); + TextConfigs.Add(config); + } + } + + /// Try to restore the images that are displayed on this drawable. + if (attributes.TryGetValue(ImageConfigsLabel, out object imageList)) + { + int i = 0; + foreach (object item in (List)imageList) + { + i++; + Dictionary dict = (Dictionary)item; + ImageConf config = new(); + config.Restore(dict); + ImageConfigs.Add(config); + } + } + + /// Try to restore the mind map nodes that are displayed on this drawable. + if (attributes.TryGetValue(MindMapNodeConfigsLabel, out object nodeList)) + { + int i = 0; + foreach (object item in (List)nodeList) + { + i++; + Dictionary dict = (Dictionary)item; + MindMapNodeConf config = new(); + config.Restore(dict); + MindMapNodeConfigs.Add(config); + } + } + + return errorFree; + } + + /// + /// Returns a clone of this . + /// + /// A new with the values of this object. + public object Clone() + { + return new DrawableConfig + { + ID = this.ID, + ParentID = this.ParentID, + Position = this.Position, + Rotation = this.Rotation, + Scale = this.Scale, + Color = this.Color, + Order = this.Order, + Lighting = this.Lighting, + OrderInLayer = this.OrderInLayer, + Description = this.Description, + Visibility = this.Visibility, + CurrentPage = this.CurrentPage, + MaxPageSize = this.MaxPageSize, + LineConfigs = this.LineConfigs.ToList(), + TextConfigs = this.TextConfigs.ToList(), + ImageConfigs = this.ImageConfigs.ToList(), + MindMapNodeConfigs = this.MindMapNodeConfigs.ToList(), + }; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/DrawableConfig.cs.meta b/Assets/SEE/Game/Drawable/Configurations/DrawableConfig.cs.meta new file mode 100644 index 0000000000..022a9df74f --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/DrawableConfig.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed4dd8b69e7f2894ea9a14fb4fd359d9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/DrawableType.cs b/Assets/SEE/Game/Drawable/Configurations/DrawableType.cs new file mode 100644 index 0000000000..f978c37f11 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/DrawableType.cs @@ -0,0 +1,354 @@ +using SEE.Net.Actions.Drawable; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// The configuration class of the drawable types. + /// + [Serializable] + public abstract class DrawableType + { + /// + /// The name of the drawable type object. + /// + public string Id; + + /// + /// The position of the drawable type object. + /// + public Vector3 Position; + + /// + /// The euler angles of the drawable type object. + /// + public Vector3 EulerAngles; + + /// + /// The scale of the text. + /// + public Vector3 Scale; + + /// + /// The order in layer for this drawable type object. + /// + public int OrderInLayer; + + /// + /// The associated surface page for this drawable type object. + /// + public int AssociatedPage; + + /// + /// Gets the drawable type of the given object. + /// + /// The object from which the drawable type is to be determined. + /// The drawable type + public static DrawableType Get(GameObject obj) + { + DrawableType type = obj.tag switch + { + Tags.Line => LineConf.GetLine(obj), + Tags.DText => TextConf.GetText(obj), + Tags.Image => ImageConf.GetImageConf(obj), + Tags.MindMapNode => MindMapNodeConf.GetNodeConf(obj), + _ => null, + }; + return type; + } + + /// + /// Edits the object to the given drawable type configuration. + /// It calls the corresponding - change method of the respective + /// drawable type. + /// + /// The object to be edited. + /// The drawable type configuration that should be applied. + /// The drawable surface on which the object is displayed. + public static void Edit(GameObject objectToEdit, DrawableType type, GameObject surface) + { + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + switch(type) + { + case LineConf line: + GameEdit.ChangeLine(objectToEdit, line); + new EditLineNetAction(surface.name, surfaceParentName, LineConf.GetLineWithoutRenderPos(objectToEdit)).Execute(); + break; + case TextConf text: + GameEdit.ChangeText(objectToEdit, text); + new EditTextNetAction(surface.name, surfaceParentName, text).Execute(); + break; + case ImageConf image: + GameEdit.ChangeImage(objectToEdit, image); + new EditImageNetAction(surface.name, surfaceParentName, image).Execute(); + break; + case MindMapNodeConf node: + GameEdit.ChangeMindMapNode(objectToEdit, node); + new EditMMNodeNetAction(surface.name, surfaceParentName, node).Execute(); + break; + default: + Debug.Log($"Can't edit {type.Id}.\n"); + break; + } + } + + /// + /// Returns the prefix for the drawable type. + /// + /// The type for which the prefix is needed. + /// The determined prefix. + public static string GetPrefix(DrawableType type) + { + switch (type) + { + case LineConf: + return ValueHolder.LinePrefix; + case TextConf: + return ValueHolder.TextPrefix; + case ImageConf: + return ValueHolder.ImagePrefix; + case MindMapNodeConf node: + if (node.Id.StartsWith(ValueHolder.MindMapThemePrefix)) + { + return ValueHolder.MindMapThemePrefix; + } + else if (node.Id.StartsWith(ValueHolder.MindMapSubthemePrefix)) + { + return ValueHolder.MindMapSubthemePrefix; + } + else + { + return ValueHolder.MindMapLeafPrefix; + } + } + return ""; + } + + /// + /// Gets the sorting order for . + /// + /// The current drawable type + /// The number of the order + public static int OrderOnType(DrawableType type) + { + return type switch + { + LineConf => 0, + TextConf => 1, + ImageConf => 2, + MindMapNodeConf => 3, + _ => 4, + }; + } + + /// + /// For sorting the nodes. + /// It is necessary because the nodes build on each other. + /// Therefore, the nodes with lower layers must be restored first. + /// This method will be used in combination with + /// + /// the drawable type of the chosen object + /// the order. + public static int OrderMindMap(DrawableType type) + { + return type switch + { + MindMapNodeConf node => node.Layer, + _ => 0, + }; + } + + #region Config I/O + + /// + /// Label in the configuration file for the id. + /// + private const string idLabel = "IDLabel"; + + /// + /// Label in the configuration file for the position. + /// + private const string positionLabel = "PositionLabel"; + + /// + /// Label in the configuration file for the scale. + /// + private const string scaleLabel = "ScaleLabel"; + + /// + /// Label in the configuration file for the order in layer. + /// + private const string orderInLayerLabel = "OrderInLayerLabel"; + + /// + /// Label in the configuration file for the euler angles. + /// + private const string eulerAnglesLabel = "EulerAnglesLabel"; + + /// + /// Label in the configuration file for the associated surface page. + /// + private const string associatedPageLabel = "AssociatedPageLabel"; + + /// + /// Restores the object to the given drawable type configuration. + /// It calls the corresponding re-creation method of the respective drawable type. + /// + /// The type to restore. + /// The drawable surface on which the drawable type should be restored. + public static GameObject Restore(DrawableType type, GameObject surface) + { + GameObject createdObject = null; + switch (type) + { + case LineConf line: + createdObject = GameDrawer.ReDrawLine(surface, line); + EnsureValidity(type, createdObject); + new DrawNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + line).Execute(); + break; + case TextConf text: + createdObject = GameTexter.ReWriteText(surface, text); + EnsureValidity(type, createdObject); + new WriteTextNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + text).Execute(); + break; + case ImageConf image: + createdObject = GameImage.RePlaceImage(surface, image); + EnsureValidity(type, createdObject); + new AddImageNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + image).Execute(); + break; + case MindMapNodeConf node: + createdObject = GameMindMap.ReCreate(surface, node); + EnsureValidity(type, createdObject); + new MindMapCreateNodeNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + node).Execute(); + break; + default: + Debug.Log($"Can't restore {type.Id}.\n"); + break; + } + return createdObject; + } + + /// + /// Ensures that the configuration gets the name of the created object. + /// + /// The configuration. + /// The created object. + /// The modified configuration. + private static DrawableType EnsureValidity(DrawableType type, GameObject createdObject) + { + if (type.Id == "") + { + type.Id = createdObject.name; + } + return type; + } + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + internal virtual void Save(ConfigWriter writer) + { + writer.BeginGroup(); + writer.Save(Id, idLabel); + writer.Save(AssociatedPage, associatedPageLabel); + writer.Save(Position, positionLabel); + writer.Save(EulerAngles, eulerAnglesLabel); + writer.Save(Scale, scaleLabel); + writer.Save(OrderInLayer, orderInLayerLabel); + SaveAttributes(writer); + writer.EndGroup(); + } + + /// + /// Subclasses must implement this so save their attributes. This class takes + /// care only to begin and end the grouping and to emit the key-value pair + /// for the 'kind'. + /// + /// to be used for writing the settings + protected abstract void SaveAttributes(ConfigWriter writer); + + /// + /// Given the representation of a as created by the , this + /// method parses the attributes from that representation and puts them into this + /// instance. + /// + /// A list of labels (strings) of attributes and their values (objects). This + /// has to be the representation of a as created by + /// . + /// Whether or not the was loaded without errors. + internal virtual bool Restore(Dictionary attributes) + { + bool errors = false; + + /// Try to restore the id. + if (attributes.TryGetValue(idLabel, out object name)) + { + Id = (string)name; + } + else + { + errors = true; + } + + /// Try to restore the associated page. + if (!ConfigIO.Restore(attributes, associatedPageLabel, ref AssociatedPage)) + { + errors = true; + } + + /// Try to restore the position. + Vector3 loadedPosition = Vector3.zero; + if (ConfigIO.Restore(attributes, positionLabel, ref loadedPosition)) + { + Position = loadedPosition; + } + else + { + Position = Vector3.zero; + errors = true; + } + + /// Try to restore the euler angles. + Vector3 loadedEulerAngles = Vector3.zero; + if (ConfigIO.Restore(attributes, eulerAnglesLabel, ref loadedEulerAngles)) + { + EulerAngles = loadedEulerAngles; + } + else + { + EulerAngles = Vector3.zero; + errors = true; + } + + /// Try to restore the scale. + Vector3 loadedScale = Vector3.zero; + if (ConfigIO.Restore(attributes, scaleLabel, ref loadedScale)) + { + Scale = loadedScale; + } + else + { + Scale = Vector3.zero; + errors = true; + } + + /// Try to restore the order in layer. + if (!ConfigIO.Restore(attributes, orderInLayerLabel, ref OrderInLayer)) + { + errors = true; + } + + return errors; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/DrawableType.cs.meta b/Assets/SEE/Game/Drawable/Configurations/DrawableType.cs.meta new file mode 100644 index 0000000000..ad88068804 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/DrawableType.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c94a71b86175731428c364b9c2e3ce28 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/DrawablesConfigs.cs b/Assets/SEE/Game/Drawable/Configurations/DrawablesConfigs.cs new file mode 100644 index 0000000000..b618a4075a --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/DrawablesConfigs.cs @@ -0,0 +1,65 @@ +using SEE.Utils.Config; +using System; +using System.Collections.Generic; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// This class can persist the configurations for a list of drawables. + /// + [Serializable] + public class DrawablesConfigs + { + /// + /// A list of drawables that should be saved or loaded. + /// + public List Drawables = new(); + + /// + /// Label in configuration file for the drawables configurations. + /// + private const string DrawablesLabel = "DrawablesConfigs"; + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + internal void Save(ConfigWriter writer) + { + writer.BeginList(DrawablesLabel); + foreach (DrawableConfig drawableConfig in Drawables) + { + writer.BeginGroup(); + drawableConfig.Save(writer); + writer.EndGroup(); + } + writer.EndList(); + } + + /// + /// Loads the given attributes into this instance of the class . + /// + /// The attributes to load in the format created by + /// . + /// Whether or not the attributes were loaded without any errors. + internal bool Restore(Dictionary attributes) + { + bool errorFree = true; + if (attributes.TryGetValue(DrawablesLabel, out object drawableList)) + { + foreach (object item in (List)drawableList) + { + Dictionary dict = (Dictionary)item; + DrawableConfig config = new DrawableConfig(); + errorFree = config.Restore(dict); + Drawables.Add(config); + } + } + else + { + errorFree = false; + } + return errorFree; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/DrawablesConfigs.cs.meta b/Assets/SEE/Game/Drawable/Configurations/DrawablesConfigs.cs.meta new file mode 100644 index 0000000000..6ced1695a0 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/DrawablesConfigs.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 086e753353d9a274c813a1ff997087ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/ImageConf.cs b/Assets/SEE/Game/Drawable/Configurations/ImageConf.cs new file mode 100644 index 0000000000..b4daab9834 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/ImageConf.cs @@ -0,0 +1,170 @@ +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using UnityEngine; +using UnityEngine.UI; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// The configuration class for a drawable image. + /// + [Serializable] + public class ImageConf : DrawableType, ICloneable + { + /// + /// The color of the image. + /// + public Color ImageColor; + + /// + /// The file data of the image. + /// + public byte[] FileData; + + /// + /// The file path where the image is located. + /// + public string Path; + + /// + /// The url of the image. + /// + public string URL; + + /// + /// Returns an image configuration for the given game object. + /// Only works if the game object is a drawable image. + /// If not, null is returned. + /// + /// The game object which contains the image, the canvas and an image tag. + /// A newly created image configuration + public static ImageConf GetImageConf(GameObject imageObject) + { + ImageConf conf = null; + if (imageObject != null && imageObject.CompareTag(Tags.Image)) + { + conf = new() + { + Id = imageObject.name, + AssociatedPage = imageObject.GetComponent().AssociatedPage, + Position = imageObject.transform.localPosition, + EulerAngles = imageObject.transform.localEulerAngles, + Scale = imageObject.transform.localScale, + OrderInLayer = imageObject.GetComponent().OrderInLayer, + ImageColor = imageObject.GetComponent().color, + Path = imageObject.GetComponent().Path, + FileData = imageObject.GetComponent().FileData, + URL = imageObject.GetComponent().URL + }; + } + return conf; + } + + /// + /// Returns a clone of this object. + /// + /// A new with the values of this object. + public object Clone() + { + return new ImageConf + { + Id = this.Id, + AssociatedPage = this.AssociatedPage, + Position = this.Position, + EulerAngles = this.EulerAngles, + Scale = this.Scale, + OrderInLayer = this.OrderInLayer, + ImageColor = this.ImageColor, + Path = this.Path, + FileData = this.FileData.ToArray(), + URL = this.URL + }; + } + + #region Config I/O + + /// + /// Label in the configuration file for the color of the image. + /// + private const string colorLabel = "ColorLabel"; + + /// + /// Label in the configuration file for the path of the image. + /// + private const string pathLabel = "PathLabel"; + + /// + /// Label in the configuration file for the url of the image. + /// + private const string urlLabel = "UrlLabel"; + + /// + /// Saves this instance's attributes using . + /// + /// The to write the attributes. + protected override void SaveAttributes(ConfigWriter writer) + { + writer.Save(ImageColor, colorLabel); + writer.Save(Path, pathLabel); + writer.Save(URL, urlLabel); + } + + /// + /// Given the representation of a as created by the , + /// this method parses the attributes from that representation and + /// puts them into this instance. + /// + /// A list of labels (strings) of attributes and their values (objects). This + /// has to be the representation of a as created by + /// . + /// Whether or not the was loaded without errors. + override internal bool Restore(Dictionary attributes) + { + bool errors = base.Restore(attributes); + + /// Try to restore the image color. + Color loadedimageColor = Color.black; + if (ConfigIO.Restore(attributes, colorLabel, ref loadedimageColor)) + { + ImageColor = loadedimageColor; + } + else + { + ImageColor = Color.black; + errors = true; + } + + /// Try to restore the image file. + if (attributes.TryGetValue(pathLabel, out object p)) + { + Path = (string)p; + if (File.Exists(Path)) + { + FileData = File.ReadAllBytes(Path); + } + } + else + { + errors = true; + } + + /// Try to restore the image url. + if (attributes.TryGetValue(pathLabel, out object url)) + { + URL = (string)url; + } + else + { + errors = true; + } + + return !errors; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/ImageConf.cs.meta b/Assets/SEE/Game/Drawable/Configurations/ImageConf.cs.meta new file mode 100644 index 0000000000..c1fef2e080 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/ImageConf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15c909ec83eab47428236f19f1fe015c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/LineConf.cs b/Assets/SEE/Game/Drawable/Configurations/LineConf.cs new file mode 100644 index 0000000000..4ff3a4686d --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/LineConf.cs @@ -0,0 +1,321 @@ +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// The configuration class for a drawable line. + /// + [Serializable] + public class LineConf : DrawableType, ICloneable + { + /// + /// The renderer positions of the drawn points. + /// + public Vector3[] RendererPositions; + + /// + /// The configurations of the drawn points. + /// Will be needed for correct saving / loading. + /// + private readonly List rendererPositionConfigs = new(); + + /// + /// If true, the line should loop. + /// + public bool Loop; + + /// + /// The primary color of the line. + /// + public Color PrimaryColor; + + /// + /// The secondary color of the line. + /// + public Color SecondaryColor; + + /// + /// The color kind of the line (Monochrome/Gradient/Two-color dashed). + /// + public GameDrawer.ColorKind ColorKind; + + /// + /// The thickness of the line. + /// + public float Thickness; + + /// + /// The line kind of the line (Solid/Dashed/Dashed25/Dashed50/Dashed75/Dashed100) + /// + public GameDrawer.LineKind LineKind; + + /// + /// The tiling of a dashed line. Only used for "Dashed" line kind. + /// + public float Tiling; + + /// + /// Creates a for the given game object. + /// + /// The game object with the component + /// The created object + public static LineConf GetLine(GameObject lineGameObject) + { + LineConf line = null; + if (lineGameObject != null && lineGameObject.CompareTag(Tags.Line)) + { + LineRenderer renderer = lineGameObject.GetComponent(); + line = new() + { + Id = lineGameObject.name, + AssociatedPage = lineGameObject.GetComponent().AssociatedPage, + Position = lineGameObject.transform.localPosition, + Scale = lineGameObject.transform.localScale, + OrderInLayer = lineGameObject.GetComponent().OrderInLayer, + Thickness = renderer.startWidth, + Tiling = renderer.textureScale.x, + LineKind = lineGameObject.GetComponent().LineKind, + Loop = renderer.loop, + EulerAngles = lineGameObject.transform.localEulerAngles, + ColorKind = lineGameObject.GetComponent().ColorKind, + RendererPositions = new Vector3[renderer.positionCount] + }; + renderer.GetPositions(line.RendererPositions); + switch (line.ColorKind) + { + case GameDrawer.ColorKind.Monochrome: + line.PrimaryColor = renderer.material.color; + line.SecondaryColor = Color.clear; + break; + case GameDrawer.ColorKind.Gradient: + line.PrimaryColor = renderer.startColor; + line.SecondaryColor = renderer.endColor; + break; + case GameDrawer.ColorKind.TwoDashed: + line.PrimaryColor = renderer.materials[0].color; + line.SecondaryColor = renderer.materials[1].color; + break; + } + } + return line; + } + + /// + /// Gets a modified for the given object. + /// The render positions are empty. + /// It's needed to reduce the network resources. + /// + /// The game object with the component. + /// The created without the renderer positions. + public static LineConf GetLineWithoutRenderPos(GameObject lineGameObject) + { + LineConf conf = GetLine(lineGameObject); + conf.RendererPositions = new Vector3[0]; + return conf; + } + + /// + /// Clones this line object. + /// + /// A copy of this line object. + public object Clone() + { + return new LineConf + { + Id = this.Id, + AssociatedPage = this.AssociatedPage, + Position = this.Position, + RendererPositions = this.RendererPositions, + Loop = this.Loop, + PrimaryColor = this.PrimaryColor, + SecondaryColor = this.SecondaryColor, + ColorKind = this.ColorKind, + OrderInLayer = this.OrderInLayer, + Thickness = this.Thickness, + EulerAngles = this.EulerAngles, + Scale = this.Scale, + LineKind = this.LineKind, + Tiling = this.Tiling, + }; + } + + #region Config I/O + + /// + /// Label in the configuration file for the positions of the line renderer for a line. + /// + private const string rendererPositionsLabel = "RendererPositions"; + + /// + /// Label in the configuration file for the loop option of a line. + /// + private const string loopLabel = "LoopLabel"; + + /// + /// Label in the configuration file for the primary color of a line. + /// + private const string primaryColorLabel = "PrimaryColorLabel"; + + /// + /// Label in the configuration file for the secondary color of a line. + /// + private const string secondaryColorLabel = "SecondaryColorLabel"; + + /// + /// Label in the configuration file for the color kind of a line. + /// + private const string colorKindLabel = "ColorKindLabel"; + + /// + /// Label in the configuration file for the thickness of a line. + /// + private const string thicknessLabel = "ThicknessLabel"; + + /// + /// Label in the configuration file for the line kind of a line. + /// + private const string lineKindLabel = "LineKindLabel"; + + /// + /// Label in the configuration file for the tiling of a line with a "Dashed" line kind. + /// + private const string tilingLabel = "TilingLabel"; + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + protected override void SaveAttributes(ConfigWriter writer) + { + writer.Save(ColorKind.ToString(), colorKindLabel); + writer.Save(PrimaryColor, primaryColorLabel); + writer.Save(SecondaryColor, secondaryColorLabel); + writer.Save(Thickness, thicknessLabel); + writer.Save(Loop, loopLabel); + writer.Save(LineKind.ToString(), lineKindLabel); + writer.Save(Tiling, tilingLabel); + foreach(Vector3 pos in RendererPositions) + { + rendererPositionConfigs.Add(new Vector3Config() { Value = pos }); + } + writer.Save(rendererPositionConfigs, rendererPositionsLabel); + } + + /// + /// Given the representation of a as created by the , this + /// method parses the attributes from that representation and puts them into this + /// instance. + /// + /// A list of labels (strings) of attributes and their values (objects). This + /// has to be the representation of a as created by + /// . + /// Whether or not the was loaded without errors. + new internal bool Restore(Dictionary attributes) + { + bool errors = base.Restore(attributes); + + /// Try to restore the color kind + if (attributes.TryGetValue(colorKindLabel, out object cKind) + && Enum.TryParse((string)cKind, out GameDrawer.ColorKind colorResult)) + { + ColorKind = colorResult; + } + else + { + ColorKind = GameDrawer.ColorKind.Monochrome; + errors = true; + } + + /// Try to restore the primary color. + Color loadedColor = Color.black; + if (ConfigIO.Restore(attributes, primaryColorLabel, ref loadedColor)) + { + PrimaryColor = loadedColor; + } + else + { + PrimaryColor = Color.black; + errors = true; + } + + /// Try to restore the secondary color. + Color loadedSecColor = Color.black; + if (ConfigIO.Restore(attributes, secondaryColorLabel, ref loadedSecColor)) + { + SecondaryColor = loadedSecColor; + } + else + { + SecondaryColor = Color.black; + errors = true; + } + + /// Try to restore the thickness. + if (attributes.TryGetValue(thicknessLabel, out object thick)) + { + Thickness = (float)thick; + } + else + { + Thickness = ValueHolder.CurrentThickness; + errors = true; + } + + /// Try to restore the loop. + if (attributes.TryGetValue(loopLabel, out object loadedLoop)) + { + Loop = (bool)loadedLoop; + } + else + { + Loop = false; + errors = true; + } + + List listRendererPositions = new(); + /// Try to restore the line position points. + if (attributes.TryGetValue(rendererPositionsLabel, out object positionList)) + { + foreach (object item in (List) positionList) + { + Dictionary dict = (Dictionary)item; + Vector3Config config = new(); + config.Restore(dict); + listRendererPositions.Add(config.Value); + } + RendererPositions = listRendererPositions.ToArray(); + } + + /// Try to restore the tiling. + if (attributes.TryGetValue(tilingLabel, out object til)) + { + Tiling = (float)til; + } + else + { + Tiling = 1; + errors = true; + } + + /// Try to restore the line kind. + if (attributes.TryGetValue(lineKindLabel, out object kind) + && Enum.TryParse((string)kind, out GameDrawer.LineKind result)) + { + LineKind = result; + } + else + { + LineKind = GameDrawer.LineKind.Solid; + errors = true; + } + + return !errors; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/LineConf.cs.meta b/Assets/SEE/Game/Drawable/Configurations/LineConf.cs.meta new file mode 100644 index 0000000000..8ab9ad1cb2 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/LineConf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db8a012f98af68242a71d807ae9da7d7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/MindMapNodeConf.cs b/Assets/SEE/Game/Drawable/Configurations/MindMapNodeConf.cs new file mode 100644 index 0000000000..ce190cf165 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/MindMapNodeConf.cs @@ -0,0 +1,300 @@ +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// The configuration class for a drawable line. + /// + [Serializable] + public class MindMapNodeConf : DrawableType, ICloneable + { + /// + /// The mind map layer of the node. + /// + public int Layer; + + /// + /// The name of the parent node. + /// + public string ParentNode; + + /// + /// The name of the branch line to the parent. + /// + public string BranchLineToParent; + + /// + /// The node kind of the node. + /// + public GameMindMap.NodeKind NodeKind; + + /// + /// The configuration of the mind map border (line). + /// + public LineConf BorderConf; + + /// + /// The configuration of the mind map description (text). + /// + public TextConf TextConf; + + /// + /// The configuration of the branch line to parent. + /// + public LineConf BranchLineConf; + + /// + /// The dictionary with the childs and the branch lines to them. + /// + public IDictionary Children; + /// + /// The dictionary with the children names and the branch line names. + /// + private Dictionary childrenNames = new(); + + /// + /// Creates a for the given game object, + /// if it is a mind map node, otherwise the result is null. + /// + /// The game object with the + /// The created object + public static MindMapNodeConf GetNodeConf(GameObject obj) + { + MindMapNodeConf conf = null; + if (obj != null && obj.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = obj.GetComponent(); + conf = new() + { + Id = obj.name, + AssociatedPage = obj.GetComponent().AssociatedPage, + Position = obj.transform.localPosition, + Scale = obj.transform.localScale, + EulerAngles = obj.transform.localEulerAngles, + OrderInLayer = obj.GetComponent().OrderInLayer, + Layer = valueHolder.Layer, + NodeKind = valueHolder.NodeKind, + BorderConf = LineConf.GetLine(GameFinder.FindChildWithTag(obj, Tags.Line)), + TextConf = TextConf.GetText(GameFinder.FindChildWithTag(obj, Tags.DText)), + Children = valueHolder.GetChildren() + }; + /// Set the parent information. + if (valueHolder.GetParent() != null) + { + conf.ParentNode = valueHolder.GetParent().name; + conf.BranchLineToParent = valueHolder.GetParentBranchLine().name; + conf.BranchLineConf = LineConf.GetLine(valueHolder.GetParentBranchLine()); + } else + { + conf.ParentNode = ""; + conf.BranchLineToParent = ""; + } + /// Converts the children in a pair of strings based on their ids. + foreach (var item in conf.Children) + { + if (item.Key != null && item.Value != null) + { + conf.childrenNames.Add(item.Key.name, item.Value.name); + } + } + } + return conf; + } + + /// + /// Clones the mind map node configuration object. + /// + /// A copy of this configuration object. + public object Clone() + { + return new MindMapNodeConf + { + Id = this.Id, + AssociatedPage = this.AssociatedPage, + Position = this.Position, + Scale = this.Scale, + EulerAngles = this.EulerAngles, + OrderInLayer = this.OrderInLayer, + Layer = this.Layer, + ParentNode = this.ParentNode, + BranchLineToParent = this.BranchLineToParent, + NodeKind = this.NodeKind, + Children = this.Children, + childrenNames = this.childrenNames, + BorderConf = this.BorderConf, + TextConf = this.TextConf + }; + } + + #region Config I/O + + /// + /// Label in the configuration file for the mind map layer of the node. + /// + private const string layerLabel = "LayerLabel"; + + /// + /// Label in the configuration file for the parent id of the node. + /// + private const string parentIDLabel = "ParentIDLabel"; + + /// + /// Label in the configuration file for the parent branch line. + /// + private const string parentBranchLineLabel = "ParentBranchLineLabel"; + + /// + /// Label in the configuration file for the node kind. + /// + private const string nodeKindLabel = "NodeKindLabel"; + + /// + /// Label in the configuration file for the mind map node border. + /// + private const string borderLabel = "BorderLabel"; + + /// + /// Label in the configuration file for the mind map node text. + /// + private const string textLabel = "TextLabel"; + + /// + /// Label in the configuration file for the childs. + /// + private const string childrenLabel = "ChildrenLabel"; + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + protected override void SaveAttributes(ConfigWriter writer) + { + writer.Save(Layer, layerLabel); + writer.Save(ParentNode, parentIDLabel); + writer.Save(BranchLineToParent, parentBranchLineLabel); + writer.Save(NodeKind.ToString(), nodeKindLabel); + + /// Writes the border configuration (line configuration) + writer.BeginList(borderLabel); + BorderConf.Save(writer); + writer.EndList(); + + /// Writes the text configuration + writer.BeginList(textLabel); + TextConf.Save(writer); + writer.EndList(); + + /// Writes the pair of the children names and their branch lines to the parent node. + writer.SaveAsStrings(childrenNames, childrenLabel); + } + + /// + /// Given the representation of a as created by the , this + /// method parses the attributes from that representation and puts them into this + /// instance. + /// + /// A list of labels (strings) of attributes and their values (objects). This + /// has to be the representation of a as created by + /// . + /// Whether or not the was loaded without errors. + override internal bool Restore(Dictionary attributes) + { + bool errors = base.Restore(attributes); + + /// Try to restore the mind map node layer. + if (!ConfigIO.Restore(attributes, layerLabel, ref Layer)) + { + errors = true; + } + + /// Try to restore the parent id. + if (attributes.TryGetValue(parentIDLabel, out object pName)) + { + ParentNode = (string)pName; + } + else + { + errors = true; + } + + /// Try to restore the parent branch line id. + if (attributes.TryGetValue(parentBranchLineLabel, out object pBranch)) + { + BranchLineToParent = (string)pBranch; + } + else + { + errors = true; + } + + /// Try to restore the node kind. + if (attributes.TryGetValue(nodeKindLabel, out object kind) + && Enum.TryParse((string)kind, out GameMindMap.NodeKind result)) + { + NodeKind = result; + } + else + { + NodeKind = GameMindMap.NodeKind.Theme; + errors = true; + } + + /// Try to restore the mind map border (line configuration). + if (attributes.TryGetValue(borderLabel, out object lineList)) + { + foreach (object item in (List)lineList) + { + Dictionary lineDict = (Dictionary)item; + LineConf config = new(); + config.Restore(lineDict); + BorderConf = config; + } + } + + /// Try to restore the mind map text (text configuration). + if (attributes.TryGetValue(textLabel, out object textList)) + { + foreach (object item in (List)textList) + { + Dictionary textDict = (Dictionary)item; + TextConf config = new(); + config.Restore(textDict); + TextConf = config; + } + } + + /// Try to restore the pair of child names and their branch lines. + if (attributes.TryGetValue(childrenLabel, out object childrenDict)) + { + foreach (object dict in (List)childrenDict) + { + string key = "", value = ""; + int i = 0; + foreach (object item in (List)dict) + { + if (i == 0) + { + key = (string)item; + i++; + } else + { + value = (string)item; + } + } + childrenNames.Add(key, value); + } + } + else + { + errors = true; + } + return !errors; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/MindMapNodeConf.cs.meta b/Assets/SEE/Game/Drawable/Configurations/MindMapNodeConf.cs.meta new file mode 100644 index 0000000000..06a572166f --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/MindMapNodeConf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 62a1fa495c0c6f14d80a68e78c520c51 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/TextConf.cs b/Assets/SEE/Game/Drawable/Configurations/TextConf.cs new file mode 100644 index 0000000000..19b6749649 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/TextConf.cs @@ -0,0 +1,257 @@ +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils.Config; +using System; +using System.Collections.Generic; +using TMPro; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// The configuration class for a drawable text. + /// + [Serializable] + public class TextConf : DrawableType, ICloneable + { + /// + /// The written text. + /// + public string Text; + + /// + /// The text font color. + /// + public Color FontColor; + + /// + /// The font outline color of the text. + /// + public Color OutlineColor; + + /// + /// Whether the outline color is enabled or disabled. + /// True = enabled; false = disabled. + /// + public bool IsOutlined; + + /// + /// The thickness for the text outline. + /// + public float OutlineThickness; + + /// + /// The current chosen font styles. + /// + public FontStyles FontStyles; + + /// + /// The font size of the text. + /// + public float FontSize; + + /// + /// Creates a for the given game object. + /// + /// The game object with the component + /// The created object + public static TextConf GetText(GameObject textObject) + { + TextConf text = null; + if (textObject != null && textObject.CompareTag(Tags.DText)) + { + TextMeshPro tmp = textObject.GetComponent(); + text = new() + { + Id = textObject.name, + AssociatedPage = textObject.GetComponent().AssociatedPage, + Position = textObject.transform.localPosition, + EulerAngles = textObject.transform.localEulerAngles, + Scale = textObject.transform.localScale, + Text = tmp.text, + FontColor = tmp.color, + OutlineColor = tmp.outlineColor, + IsOutlined = tmp.fontMaterial.IsKeywordEnabled(GameTexter.OutlineKeyWord), + OutlineThickness = tmp.outlineWidth, + FontStyles = tmp.fontStyle, + FontSize = tmp.fontSize, + OrderInLayer = textObject.GetComponent().OrderInLayer + }; + } + + return text; + } + + /// + /// Returns a clone of this object. + /// + /// A new with the values of this object. + public object Clone() + { + return new TextConf + { + Id = this.Id, + AssociatedPage = this.AssociatedPage, + Position = this.Position, + EulerAngles = this.EulerAngles, + Scale = this.Scale, + Text = this.Text, + FontColor = this.FontColor, + OutlineColor = this.OutlineColor, + IsOutlined = this.IsOutlined, + OutlineThickness = this.OutlineThickness, + FontStyles = this.FontStyles, + FontSize = this.FontSize, + OrderInLayer = this.OrderInLayer + }; + } + + #region Config I/O + + /// + /// Label in the configuration file for the text of a text. + /// + private const string textLabel = "TextLabel"; + + /// + /// Label in the configuration file for the font color of a text. + /// + private const string fontColorLabel = "FontColorLabel"; + + /// + /// Label in the configuration file for the outline color of a text. + /// + private const string outlineColorLabel = "OutlineColorLabel"; + + /// + /// Label in the configuration file for the outline color status. + /// + private const string outlineStatusLabel = "OutlineStatusLabel"; + + /// + /// Label in the configuration file for the thickness of a text outline. + /// + private const string outlineThicknessColorLabel = "OutlineThicknessColorLabel"; + + /// + /// Label in the configuration file for the font size of a text. + /// + private const string fontSizeLabel = "FontSizeLabel"; + + /// + /// Label in the configuration file for the font styles of a text. + /// + private const string fontStylesLabel = "FontStylesLabel"; + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + protected override void SaveAttributes(ConfigWriter writer) + { + writer.Save(Text, textLabel); + writer.Save(FontColor, fontColorLabel); + writer.Save(IsOutlined, outlineStatusLabel); + writer.Save(OutlineColor, outlineColorLabel); + writer.Save(OutlineThickness, outlineThicknessColorLabel); + writer.Save(FontSize, fontSizeLabel); + writer.Save(FontStyles.ToString(), fontStylesLabel); + } + + /// + /// Given the representation of a as created by the , this + /// method parses the attributes from that representation and puts them into this + /// instance. + /// + /// A list of labels (strings) of attributes and their values (objects). This + /// has to be the representation of a as created by + /// . + /// Whether or not the was loaded without errors. + override internal bool Restore(Dictionary attributes) + { + bool errors = base.Restore(attributes); + + /// Try to restore the text. + if (attributes.TryGetValue(textLabel, out object txt)) + { + Text = (string)txt; + } + else + { + errors = true; + } + + /// Try to restore the font color. + Color loadedFontColor = Color.black; + if (ConfigIO.Restore(attributes, fontColorLabel, ref loadedFontColor)) + { + FontColor = loadedFontColor; + } + else + { + FontColor = Color.black; + errors = true; + } + + /// Try to restore the outline color. + Color loadedOutlineColor = Color.clear; + if (ConfigIO.Restore(attributes, outlineColorLabel, ref loadedOutlineColor)) + { + OutlineColor = loadedOutlineColor; + } + else + { + OutlineColor = Color.clear; + errors = true; + } + + /// Try to restore the outline status. + if (attributes.TryGetValue(outlineStatusLabel, out object status)) + { + IsOutlined = (bool)status; + } + else + { + IsOutlined = false; + errors = true; + } + + /// Try to restore the outline thickness. + if (attributes.TryGetValue(outlineThicknessColorLabel, out object thickness)) + { + OutlineThickness = (float)thickness; + } + else + { + OutlineThickness = 0.4f; + errors = true; + } + + /// Try to restore the font size. + if (attributes.TryGetValue(fontSizeLabel, out object size)) + { + FontSize = (float)size; + } + else + { + FontSize = 0.5f; + errors = true; + } + + /// Try to restore the font styles. + if (attributes.TryGetValue(fontStylesLabel, out object styles) + && Enum.TryParse((string)styles, out FontStyles result)) + { + FontStyles = result; + } + else + { + FontStyles = FontStyles.Normal; + errors = true; + } + + return !errors; + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/TextConf.cs.meta b/Assets/SEE/Game/Drawable/Configurations/TextConf.cs.meta new file mode 100644 index 0000000000..c0728ab726 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/TextConf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6367f9cbda498854e91293c923327bc5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/Configurations/Vector3Config.cs b/Assets/SEE/Game/Drawable/Configurations/Vector3Config.cs new file mode 100644 index 0000000000..9dc234dced --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/Vector3Config.cs @@ -0,0 +1,71 @@ +using SEE.Utils.Config; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable.Configurations +{ + /// + /// The configuration class for . + /// + public class Vector3Config : ConfigIO.IPersistentConfigItem + { + /// + /// Is the value of the configuration. + /// It will be needed for the list of Vector3 of the line renderer. + /// + public Vector3 Value; + + #region Config I/O + + /// + /// Label for the x coordinate of a vector3. + /// + private const string xLabel = "X"; + + /// + /// Label for the y coordinate of a vector3. + /// + private const string yLabel = "Y"; + + /// + /// Label for the z coordinate of a vector3. + /// + private const string zLabel = "Z"; + + /// + /// Given the representation of a as created by the , this + /// method parses the attributes from that representation and puts them into this + /// instance. + /// + /// A list of labels (strings) of attributes and their values (objects). This + /// has to be the representation of a as created by + /// . + /// Whether or not the was loaded without errors. + public bool Restore(Dictionary attributes, string label = "") + { + if (attributes.TryGetValue(xLabel, out object x) && + attributes.TryGetValue(yLabel, out object y) && + attributes.TryGetValue(zLabel, out object z)) + { + Value.x = (float)x; + Value.y = (float)y; + Value.z = (float)z; + return true; + } else + { + return false; + } + } + + /// + /// Saves this instance's attributes using the given . + /// + /// The to write the attributes. + public void Save(ConfigWriter writer, string label = "") + { + writer.Save(Value, label); + } + + #endregion + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/Configurations/Vector3Config.cs.meta b/Assets/SEE/Game/Drawable/Configurations/Vector3Config.cs.meta new file mode 100644 index 0000000000..f463826988 --- /dev/null +++ b/Assets/SEE/Game/Drawable/Configurations/Vector3Config.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3d7b46e9a1d83e7459f0317e4083c958 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/DrawableConfigManager.cs b/Assets/SEE/Game/Drawable/DrawableConfigManager.cs new file mode 100644 index 0000000000..c68521615d --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableConfigManager.cs @@ -0,0 +1,291 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using SEE.Utils; +using SEE.Utils.Config; +using SEE.Utils.Paths; +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class can be used to load and save the drawables. + /// + public static class DrawableConfigManager + { + /// + /// The path to the configuration folder of the saved drawables. + /// This is saved in a field because multiple methods of this class and other classes use it. + /// + public static readonly string configurationPath = ValueHolder.DrawablePath + "Configuration/"; + + /// + /// The path to the folder of saved drawable (single). + /// + public static readonly string singleConfPath = configurationPath + "1_Single_Drawable/"; + + /// + /// The path to the folder of saved drawables (multiple). + /// + public static readonly string multipleConfPath = configurationPath + "2_Multiple_Drawables/"; + + /// + /// This method checks whether the directory for the saved drawable exists. + /// If not, then it creates that directory. + /// + public static void EnsureDrawableDirectoryExists(string path) + { + if (!Directory.Exists(path)) + { + Directory.CreateDirectory(path); + } + } + + /// + /// Loads a single drawable from a file at the given . + /// + /// The path of the file which shall be loaded + /// The drawable configuration of the loaded file. + internal static DrawableConfig LoadDrawable(DataPath path) + { + DrawableConfig config = new(); + try + { + using ConfigReader stream = new(path.Path); + Dictionary attributes = stream.Read(); + if (!config.Restore(attributes)) + { + ShowNotification.Warn( + "Error loading drawable", + "Not all drawable attributes were loaded correctly."); + } + } + catch (Exception e) + { + ShowNotification.Error("Error loading drawable", + $"Could not load settings from {path.Path}: {e.Message}"); + throw e; + } + return config; + } + + /// + /// Loads all drawables from a file at the given . + /// + /// The path to the file which shall be loaded + /// A configuration that contains all drawable configurations of the file + internal static DrawablesConfigs LoadDrawables(DataPath path) + { + DrawablesConfigs config = new(); + try + { + using ConfigReader stream = new(path.Path); + Dictionary attributes = stream.Read(); + if (!config.Restore(attributes)) + { + DrawableConfig singleConfig = new(); + if (singleConfig.Restore(attributes)) + { + config.Drawables.Add(singleConfig); + } + else + { + ShowNotification.Warn( + "Error loading drawables", + "Not all drawables attributes were loaded correctly."); + } + } + } + catch (Exception e) + { + ShowNotification.Error("Error loading drawable", + $"Could not load settings from {path.Path}: {e.Message}"); + throw e; + } + return config; + } + + /// + /// Loads a drawable from a file. + /// + /// The file name without the extension of the file to be loaded + /// The loaded drawable configuraion + internal static DrawableConfig LoadDrawable(string fileName) + { + EnsureDrawableDirectoryExists(singleConfPath); + return LoadDrawable(new DataPath(singleConfPath + fileName + Filenames.ConfigExtension)); + } + + /// + /// Loads all drawables from a file. + /// + /// The file name without the extension of the file to load + /// The loaded configuration of the drawables from the file. + internal static DrawablesConfigs LoadDrawables(string fileName) + { + EnsureDrawableDirectoryExists(multipleConfPath); + return LoadDrawables(new DataPath(multipleConfPath + fileName + Filenames.ConfigExtension)); + } + + /// + /// Creates a that holds all the configurations. + /// Then saves the to the . + /// The method checks if the has the correct extension. + /// If not, it will be set. + /// + /// The drawables that should be saved. + /// The file path where the save file should be placed. + internal static void SaveDrawables(GameObject[] drawables, DataPath filePath) + { + EnsureDrawableDirectoryExists(Path.GetDirectoryName(filePath.Path)); + if (!Path.HasExtension(filePath.Path)) + { + filePath = new DataPath(filePath.Path + Filenames.ConfigExtension); + } + else if (Path.GetExtension(filePath.Path) != Filenames.ConfigExtension) + { + Path.ChangeExtension(filePath.Path, Filenames.ConfigExtension); + } + using ConfigWriter writer = new(filePath.Path); + if (drawables.Length > 1) + { + DrawablesConfigs configs = GetDrawablesConfigs(drawables); + configs.Save(writer); + } else + { + DrawableConfig config = GetDrawableConfig(drawables[0]); + config.Save(writer); + } + Debug.Log($"Saved drawable configuration to file {filePath.Path}.\n"); + } + + /// + /// Deletes the or file with the given . + /// + /// The path of the file to delete + internal static void DeleteDrawables(DataPath path) + { + FileIO.DeleteIfExists(path.Path); + } + + /// + /// Creates a new drawable config instance from the given drawable. + /// + /// The drawable surface for which a configuration is to be created. + /// The created + internal static DrawableConfig GetDrawableConfig(GameObject surface) + { + if (surface.CompareTag(Tags.Drawable)) + { + Transform transform = surface.transform; + if (GameFinder.GetDrawableSurfaceParentName(surface) != "") + { + transform = surface.transform.parent; + } + + /// Get the order in layering for drawables. + /// Only needed for sticky notes. + int order = 0; + if (transform.GetComponent() != null) + { + order = transform.GetComponent().OrderInLayer; + } + else if (transform.GetComponentInParent() != null) + { + order = transform.GetComponentInParent().OrderInLayer; + } + bool lighting = false; + if (GameFinder.GetHighestParent(surface).transform.GetComponentInChildren() != null) + { + lighting = GameFinder.GetHighestParent(surface).transform.GetComponentInChildren().enabled; + } + + bool visibility = GameFinder.GetHighestParent(surface).activeInHierarchy; + + DrawableHolder holder = surface.GetComponent(); + + /// Creates the with the corresponding values. + DrawableConfig config = new() + { + ID = surface.name, + ParentID = GameFinder.GetDrawableSurfaceParentName(surface), + Position = transform.position, + Rotation = transform.eulerAngles, + Scale = transform.localScale, + Color = surface.GetComponent().material.color, + Order = order, + Lighting = lighting, + OrderInLayer = holder.OrderInLayer, + Description = holder.Description, + Visibility = visibility, + CurrentPage = holder.CurrentPage, + MaxPageSize = holder.MaxPageSize, + }; + + /// Block for creating the of the drawable. + GameObject attachedObjects = GameFinder.GetAttachedObjectsObject(surface); + if (attachedObjects != null) + { + /// Creates configurations for all lines of the drawable, except the Mind Map Node borders. + GameObject[] lines = GameFinder.FindAllChildrenWithTagExceptParentHasTag(attachedObjects, + Tags.Line, Tags.MindMapNode).ToArray(); + foreach (GameObject line in lines) + { + LineConf lineConfig = LineConf.GetLine(line); + config.LineConfigs.Add(lineConfig); + } + + /// Creates configurations for all texts of the drawable, except the Mind Map Node texts. + GameObject[] texts = GameFinder.FindAllChildrenWithTagExceptParentHasTag(attachedObjects, + Tags.DText, Tags.MindMapNode).ToArray(); + foreach (GameObject text in texts) + { + TextConf textConfig = TextConf.GetText(text); + config.TextConfigs.Add(textConfig); + } + + /// Creates configurations for all images of the drawable. + GameObject[] images = GameFinder.FindAllChildrenWithTag(attachedObjects, + Tags.Image).ToArray(); + foreach (GameObject image in images) + { + ImageConf imageConf = ImageConf.GetImageConf(image); + config.ImageConfigs.Add(imageConf); + } + + /// Creates configurations for all Mind Map nodes of the drawable. + IList nodes = GameFinder.FindAllChildrenWithTag(attachedObjects, Tags.MindMapNode); + nodes = nodes.OrderBy(o => o.GetComponent().Layer).ToList(); + foreach (GameObject node in nodes) + { + MindMapNodeConf nodeConf = MindMapNodeConf.GetNodeConf(node); + config.MindMapNodeConfigs.Add(nodeConf); + } + } + return config; + } + return null; + } + + /// + /// Creates a new from the given drawables. + /// + /// The drawables for which a configuration is to be created. + /// The created + internal static DrawablesConfigs GetDrawablesConfigs(GameObject[] drawables) + { + DrawablesConfigs config = new(); + foreach (GameObject drawable in drawables) + { + DrawableConfig drawableConfig = GetDrawableConfig(drawable); + config.Drawables.Add(drawableConfig); + } + + return config; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/DrawableConfigManager.cs.meta b/Assets/SEE/Game/Drawable/DrawableConfigManager.cs.meta new file mode 100644 index 0000000000..7da7d198e1 --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableConfigManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e804f9bbfd78b9f489d89a115099898d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/DrawableSetupManager.cs b/Assets/SEE/Game/Drawable/DrawableSetupManager.cs new file mode 100644 index 0000000000..381758b9c1 --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableSetupManager.cs @@ -0,0 +1,85 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class adds a parent object with an area for the objects to a drawable surface. + /// This is needed to place the objects on the surface without them being influenced + /// by the scale of the surface. + /// + public static class DrawableSetupManager + { + /// + /// Provides the drawable holder for a given drawable. + /// + /// The drawable surface that should get a drawable holder. + /// Is the drawable holder + /// Is the parent object of + public static void Setup(GameObject surface, out GameObject highestParent, out GameObject attachedObjects) + { + if (GameFinder.HasParent(surface)) + { + GameObject parent = GameFinder.GetHighestParent(surface); + /// Block for drawable holder creation. + if (!parent.name.StartsWith(ValueHolder.DrawableHolderPrefix)) + { + highestParent = new GameObject(ValueHolder.DrawableHolderPrefix + "-" + parent.name); + highestParent.transform.SetPositionAndRotation(parent.transform.position, parent.transform.rotation); + attachedObjects = new GameObject(ValueHolder.AttachedObject) + { + tag = Tags.AttachedObjects + }; + attachedObjects.transform.SetPositionAndRotation(highestParent.transform.position, highestParent.transform.rotation); + attachedObjects.transform.SetParent(highestParent.transform); + parent.transform.SetParent(highestParent.transform); + + /// Copies the order in layer component to the highest parent. + if (parent.GetComponentInChildren() != null) + { + OrderInLayerValueHolder highestHolder = highestParent.AddComponent(); + OrderInLayerValueHolder oldHolder = parent.GetComponentInChildren(); + highestHolder.OrderInLayer = oldHolder.OrderInLayer; + highestHolder.OriginPosition = oldHolder.OriginPosition; + Destroyer.Destroy(oldHolder); + } + } + else + { + /// Block if the drawable holder already exists. + highestParent = parent; + attachedObjects = GameFinder.FindChildWithTag(highestParent, Tags.AttachedObjects); + } + } + else + { + /// Block for the case where the drawable has no parent and is thus the highest instance. + /// Does not occur so far. + /// Both whiteboards and sticky notes have a parent object, as both offer borders for collision detection. + /// It creates a new parent for the drawable as well as an attached objects object. + highestParent = new(ValueHolder.DrawableHolderPrefix + surface.GetInstanceID()); + highestParent.transform.SetPositionAndRotation(surface.transform.position, surface.transform.rotation); + attachedObjects = new GameObject(ValueHolder.AttachedObject) + { + tag = Tags.AttachedObjects + }; + attachedObjects.transform.SetPositionAndRotation(highestParent.transform.position, highestParent.transform.rotation); + attachedObjects.transform.SetParent(highestParent.transform); + + surface.transform.SetParent(highestParent.transform); + + /// Copies the order in layer component to the highest parent. + if (surface.GetComponentInChildren() != null) + { + OrderInLayerValueHolder highestHolder = highestParent.AddComponent(); + OrderInLayerValueHolder oldHolder = surface.GetComponentInChildren(); + highestHolder.OrderInLayer = oldHolder.OrderInLayer; + highestHolder.OriginPosition = oldHolder.OriginPosition; + Destroyer.Destroy(oldHolder); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/DrawableSetupManager.cs.meta b/Assets/SEE/Game/Drawable/DrawableSetupManager.cs.meta new file mode 100644 index 0000000000..9dd380fe7c --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableSetupManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 18d582ae56b867845a3e39e08ea61534 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/DrawableSurfaceController.cs b/Assets/SEE/Game/Drawable/DrawableSurfaceController.cs new file mode 100644 index 0000000000..071af70510 --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableSurfaceController.cs @@ -0,0 +1,73 @@ +using SEE.DataModel.Drawable; +using SEE.GO; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This component must be assigned to a drawable surface. + /// It is used to manage the list of surfaces in the scene. + /// + /// This component is meant to be attached to a drawable surface. + public class DrawableSurfaceController : MonoBehaviour + { + /// + /// Status indicating whether the instantiation of the + /// needs to be awaited. + /// + private bool mustWaitForPlayerInstantiate = false; + + /// + /// With this method, the surface is added to the list as soon as it is created. + /// + private void Awake() + { + if (!ValueHolder.DrawableSurfaces.Contains(gameObject) + && gameObject.CompareTag(Tags.Drawable)) + { + ValueHolder.DrawableSurfaces.Add(gameObject); + + DrawableSurfaceRef reference = gameObject.AddComponent(); + reference.Surface = new DrawableSurface(gameObject); + if (LocalPlayer.Instance != null + && LocalPlayer.TryGetDrawableSurfaces(out DrawableSurfaces surfaces)) + { + surfaces.Add(reference.Surface); + } + else + { + mustWaitForPlayerInstantiate = true; + } + } + } + + /// + /// At the start of the visualization, the is not yet set, + /// so it is necessary to wait until it is set to avoid an error. + /// + private void Update() + { + if (mustWaitForPlayerInstantiate + && LocalPlayer.Instance != null + && LocalPlayer.TryGetDrawableSurfaces(out DrawableSurfaces surfaces)) + { + DrawableSurfaceRef reference = gameObject.GetComponent(); + surfaces.Add(reference.Surface); + mustWaitForPlayerInstantiate = false; + } + } + + /// + /// Removes the object from the list when it is destroyed. + /// + void OnDestroy() + { + ValueHolder.DrawableSurfaces.Remove(gameObject); + if (LocalPlayer.Instance != null + && LocalPlayer.TryGetDrawableSurfaces(out DrawableSurfaces surfaces)) + { + surfaces.Remove(gameObject.GetComponent().Surface); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/DrawableSurfaceController.cs.meta b/Assets/SEE/Game/Drawable/DrawableSurfaceController.cs.meta new file mode 100644 index 0000000000..7d64f5c0f8 --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableSurfaceController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b0a08c5cbf698c45bed298df4b063ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/DrawableSynchronizer.cs b/Assets/SEE/Game/Drawable/DrawableSynchronizer.cs new file mode 100644 index 0000000000..5641ba8aba --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableSynchronizer.cs @@ -0,0 +1,71 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Net.Actions.Drawable; +using System.Collections; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class synchronizes the order in layer, the + /// objects as well as sticky notes to all clients. + /// + public static class DrawableSynchronizer + { + /// + /// First, the order in layers is synchronized over the network. + /// Then, the non-existing drawables are provided as sticky notes. + /// (It can only be sticky notes since only sticky notes can be spawned during runtime). + /// Finally, for each drawable, the corresponding DrawableType objects are synchronized. + /// + /// Note: The issue here is that the synchronizer is always executed when a new player joins, + /// and synchronization is performed for all players. + /// This can lead to delays, especially when there are many images in the game world. + /// + public static void Synchronize(ulong client) + { + ulong[] clients = { client }; + new SynchronizeCurrentOrderInLayer(ValueHolder.MaxOrderInLayer).Execute(clients); + + ArrayList drawables = new(GameObject.FindGameObjectsWithTag(Tags.Drawable)); + foreach (GameObject drawable in drawables) + { + if (GameFinder.GetDrawableSurfaceParentName(drawable).Contains(ValueHolder.StickyNotePrefix)) + { + new StickyNoteSpawnNetAction(DrawableConfigManager.GetDrawableConfig(drawable)).Execute(clients); + } + + if (GameFinder.GetAttachedObjectsObject(drawable) != null) + { + string drawableParent = GameFinder.GetDrawableSurfaceParentName(drawable); + Transform[] allChildren = GameFinder.GetAttachedObjectsObject(drawable) + .GetComponentsInChildren(); + + foreach (Transform childTransform in allChildren) + { + GameObject child = childTransform.gameObject; + + switch (child.tag) + { + case Tags.Line: + new DrawNetAction(drawable.name, drawableParent, + LineConf.GetLine(child)).Execute(clients); + break; + case Tags.DText: + new WriteTextNetAction(drawable.name, drawableParent, + TextConf.GetText(child)).Execute(clients); + break; + case Tags.Image: + new AddImageNetAction(drawable.name, drawableParent, + ImageConf.GetImageConf(child)).Execute(clients); + break; + case Tags.MindMapNode: + new MindMapCreateNodeNetAction(drawable.name, drawableParent, + MindMapNodeConf.GetNodeConf(child)).Execute(clients); + break; + } + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/DrawableSynchronizer.cs.meta b/Assets/SEE/Game/Drawable/DrawableSynchronizer.cs.meta new file mode 100644 index 0000000000..8582869941 --- /dev/null +++ b/Assets/SEE/Game/Drawable/DrawableSynchronizer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e5e78d519fac87a459ac82a66c3896f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameDrawableManager.cs b/Assets/SEE/Game/Drawable/GameDrawableManager.cs new file mode 100644 index 0000000000..74d86445be --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameDrawableManager.cs @@ -0,0 +1,296 @@ +using SEE.DataModel.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.GO; +using SEE.UI.Drawable; +using SEE.Utils; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + public static class GameDrawableManager + { + /// + /// Changes the color of a drawable surface. + /// + /// An object of the drawable. + /// The new color for the drawable + public static void ChangeColor(GameObject obj, Color color) + { + GameObject surfaceObj = GameFinder.GetDrawableSurface(obj); + if (surfaceObj != null + && surfaceObj.GetComponent() != null) + { + surfaceObj.GetComponent().material.color = color; + if (surfaceObj.TryGetDrawableSurface(out DrawableSurface surface)) + { + surface.Color = color; + } + } + } + + /// + /// Change the lighting of a drawable. + /// + /// An object of the drawable. + /// The state of the light. true = on; false = off. + public static void ChangeLighting(GameObject obj, bool state) + { + Transform transform = GameFinder.GetDrawableSurfaceParent(obj).transform; + transform.GetComponentInChildren().enabled = state; + if (GameFinder.GetDrawableSurface(obj).TryGetDrawableSurface(out DrawableSurface surface)) + { + surface.Lighting = state; + } + } + + /// + /// Change the current maximum order in layer value of a surface. + /// + /// An object of the drawable. + /// The new value for the order in layer. + public static void ChangeOrderInLayer(GameObject obj, int orderInLayer) + { + GameFinder.GetDrawableSurface(obj).GetComponent().OrderInLayer = orderInLayer; + } + + /// + /// Change the description of a surface. + /// + /// An object of the drawable. + /// The new description. + public static void ChangeDescription(GameObject obj, string description) + { + GameFinder.GetDrawableSurface(obj).GetComponent().Description = description; + if (GameFinder.GetDrawableSurface(obj).TryGetDrawableSurface(out DrawableSurface surface)) + { + surface.Description = description; + } + } + + /// + /// Change the current selected page of a surface. + /// + /// An object of the drawable. + /// The page to switch to. + /// Whether the page should also change, even if it is already the current page. + public static void ChangeCurrentPage(GameObject obj, int page, bool forceChange = false) + { + GameObject surface = GameFinder.GetDrawableSurface(obj); + DrawableHolder holder = surface.GetComponent(); + if (holder.CurrentPage != page || forceChange) + { + holder.CurrentPage = page; + foreach (DrawableType type in DrawableConfigManager.GetDrawableConfig(surface).GetAllDrawableTypes()) + { + GameObject typeObj = GameFinder.FindChild(surface, type.Id); + if (typeObj.GetComponent().AssociatedPage == page) + { + typeObj.SetActive(true); + } + else + { + typeObj.SetActive(false); + }; + } + holder.OrderInLayer = GetMaximumPageOrderInLayer(GameFinder.GetAttachedObjectsObject(surface)); + } + if (GameFinder.GetDrawableSurface(obj).TryGetDrawableSurface(out DrawableSurface surf)) + { + surf.CurrentPage = page; + } + + SurfacePageController surfacePageController = GameFinder.GetHighestParent(obj).GetComponentInChildren(); + if (surfacePageController != null) + { + surfacePageController.UpdatePage(); + } + } + + /// + /// Gets the current maximum order in layer of the current page. + /// + /// The object that contains the drawable type objects. + /// Only the objects of the current page are active and considered through the GetComponentsInChildren method. + /// The maximum order in layer. + private static int GetMaximumPageOrderInLayer(GameObject attachedObject) + { + int max = 1; + if (attachedObject != null) + { + OrderInLayerValueHolder[] holders = attachedObject.GetComponentsInChildren(); + max = holders.Count() > 0 ? + max = holders.Aggregate((t1, t2) => t1.OrderInLayer > t2.OrderInLayer ? t1 : t2).OrderInLayer + 1 : 1; + } + return max; + } + + /// + /// Change the maximum page size of a surface. + /// + /// An object of the drawable. + /// The new maximum page size. + public static void ChangeMaxPage(GameObject obj, int maxPage) + { + GameFinder.GetDrawableSurface(obj).GetComponent().MaxPageSize = maxPage; + } + + /// + /// Removes the given page from a surface. + /// The following pages will be renumbered to ensure there are no gaps between the page numbers. + /// If the currently selected page is deleted, it will switch to the initial page. + /// + /// + /// + public static void RemovePage(GameObject surface, int page) + { + if (!surface.CompareTag(Tags.Drawable)) + { + surface = GameFinder.GetDrawableSurface(surface); + } + DrawableHolder holder = surface.GetComponent(); + bool equalChange = page == holder.CurrentPage? true : false; + bool numberChange = page < holder.CurrentPage? true : false; + DeleteTypesFromPage(surface, page); + if (holder.MaxPageSize > 1) + { + holder.MaxPageSize--; + } + + ChangePageNumbering(surface, page); + + if (numberChange) + { + ChangeCurrentPage(surface, holder.CurrentPage-1); + } + + if (equalChange) + { + if (holder.MaxPageSize > holder.CurrentPage) + { + ChangeCurrentPage(surface, holder.CurrentPage, true); + } else + { + ChangeCurrentPage(surface, 0, true); + } + } + } + + /// + /// Destroys all game objects from a given + /// of the chosen . + /// + /// The surface which page should be cleared. + /// The page which should be cleared. + public static void DeleteTypesFromPage(GameObject surface, int page) + { + foreach (GameObject dt in GameFinder.GetDrawableTypesOfPage(surface, page)) + { + Destroyer.Destroy(dt); + } + } + + /// + /// Changes the numbering of the subsequent pages after the given . + /// + /// The surface whose pages are to be renumbered. + /// The removed page from which the renumbering should start. + private static void ChangePageNumbering(GameObject surface, int page) + { + GameObject attached = GameFinder.GetAttachedObjectsObject(surface); + if (attached != null) + { + AssociatedPageHolder[] holders = attached.GetComponentsInChildren(true); + foreach (AssociatedPageHolder holder in holders) + { + if (holder.AssociatedPage > page) + { + holder.AssociatedPage -= 1; + } + } + } + } + + /// + /// Change the visibility of a drawable. + /// + /// An object of the drawable. + /// The visibility. + /// Must be called last. + /// If this method is called before the objects are restored, + /// the correct object will not be hidden, causing errors. + public static void ChangeVisibility(GameObject obj, bool visibility) + { + GameFinder.GetHighestParent(obj).SetActive(visibility); + if (GameFinder.GetDrawableSurface(obj).TryGetDrawableSurface(out DrawableSurface surface)) + { + surface.Visibility = visibility; + } + } + + /// + /// Combines all edit method together. + /// + /// An object of the drawable. + /// The configuration which holds the values for the changing. + public static void Change(GameObject obj, DrawableConfig config) + { + GameObject surface = GameFinder.GetDrawableSurface(obj); + GameObject surfaceParent = GameFinder.GetDrawableSurfaceParent(surface); + + if (surface != null && surface.CompareTag(Tags.Drawable)) + { + ChangeColor(surface, config.Color); + ChangeLighting(surfaceParent, config.Lighting); + ChangeOrderInLayer(surface, config.OrderInLayer); + ChangeDescription(surface, config.Description); + ChangeVisibility(surface, config.Visibility); + ChangeCurrentPage(surface, config.CurrentPage); + ChangeMaxPage(surface, config.MaxPageSize); + } + } + + /// + /// Query to check if the drawable surface have a description. + /// + /// An object of the drawable. + /// True if the surface have a description. + public static bool HasDescription(GameObject obj) + { + DrawableConfig config = DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(obj)); + return !string.IsNullOrWhiteSpace(config.Description) && !string.IsNullOrEmpty(config.Description); + } + + /// + /// Gets the description of a drawable surface. + /// + /// An object of the drawable. + /// The description of the drawable. + public static string GetDescription(GameObject obj) + { + DrawableConfig config = DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(obj)); + return config.Description; + } + + /// + /// Query to check if the drawable surface have an active lighting. + /// + /// An object of the drawable. + /// True if the surface have an active lighting. + public static bool IsLighting(GameObject obj) + { + return DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(obj)).Lighting; + } + + /// + /// Query to check if the drawable is visible. + /// + /// An object of the drawable. + /// True if the surface is visible. + public static bool IsVisible(GameObject obj) + { + return DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(obj)).Visibility; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameDrawableManager.cs.meta b/Assets/SEE/Game/Drawable/GameDrawableManager.cs.meta new file mode 100644 index 0000000000..100aa3d00b --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameDrawableManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31d8272cf4b08344fbdd6433e01bc234 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameDrawer.cs b/Assets/SEE/Game/Drawable/GameDrawer.cs new file mode 100644 index 0000000000..b65a09c211 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameDrawer.cs @@ -0,0 +1,818 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.GO; +using SEE.Utils; +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class provides the creation of . + /// + public static class GameDrawer + { + /// + /// The different color kinds. + /// + [Serializable] + public enum ColorKind + { + Monochrome, + Gradient, + TwoDashed + } + + /// + /// Gets a list with the color kinds. + /// If is true, the list contains . + /// Otherwise, the list only contains and . + /// + /// Whether the line has a dashed line child. + /// The color kind list depending on . + public static IList GetColorKinds(bool isDashedLineKind) + { + if (isDashedLineKind) + { + return Enum.GetValues(typeof(ColorKind)).Cast().ToList(); + } + else + { + return new List() { ColorKind.Monochrome, ColorKind.Gradient }; + } + } + + /// + /// The different line kinds. + /// + [Serializable] + public enum LineKind + { + Solid, + Dashed, + Dashed25, + Dashed50, + Dashed75, + Dashed100 + } + + /// + /// Gets a list with all the different line kinds. + /// + /// a list with all the line kinds. + public static IList GetLineKinds() + { + return Enum.GetValues(typeof(LineKind)).Cast().ToList(); + } + + /// + /// Sets up a line object based on the parameters. + /// It creates the initial line. + /// + /// The drawable surface on which the line should displayed. + /// The line name, can be empty. + /// The positions of the line. + /// The color kind of the line. + /// The primary color of the line. + /// The secondary color of the line. + /// The line thickness. + /// The order in layer for the line. + /// The line kind of the line. + /// The tiling for a dashed line kind. + /// The assoiated surface page for this object. + /// The created line object + /// The line renderer of the line. + /// The mesh collider of the line. + private static void Setup(GameObject surface, string name, Vector3[] positions, + ColorKind colorKind, Color primaryColor, Color secondaryColor, float thickness, + int order, LineKind lineKind, float tiling, int associatedPage, + out GameObject line, out LineRenderer renderer, out MeshCollider meshCollider) + { + /// If the object has been created earlier, it already has a name, + /// and this name is taken from the parameters . + if (name.Length > Tags.Line.Length) + { + line = new(name); + } + else + { + /// Otherwise, a name for the line will be generated. + /// For this, the is concatenated with + /// the object ID along with a random string consisting of four characters. + line = new(""); + + name = ValueHolder.LinePrefix + line.GetInstanceID() + RandomStrings.GetRandomString(4); + /// Check if the name is already in use. If so, generate a new name. + while (GameFinder.FindChild(surface, name) != null) + { + name = ValueHolder.LinePrefix + line.GetInstanceID() + RandomStrings.GetRandomString(4); + } + line.name = name; + } + /// Sets up the drawable holder . + DrawableSetupManager.Setup(surface, out GameObject _, out GameObject attachedObjects); + + /// Assign the line tag to the line object. + line.tag = Tags.Line; + + /// Add the line object to the hierarchy below the attached objects - object of the drawable. + line.transform.SetParent(attachedObjects.transform); + + /// Adds the line renderer to the line object. + renderer = line.AddComponent(); + /// Adds the mesh collider to the line object. + meshCollider = line.AddComponent(); + /// Ensure that the line is represented in a flat (2D) manner. + renderer.alignment = LineAlignment.TransformZ; + /// Sets the correct material for the chosen line kind. + renderer.sharedMaterial = GetMaterial(primaryColor, lineKind); + /// Adds the line value holder to the object and assign the color kind to it. + line.AddComponent().ColorKind = colorKind; + /// Set the color(s) of the line depending on the chosen color kind. + switch (colorKind) + { + case ColorKind.Monochrome: + break; + case ColorKind.Gradient: + renderer.material.color = Color.white; + renderer.startColor = primaryColor; + renderer.endColor = secondaryColor; + break; + case ColorKind.TwoDashed: + Material[] materials = new Material[2]; + materials[0] = renderer.materials[0]; + materials[1] = GetMaterial(Color.white, LineKind.Solid); + GetRenderer(line).materials = materials; + renderer.materials[1].color = secondaryColor; + break; + } + /// Sets the texture scale of the renderer depending on the chosen line kind. + SetRendererTextrueScale(renderer, lineKind, tiling); + /// Sets the line thickness. + renderer.startWidth = thickness; + renderer.endWidth = renderer.startWidth; + /// Use world space must be false, as it allows the line to be moved and rotated. + renderer.useWorldSpace = false; + /// Ensure that the renderer have enough positions for the . + renderer.positionCount = positions.Length; + /// Make the line ends round. + renderer.numCapVertices = 90; + + /// Set the position of the line and ensure the correct order in the layer. + /// Additionally, adopt the rotation of the attached object. + line.transform.SetPositionAndRotation(attachedObjects.transform.position, attachedObjects.transform.rotation); + line.transform.position -= order * ValueHolder.DistanceToDrawable.z * line.transform.forward; + + /// Adds the order in layer value holder component to the line object and sets the order. + line.AddComponent().OrderInLayer = order; + /// Sets the line kind in the line value holder. + line.GetComponent().LineKind = lineKind; + /// Adds a component. + /// And sets the associated page to the used page. + line.AddComponent().AssociatedPage = associatedPage; + if (associatedPage != surface.GetComponent().CurrentPage) + { + line.SetActive(false); + } + } + + /// + /// Gets the of the line. + /// + /// The line whose Line Renderer is to be returned. + /// The + private static LineRenderer GetRenderer(GameObject line) + { + return line.GetComponent(); + } + + /// + /// Gets the of the line. + /// + /// The line whose Mesh Collider is to be returned. + /// The + private static MeshCollider GetMeshCollider(GameObject line) + { + return line.GetComponent(); + } + + /// + /// Initiate the drawing of a line. + /// This call creates the line and adds the initial position. + /// Additionally, it increases the current order in the layer. + /// + /// To add further points to the created line, the method must be + /// subsequently called with the new points. + /// To complete the drawing, should be executed at the end. + /// If desired, can then be called to set the correct pivot. + /// + /// The drawable surface on which the line should be displayed. + /// The start positions for the line. + /// The chosen color kind for the line. + /// The chosen primary color for the line. + /// The chosen secondary color for the line. + /// The line thickness. + /// The chosen line kind. + /// The tiling for a dashed line kind. + /// The created line. + public static GameObject StartDrawing(GameObject surface, Vector3[] positions, ColorKind colorKind, + Color primaryColor, Color secondaryColor, float thickness, LineKind lineKind, float tiling) + { + DrawableHolder holder = surface.GetComponent(); + Setup(surface, "", positions, colorKind, primaryColor, secondaryColor, thickness, + holder.OrderInLayer, lineKind, tiling, holder.CurrentPage, + out GameObject line, out LineRenderer _, out MeshCollider _); + holder.Inc(); + ValueHolder.MaxOrderInLayer++; + + return line; + } + + /// + /// Updates the positions of an existing line. + /// + /// The line to be updated. + /// The new positions for the line. + public static void Drawing(GameObject line, Vector3[] positions) + { + LineRenderer renderer = GetRenderer(line); + renderer.positionCount = positions.Length; + /// Ensure that all points of the line have a z-axis value of 0. + UpdateZPositions(ref positions); + renderer.SetPositions(positions); + } + + /// + /// Adds a position to the of the on the given + /// . + /// + /// The line on which the position should be added. + /// The position to be added. + /// The index on which it should be added. + public static void DrawPoint(GameObject line, Vector3 position, int index) + { + LineRenderer renderer = GetRenderer(line); + position.z = 0; + if (renderer.positionCount <= index) + { + renderer.positionCount = index + 1; + } + renderer.SetPosition(index, position); + } + + /// + /// Finishes drawing a line. + /// Ensures that the mesh collider aligns with the renderer line points. + /// However, the generated mesh must have at least three different points for this to work + /// (otherwise, the mesh won't function). + /// + /// Additionally, it can be specified whether the line should form a loop, + /// meaning that the endpoint is connected to the starting point. + /// + /// The line for which drawing is to be finished. + /// Option to connect the line endpoint with the starting point. + public static void FinishDrawing(GameObject line, bool loop) + { + LineRenderer renderer = GetRenderer(line); + MeshCollider meshCollider = GetMeshCollider(line); + renderer.loop = loop; + Mesh mesh = new(); + renderer.BakeMesh(mesh); + if (mesh.vertices.Distinct().Count() >= 3) + { + meshCollider.sharedMesh = mesh; + } + } + + /// + /// Draws or updates an entire line. + /// It combines the functionality of the methods , , + /// and . + /// + /// First, it ensures that the z-axis of the positions is set to 0. + /// Then, it checks if the line is already present on the drawable. + /// If so, the line is only refreshed. + /// Otherwise, it is newly created. + /// + /// The drawable surface on which the line should be displayed. + /// The name of the line, can be empty. + /// The positions for the line. + /// The chosen color kind. + /// The chosen primary color for the line. + /// The chosen secondary color for the line. + /// The line thickness. + /// Option to connect the line endpoint with the starting point. + /// The line kind for the line. + /// The tiling for a dashed line kind + /// Option to increase the current order in the layer value. + /// By default, it is set to true. + /// The created or updated line. + public static GameObject DrawLine(GameObject surface, string name, Vector3[] positions, ColorKind colorKind, + Color primaryColor, Color secondaryColor, float thickness, bool loop, LineKind lineKind, + float tiling, bool increaseCurrentOrder = true) + { + GameObject lineObject; + /// Updates the z axis values of the positions to 0. + UpdateZPositions(ref positions); + /// If the drawable already has a child with this name, update it. + if (GameFinder.FindChild(surface, name) != null) + { + lineObject = GameFinder.FindChild(surface, name); + Drawing(lineObject, positions); + FinishDrawing(lineObject, loop); + } + else + { + /// Block for creating a new line. + DrawableHolder holder = surface.GetComponent(); + Setup(surface, name, positions, colorKind, primaryColor, secondaryColor, thickness, + holder.OrderInLayer, lineKind, tiling, holder.CurrentPage, + out GameObject line, out LineRenderer renderer, out MeshCollider meshCollider); + lineObject = line; + renderer.SetPositions(positions); + if (increaseCurrentOrder) + { + holder.Inc(); + ValueHolder.MaxOrderInLayer++; + } + FinishDrawing(line, loop); + } + return lineObject; + } + + /// + /// Redraws a line that has been drawn before. + /// The difference from is that the object's position, + /// rotation, scale and order in layer is also restored in this case. + /// Otherwise, it works almost the same. + /// The difference is that in the , you cannot specify + /// that the order in the layer should not be increased. + /// This only happens if the order in layer of the line to be created is greater + /// than or equal to the current maximum order. + /// + /// The drawable surface on which the line should be displayed. + /// The name of the line, can be empty. + /// The positions for the line. + /// The chosen color kind. + /// The chosen primary color for the line. + /// The chosen secondary color for the line. + /// The line thickness. + /// The order in layer for the line object + /// The position for the line object + /// The euler angles for the line object + /// The scale for the line object. + /// Option to connect the line endpoint with the starting point. + /// The line kind for the line. + /// The tiling for a dashed line kind + /// The recreated or updated line. + public static GameObject ReDrawLine(GameObject surface, string name, Vector3[] positions, + ColorKind colorKind, Color primaryColor, Color secondaryColor, float thickness, + int orderInLayer, Vector3 position, Vector3 eulerAngles, Vector3 scale, bool loop, + LineKind lineKind, float tiling, int associatedPage) + { + /// Updates the z axis values of the positions to 0. + UpdateZPositions(ref positions); + + /// Adjusts the current order in the layer if the + /// order in layer for the line is greater than or equal to it. + DrawableHolder holder = surface.GetComponent(); + if (orderInLayer >= holder.OrderInLayer && associatedPage == holder.CurrentPage) + { + holder.OrderInLayer = orderInLayer + 1; + } + if (associatedPage >= holder.MaxPageSize) + { + holder.MaxPageSize = associatedPage + 1; + } + if (orderInLayer >= ValueHolder.MaxOrderInLayer) + { + ValueHolder.MaxOrderInLayer = orderInLayer + 1; + } + + /// Block for update an existing line with the given name. + if (GameFinder.FindChild(surface, name) != null) + { + GameObject line = GameFinder.FindChild(surface, name); + line.transform.localScale = scale; + line.transform.localEulerAngles = eulerAngles; + line.transform.localPosition = position; + line.GetComponent().OrderInLayer = orderInLayer; + line.GetComponent().AssociatedPage = associatedPage; + Drawing(line, positions); + FinishDrawing(line, loop); + + return line; + } + else + { + /// Block for creating of a new line. + Setup(surface, name, positions, colorKind, primaryColor, secondaryColor, thickness, + orderInLayer, lineKind, tiling, associatedPage, + out GameObject line, out LineRenderer renderer, out MeshCollider meshCollider); + line.transform.localScale = scale; + line.transform.localEulerAngles = eulerAngles; + line.transform.localPosition = position; + + renderer.SetPositions(positions); + FinishDrawing(line, loop); + + return line; + } + } + + /// + /// Redraws or updates the line of the given to the . + /// It calls . + /// + /// The drawable surface on which the line should be displayed. + /// The configuration of the line to be restore. + /// The created line. + public static GameObject ReDrawLine(GameObject surface, LineConf lineToRedraw) + { + GameObject line = ReDrawLine(surface, + lineToRedraw.Id, + lineToRedraw.RendererPositions, + lineToRedraw.ColorKind, + lineToRedraw.PrimaryColor, + lineToRedraw.SecondaryColor, + lineToRedraw.Thickness, + lineToRedraw.OrderInLayer, + lineToRedraw.Position, + lineToRedraw.EulerAngles, + lineToRedraw.Scale, + lineToRedraw.Loop, + lineToRedraw.LineKind, + lineToRedraw.Tiling, + lineToRedraw.AssociatedPage); + return line; + } + + /// + /// Sets the pivot of the line to the center of the line. + /// For an odd number of positions, the pivot is placed precisely at the midpoint. + /// For an even number, the midpoint is calculated by adding the two middle points and + /// dividing by two, obtaining the center of the two middle points. + /// + /// After determining the midpoint, the line positions are converted to world space, + /// and the line is shifted to the midpoint. + /// Subsequently, the world space coordinates are converted back to local, + /// ensuring that the visual representation of the line remains unchanged while + /// the pivot is shifted. + /// + /// The line in which the pivot should be set + /// The line with the pivot in the middle + public static GameObject SetPivot(GameObject line) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer renderer = GetRenderer(line); + Vector3[] positions = new Vector3[renderer.positionCount]; + renderer.GetPositions(positions); + Vector3 middlePos; + /// Calculate the middle point. + if (positions.Length % 2 == 1) + { + /// Block for odd number of positions. + middlePos = positions[(int)Mathf.Round(positions.Length / 2)]; + } + else + { + /// Block for even number of positions. + Vector3 left = positions[positions.Length / 2 - 1]; + Vector3 right = positions[positions.Length / 2]; + middlePos = (left + right) / 2; + } + + /// Restoration of the line's appearance. + middlePos.z = line.transform.localPosition.z; + Vector3[] convertedPositions = new Vector3[positions.Length]; + Array.Copy(sourceArray: positions, destinationArray: convertedPositions, length: positions.Length); + /// Transform the line positions to world space. + line.transform.TransformPoints(convertedPositions); + /// Move the line to the middle pos. + line.transform.localPosition = middlePos; + /// Transform the line positions back to local space. + line.transform.InverseTransformPoints(convertedPositions); + /// Update the new line positions. + Drawing(line, convertedPositions); + /// Update the mesh collider. + FinishDrawing(line, renderer.loop); + } + return line; + } + + /// + /// Changes the pivot point of a line. + /// Will be needed for + /// + /// The line whose pivot point should be changed. + /// with the new pivot point. + public static GameObject ChangePivot(GameObject line) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer renderer = GetRenderer(line); + Vector3[] positions = new Vector3[renderer.positionCount]; + renderer.GetPositions(positions); + Vector3 middlePos; + Vector3[] convertedPositions = new Vector3[positions.Length]; + Array.Copy(sourceArray: positions, destinationArray: convertedPositions, length: positions.Length); + /// Transform the line positions to world space. + line.transform.TransformPoints(convertedPositions); + /// Calculate the middle point. + if (convertedPositions.Length % 2 == 1) + { + /// Block for odd number of positions. + middlePos = convertedPositions[(int)Mathf.Round(convertedPositions.Length / 2)]; + } + else + { + /// Block for even number of positions. + Vector3 left = convertedPositions[convertedPositions.Length / 2 - 1]; + Vector3 right = convertedPositions[convertedPositions.Length / 2]; + middlePos = (left + right) / 2; + } + /// Move the line to the middle pos. + line.transform.position = middlePos; + /// Transform the line positions back to local space. + line.transform.InverseTransformPoints(convertedPositions); + /// Update the new line positions. + Drawing(line, convertedPositions); + /// Update the mesh collider. + FinishDrawing(line, renderer.loop); + } + return line; + } + + /// + /// Sets the pivot point for shapes. + /// In this case, the pivot point is placed at the original hit point of creation, + /// corresponding to the center of the shape. + /// + /// The shape for which the pivot point should be set. + /// The center position for the shape. + /// + public static GameObject SetPivotShape(GameObject line, Vector3 middlePos) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer renderer = GetRenderer(line); + /// Gets the positions of the shape. + Vector3[] positions = new Vector3[renderer.positionCount]; + renderer.GetPositions(positions); + middlePos.z = line.transform.localPosition.z; + /// Gets a copy of the positions. + Vector3[] convertedPositions = new Vector3[positions.Length]; + Array.Copy(sourceArray: positions, destinationArray: convertedPositions, length: positions.Length); + /// Transforms the shape positions to world space. + line.transform.TransformPoints(convertedPositions); + /// Moves the shape to the middle position. + line.transform.localPosition = middlePos; + /// Transforms the shape positions back to local space to obtain the visual representation of the line. + line.transform.InverseTransformPoints(convertedPositions); + /// Updates the new line positions. + Drawing(line, convertedPositions); + /// Update the mesh collider. + FinishDrawing(line, renderer.loop); + } + return line; + } + + /// + /// Refreshes the mesh collider of the line. + /// The mesh for the Mesh Collider is recalculated. + /// + /// The line whose mesh collider should be refreshed. + public static void RefreshCollider(GameObject line) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer lineRenderer = line.GetComponent(); + MeshCollider collider = line.GetComponent(); + Mesh mesh = new(); + lineRenderer.BakeMesh(mesh); + if (mesh.vertices.Distinct().Count() >= 3) + { + collider.sharedMesh = mesh; + } + } + } + + /// + /// Changes the line kind of the given line. + /// + /// The line whose line kind should be changed. + /// The new line kind + /// The tiling, if the new line kind is a dashed line kind + public static void ChangeLineKind(GameObject line, LineKind lineKind, float tiling) + { + if (line.CompareTag(Tags.Line)) + { + LineValueHolder holder = line.GetComponent(); + LineRenderer renderer = GetRenderer(line); + /// Changes the renderer material. + renderer.sharedMaterial = GetMaterial(renderer.material.color, lineKind); + /// Sets the correct texture scale for the renderer depending on the chosen line kind. + SetRendererTextrueScale(renderer, lineKind, tiling); + /// Sets the new line kind to the line value holder. + holder.LineKind = lineKind; + } + } + + /// + /// Changes the color kind of the given line. + /// + /// The line whose color kind should be changed. + /// The new color kind for the line. + /// The old line configuration; will be needed for restore the colors. + public static void ChangeColorKind(GameObject line, ColorKind colorKind, LineConf conf) + { + if (line.CompareTag(Tags.Line)) + { + LineValueHolder holder = line.GetComponent(); + /// The initial color for deactivated color kinds is white. + /// If the new ColorKind is TwoDashed, another material must be + /// added to the line renderer for the second color. + if (colorKind == ColorKind.TwoDashed) + { + GetRenderer(line).startColor = Color.white; + GetRenderer(line).endColor = Color.white; + if (GetRenderer(line).materials.Length == 1) + { + Material[] materials = new Material[2]; + materials[0] = GetRenderer(line).materials[0]; + materials[1] = GetMaterial(Color.white, LineKind.Solid); + GetRenderer(line).materials = materials; + } + } + else + { + /// Block for the case that the previous color kind was , + /// then the additional material must be removed. + if (GetRenderer(line).materials.Length > 1) + { + Material[] materials = new Material[1]; + materials[0] = GetRenderer(line).materials[0]; + GetRenderer(line).materials = materials; + } + + /// Block for initialing the initial color for the remaining . + if (colorKind == ColorKind.Gradient) + { + GetRenderer(line).material.color = Color.white; + } + else + { + GetRenderer(line).startColor = Color.white; + GetRenderer(line).endColor = Color.white; + } + } + /// Updates the . + holder.ColorKind = colorKind; + + /// Restores the primary and secondary color of the line. + GameEdit.ChangePrimaryColor(line, conf.PrimaryColor); + GameEdit.ChangeSecondaryColor(line, conf.SecondaryColor); + + /// If the secondary color is clear, use the primary. + /// It prevents it from looking like a part of the line has disappeared. + if (conf.SecondaryColor == Color.clear) + { + GameEdit.ChangeSecondaryColor(line, conf.PrimaryColor); + } + } + } + + /// + /// Sets the texture scale for the line renderer depending on the chosen . + /// Required only for dashed line kinds. + /// The X-Scale value varies for different LineKinds. + /// It is multiplied by the material's tiling (15) to achieve the + /// correct tiling for the dashed line. + /// Tiling describes the spacing between the dashed lines. + /// + /// The line renderer that should be updated by his texture scale. + /// The chosen color kind. + /// The tiling for a + private static void SetRendererTextrueScale(LineRenderer renderer, LineKind kind, float tiling) + { + switch (kind) + { + case LineKind.Dashed: + if (tiling == 0) + { + tiling = 0.05f; + } + renderer.textureScale = new Vector2(tiling, 0f); + break; + case LineKind.Dashed25: + renderer.textureScale = new Vector2(5f / 3f, 0f); + break; + case LineKind.Dashed50: + renderer.textureScale = new Vector2(10f / 3f, 0f); + break; + case LineKind.Dashed75: + renderer.textureScale = new Vector2(5f, 0f); + break; + case LineKind.Dashed100: + renderer.textureScale = new Vector2(20f / 3f, 0f); + break; + } + } + + /// + /// Sets the z positions of the given to zero. + /// It is needed because a Line Renderer by itself + /// changes the z values in case of an overlap. + /// However, this is problematic for the change order in layer variant. + /// + /// The positions of the line from the line renderer + private static void UpdateZPositions(ref Vector3[] positions) + { + for (int i = 0; i < positions.Length; i++) + { + positions[i].z = 0; + } + } + + /// + /// Counts the different positions of an array. + /// + /// The positions to be examined. + /// The count of different positions. + public static int DifferentPositionCounter(Vector3[] positions) + { + return new List(positions).Distinct().ToList().Count; + } + + /// + /// Calculates the various vertices of a mesh that has been computed + /// from the line points of the line renderer. + /// + /// The line which holds the line renderer. + /// The number of different vertices + public static int DifferentMeshVerticesCounter(GameObject line) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer renderer = GetRenderer(line); + Mesh mesh = new(); + renderer.BakeMesh(mesh); + return mesh.vertices.Distinct().ToList().Count; + } else + { + return 0; + } + } + + /// + /// Creates the material associated with the . + /// + /// The color for the material. + /// The chosen line kind. + /// The created material + private static Material GetMaterial(Color color, LineKind kind) + { + /// Define the color range. + ColorRange colorRange = new(color, color, 1); + Materials.ShaderType shaderType; + /// Select the correct shader type. + if (kind.Equals(LineKind.Solid)) + { + /// Material for the + shaderType = Materials.ShaderType.DrawableLine; + } + else + { + /// Material for the dashed kinds. + shaderType = Materials.ShaderType.DrawableDashedLine; + } + /// Gets the material of the shader type. + Materials materials = new (shaderType, colorRange); + Material material = materials.Get(0, 0); + return material; + } + + /// + /// Converts a world space coordinate to a local space coordinate + /// as if it were a line originating from that point. + /// A line is created for the calculation and then deleted afterward. + /// + /// The targeted drawable surface. + /// The position to be transformed. + /// The converted position. + public static Vector3 GetConvertedPosition(GameObject surface, Vector3 position) + { + Vector3 convertedPosition; + Setup(surface, "", new Vector3[] { position }, ColorKind.Monochrome, ValueHolder.CurrentPrimaryColor, + Color.clear, ValueHolder.CurrentThickness, 0, ValueHolder.CurrentLineKind, 1, 0, + out GameObject line, out LineRenderer renderer, out MeshCollider meshCollider); + convertedPosition = line.transform.InverseTransformPoint(position) - ValueHolder.DistanceToDrawable; + Destroyer.Destroy(line); + return convertedPosition; + } + } +} diff --git a/Assets/SEE/Game/Drawable/GameDrawer.cs.meta b/Assets/SEE/Game/Drawable/GameDrawer.cs.meta new file mode 100644 index 0000000000..aa32999a92 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8736791177404a4eaf03f0d79d22bbc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameEdit.cs b/Assets/SEE/Game/Drawable/GameEdit.cs new file mode 100644 index 0000000000..7948e348ef --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameEdit.cs @@ -0,0 +1,337 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using TMPro; +using UnityEngine; +using UnityEngine.UI; +using TextConf = SEE.Game.Drawable.Configurations.TextConf; + +namespace SEE.Game.Drawable +{ + /// + /// This class manages the editing of a . + /// + public static class GameEdit + { + /// + /// This method changes the thickness of a line. + /// + /// The line whose thickness should be changed. + /// The new thickness. + public static void ChangeThickness(GameObject line, float thickness) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer renderer = line.GetComponent(); + renderer.startWidth = thickness; + renderer.endWidth = thickness; + GameDrawer.RefreshCollider(line); + } + } + + /// + /// This method changes the loop state of a line. + /// + /// The line whose loop should be changed. + /// The new loop state. + public static void ChangeLoop(GameObject line, bool loop) + { + if (line.CompareTag(Tags.Line)) + { + LineRenderer renderer = line.GetComponent(); + renderer.loop = loop; + GameDrawer.RefreshCollider(line); + } + } + + /// + /// This method changes the primary color of a drawbale type. + /// + /// The drawable type whose color should be changed. + /// The new color. + public static void ChangePrimaryColor(GameObject obj, Color color) + { + if (obj.CompareTag(Tags.Line)) + { + LineRenderer renderer = obj.GetComponent(); + switch (obj.GetComponent().ColorKind) + { + case GameDrawer.ColorKind.Monochrome: + renderer.startColor = renderer.endColor = Color.white; + renderer.material.color = color; + break; + case GameDrawer.ColorKind.Gradient: + renderer.material.color = Color.white; + renderer.startColor = color; + break; + case GameDrawer.ColorKind.TwoDashed: + renderer.material.color = color; + break; + } + } + } + + /// + /// This method changes the secondary color of a drawbale type. + /// + /// The drawable type whose color should be changed. + /// The new color. + public static void ChangeSecondaryColor(GameObject obj, Color color) + { + if (obj.CompareTag(Tags.Line)) + { + LineRenderer renderer = obj.GetComponent(); + switch (obj.GetComponent().ColorKind) + { + case GameDrawer.ColorKind.Gradient: + renderer.material.color = Color.white; + renderer.endColor = color; + break; + case GameDrawer.ColorKind.TwoDashed: + renderer.materials[1].color = color; + break; + case GameDrawer.ColorKind.Monochrome: + renderer.startColor = renderer.endColor = Color.white; + break; + } + } + } + + /// + /// This method changes all editable values of a line at once. + /// + /// The line whose values should be changed. + /// Contains the new values. + public static void ChangeLine(GameObject lineObj, LineConf line) + { + if (lineObj.CompareTag(Tags.Line)) + { + ChangeThickness(lineObj, line.Thickness); + ChangeLayer(lineObj, line.OrderInLayer); + GameDrawer.ChangeColorKind(lineObj, line.ColorKind, line); + ChangePrimaryColor(lineObj, line.PrimaryColor); + ChangeSecondaryColor(lineObj, line.SecondaryColor); + ChangeLoop(lineObj, line.Loop); + GameDrawer.ChangeLineKind(lineObj, line.LineKind, line.Tiling); + } + } + + /// + /// This method changes the order in layer of a . + /// + /// The whose order should be changed. + /// The new order in layer. + public static void ChangeLayer(GameObject obj, int newLayer) + { + if (Tags.DrawableTypes.Contains(obj.tag)) + { + int oldLayer = obj.GetComponent().OrderInLayer; + if (newLayer - oldLayer > 0) + { + GameLayerChanger.ChangeOrderInLayer(obj, newLayer, GameLayerChanger.LayerChangerStates.Increase, false); + } + else + { + GameLayerChanger.ChangeOrderInLayer(obj, newLayer, GameLayerChanger.LayerChangerStates.Decrease, false); + } + } + } + + /// + /// This method changes all editable values of a drawable text at once. + /// + /// The text whose values should be changed. + /// Contains the new values. + public static void ChangeText(GameObject textObj, TextConf text) + { + if (textObj.CompareTag(Tags.DText)) + { + ChangeText(textObj, text.Text); + ChangeFontSize(textObj, text.FontSize); + ChangeLayer(textObj, text.OrderInLayer); + ChangeFontStyles(textObj, text.FontStyles); + ChangeFontColor(textObj, text.FontColor); + GameTexter.ChangeOutlineStatus(textObj, text.IsOutlined); + ChangeOutlineColor(textObj, text.OutlineColor); + ChangeOutlineThickness(textObj, text.OutlineThickness); + textObj.GetComponent().ForceMeshUpdate(true); + GameTexter.RefreshMeshCollider(textObj); + } + } + + /// + /// This method changes the text of a drawable text. + /// If the text object is a part of a mind map node, the border will refreshed. + /// + /// The object whose text should be changed. + /// The new text. + public static void ChangeText(GameObject textObj, string text) + { + if (textObj.CompareTag(Tags.DText)) + { + textObj.GetComponent().text = text; + textObj.GetComponent().ForceMeshUpdate(); + GameTexter.RefreshMeshCollider(textObj); + } + + if (textObj.transform.parent.CompareTag(Tags.MindMapNode)) + { + GameObject node = textObj.transform.parent.gameObject; + GameMindMap.DisableTextAndBorderCollider(node); + GameMindMap.ReDrawBorder(node); + } + } + + /// + /// This method changes the font size of a text. + /// If the text object is a part of a mind map node, the border will be refreshed. + /// + /// The object whose text should be changed. + /// The new font size. + public static void ChangeFontSize(GameObject textObj, float fontSize) + { + if (textObj.CompareTag(Tags.DText)) + { + TextMeshPro tmp = textObj.GetComponent(); + tmp.fontSize = fontSize; + tmp.rectTransform.sizeDelta = GameTexter.CalculateWidthAndHeight(tmp.text, tmp.font, + fontSize, tmp.fontStyle); + textObj.GetComponent().ForceMeshUpdate(true); + GameTexter.RefreshMeshCollider(textObj); + } + + if (textObj.transform.parent.CompareTag(Tags.MindMapNode)) + { + GameObject node = textObj.transform.parent.gameObject; + GameMindMap.DisableTextAndBorderCollider(node); + GameMindMap.ReDrawBorder(node); + } + } + + /// + /// This method changes the font style of a text. + /// If the text object is a part of a mind map node, the border will refreshed. + /// + /// The object whose text should be changed. + /// The new font style. + public static void ChangeFontStyles(GameObject textObj, FontStyles styles) + { + if (textObj.CompareTag(Tags.DText)) + { + TextMeshPro tmp = textObj.GetComponent(); + tmp.fontStyle = styles; + tmp.rectTransform.sizeDelta = GameTexter.CalculateWidthAndHeight(tmp.text, tmp.font, + tmp.fontSize, tmp.fontStyle); + textObj.GetComponent().ForceMeshUpdate(true); + GameTexter.RefreshMeshCollider(textObj); + } + + if (textObj.transform.parent.CompareTag(Tags.MindMapNode)) + { + GameObject node = textObj.transform.parent.gameObject; + GameMindMap.DisableTextAndBorderCollider(node); + GameMindMap.ReDrawBorder(node); + } + } + + /// + /// This method changes the font color of a text. + /// + /// The object whose text should be changed. + /// The new font color. + public static void ChangeFontColor(GameObject textObj, Color color) + { + if (textObj.CompareTag(Tags.DText)) + { + textObj.GetComponent().color = color; + textObj.GetComponent().faceColor = color; + } + } + + /// + /// This method changes the outline color of a text. + /// + /// The object whose text should be changed. + /// The new outline color. + public static void ChangeOutlineColor(GameObject textObj, Color color) + { + if (textObj.CompareTag(Tags.DText)) + { + textObj.GetComponent().outlineColor = color; + } + } + + /// + /// This method changes the outline thickness of a text. + /// + /// The object whose text should be changed. + /// The new outline thickness. + public static void ChangeOutlineThickness(GameObject textObj, float thickness) + { + if (textObj.CompareTag(Tags.DText)) + { + textObj.GetComponent().outlineWidth = thickness; + textObj.GetComponent().ForceMeshUpdate(true); + GameTexter.RefreshMeshCollider(textObj); + } + } + + /// + /// This method changes the image color of a image. + /// + /// The image object whose image should be changed. + /// The new color for the image + public static void ChangeImageColor(GameObject imageObj, Color color) + { + if (imageObj.CompareTag(Tags.Image)) + { + imageObj.GetComponent().color = color; + } + } + + /// + /// This method changes all editable values of a drawable image at once. + /// + /// The image object whose values should be changed. + /// The configuration which holds the necessary values. + public static void ChangeImage(GameObject imageObj, ImageConf conf) + { + if (imageObj.CompareTag(Tags.Image)) + { + ChangeLayer(imageObj, conf.OrderInLayer); + ChangeImageColor(imageObj, conf.ImageColor); + GameMoveRotator.SetRotateY(imageObj, conf.EulerAngles.y); + } + } + + /// + /// This method changes all editable values of a drawable mind map node at once. + /// + /// The node object whose values should be changed. + /// The configuration which holds the necessary values. + public static void ChangeMindMapNode(GameObject node, MindMapNodeConf conf) + { + if (node.CompareTag(Tags.MindMapNode)) + { + GameMindMap.ChangeNodeKind(node, conf.NodeKind, conf.BorderConf); + ChangeLine(GameFinder.FindChildWithTag(node, Tags.Line), conf.BorderConf); + ChangeText(GameFinder.FindChildWithTag(node, Tags.DText), conf.TextConf); + GameObject attachedObjects = GameFinder.GetAttachedObjectsObject( + GameFinder.GetDrawableSurface(node)); + GameObject parent = GameFinder.FindChild(attachedObjects, conf.ParentNode); + GameMindMap.ChangeParent(node, parent); + + GameMindMap.ChangeBoxSize(node); + + GameFinder.FindChildWithTag(node, Tags.Line).GetComponent().enabled = false; + GameFinder.FindChildWithTag(node, Tags.DText).GetComponent().enabled = false; + if (conf.BranchLineToParent != "") + { + GameObject branch = GameFinder.FindChild(attachedObjects, conf.BranchLineToParent); + ChangeLine(branch, conf.BranchLineConf); + branch.GetComponent().enabled = false; + } + ChangeLayer(node, conf.OrderInLayer); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameEdit.cs.meta b/Assets/SEE/Game/Drawable/GameEdit.cs.meta new file mode 100644 index 0000000000..1d70755978 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameEdit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c5be7589d465e94419694dfefe9727a9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameFinder.cs b/Assets/SEE/Game/Drawable/GameFinder.cs new file mode 100644 index 0000000000..896b911401 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameFinder.cs @@ -0,0 +1,397 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class provides methods to search for s. + /// + public static class GameFinder + { + /// + /// Searches for the drawable surface in the scene. + /// + /// the drawable surface id. + /// the parent id of the drawable surface. + /// Option to select which list should be searched. + /// By default, the is used. + /// When this option is set to true, the expensive functionality is used. + /// The sought-after drawable, if found. Otherwise, null. + /// This method will iterate over all game objects in the + /// scene and, hence, is expensive. + public static GameObject FindDrawableSurface(string surfaceID, string surfaceParentID, bool useFindWithTagList = false) + { + GameObject searchedSurface = null; + List surfaces; + + /// Selection of the list to be checked. + if (!useFindWithTagList) + { + surfaces = ValueHolder.DrawableSurfaces; + } + else + { + /// Gets all drawables of the scene. + surfaces = new(GameObject.FindGameObjectsWithTag(Tags.Drawable)); + } + /// Search for the desired drawable surface. + foreach (GameObject surface in surfaces) + { + /// Block for searching includes the parend id. + if (!string.IsNullOrWhiteSpace(surfaceParentID) + && surface.transform.parent != null) + { + string parentName = surface.transform.parent.gameObject.name; + if (surfaceParentID == parentName && surfaceID == surface.name) + { + searchedSurface = surface; + } + } + else + { + /// Block for searching without parent id. + /// Currently not used, as the drawables from + /// the Whiteboard and Sticky Notes each have a parent. + if (surfaceID == surface.name) + { + searchedSurface = surface; + } + } + } + /// If the search with the list is unsuccessful, + /// initiate a search using the method. + if (!useFindWithTagList && searchedSurface == null) + { + return FindDrawableSurface(surfaceID, surfaceParentID, true); + } + return searchedSurface; + } + + /// + /// Searches for a child with the given name. + /// + /// Must be an object of the drawable holder. + /// The id of the searched child. + /// whether the inactive objects should be included. + /// The searched child, if found. Otherwise, null + public static GameObject FindChild(GameObject parent, string childName, bool includeInactive = true) + { + Transform[] allChildren; + if (parent.CompareTag(Tags.Drawable)) + { + GameObject attachedObjects = FindChildWithTag(GetHighestParent(parent), Tags.AttachedObjects); + if (attachedObjects != null) + { + allChildren = attachedObjects.GetComponentsInChildren(includeInactive); + } + else + { + allChildren = parent.GetComponentsInChildren(includeInactive); + } + } + else + { + allChildren = parent.GetComponentsInChildren(includeInactive); + } + foreach (Transform child in allChildren) + { + if (child.gameObject.name.Equals(childName)) + { + return child.gameObject; + } + } + return null; + } + + /// + /// Gets the drawable surface of the given object. + /// + /// An object of the searched drawable. + /// The drawable object. + public static GameObject GetDrawableSurface(GameObject obj) + { + return FindChildWithTag(GetHighestParent(obj), Tags.Drawable); + } + + /// + /// Query whether the given object is located on a drawable surface. + /// + /// The child to be examined. + /// true, if the child has a drawable. Otherwise false + public static bool HasDrawableSurface(GameObject child) + { + if (HasParentWithTag(child, Tags.AttachedObjects)) + { + return GetDrawableSurface(child) != null; + } + else + { + return false; + } + } + + /// + /// Query wheter the given object is a drawable surface or + /// is located on one. + /// + /// The object to be examined. + /// true if the object is a drawable surface or if is located on one. + public static bool IsOrHasDrawableSurface(GameObject obj) + { + return obj.CompareTag(Tags.Drawable) || HasDrawableSurface(obj); + } + + /// + /// Query whether the given game object is part of a drawable. + /// It is checked whether the highest game object in the hierarchy of + /// the given game object contains a drawable child object. + /// + /// The game object to be checked. + /// true, if a drawable will be found. Otherwise false + public static bool IsPartOfADrawable(GameObject component) + { + return GetDrawableSurface(component) != null; + } + + /// + /// Searches for a child with a specific tag. + /// + /// The parent of the children. + /// The tag to be searched. + /// whether the inactive objects should be included. + /// the first found child with the searched tag. + public static GameObject FindChildWithTag(GameObject parent, string tag, bool includeInactive = true) + { + Transform[] allChildren = parent.GetComponentsInChildren(includeInactive); + foreach (Transform childTransform in allChildren) + { + if (childTransform.gameObject.CompareTag(tag)) + { + return childTransform.gameObject; + } + } + return null; + } + + /// + /// Searches for all children with the given tag. + /// + /// The parent of the children + /// The tag to be searched + /// whether the inactive objects should be included. + /// All children with the searched tag. + public static IList FindAllChildrenWithTag(GameObject parent, string tag, bool includeInactive = true) + { + List gameObjects = new(); + Transform[] allChildren = parent.GetComponentsInChildren(includeInactive); + foreach (Transform childTransform in allChildren) + { + if (childTransform.gameObject.CompareTag(tag)) + { + gameObjects.Add(childTransform.gameObject); + } + } + return gameObjects; + } + + /// + /// Searches for all children with the given tag () except the parent + /// has a specific tag (). + /// Will be used for mind map nodes. + /// + /// The parent of the children + /// The tag to be searched + /// The execpt tag + /// whether the inactive objects should be included. + /// All children with the searched tag, except those whose parent has the specific tag. + public static List FindAllChildrenWithTagExceptParentHasTag(GameObject parent, + string childTag, string parentTag, bool includeInactive = true) + { + List gameObjects = new(); + Transform[] allChildren = parent.GetComponentsInChildren(includeInactive); + foreach (Transform childTransform in allChildren) + { + if (childTransform.gameObject.CompareTag(childTag) + && !childTransform.parent.gameObject.CompareTag(parentTag)) + { + gameObjects.Add(childTransform.gameObject); + } + } + return gameObjects; + } + + /// + /// Query to check if a game object have children. + /// Greater than 1 because the transform of the parent is included. + /// + /// The parent object. + /// Whether inactive children should be considered. + /// True if the object have children. + public static bool HaveChildren(GameObject parent, bool includeInactive = false) + { + return parent.GetComponentsInChildren(includeInactive).Length > 1; + } + + /// + /// Query whether the parent has a child with the searched tag. + /// + /// The parent + /// The tag to be searched. + /// true, if a child with the searched tag exists. + public static bool HasChildWithTag(GameObject parent, string tag) + { + return FindChildWithTag(parent, tag) != null; + } + + /// + /// Query whether the child has a parent. + /// + /// The child. + /// true, if the child has a parent. + public static bool HasParent(GameObject child) + { + return child.transform.parent != null; + } + + /// + /// Query wheter the child has a parent with the given tag. + /// + /// The child. + /// The tag to be searched. + /// true, if a parent with the given tag exists. + public static bool HasParentWithTag(GameObject child, string tag) + { + Transform transform = child.transform; + while (transform.parent != null) + { + if (transform.parent.gameObject.CompareTag(tag)) + { + return true; + } + transform = transform.parent; + } + return false; + } + + /// + /// Gets the parent name of the drawable surface. + /// + /// The drawable surface + /// The name, empty if no parent exists. + public static string GetDrawableSurfaceParentName(GameObject surface) + { + if (surface.CompareTag(Tags.Drawable)) + { + return HasParent(surface) ? surface.transform.parent.name : ""; + } + else + { + return ""; + } + } + + /// + /// Gets the unique ID of a drawable surface. + /// + /// The drawable surface. + /// The unique ID. + public static string GetUniqueID(GameObject surface) + { + return !string.IsNullOrEmpty(GetDrawableSurfaceParentName(surface))? + GetDrawableSurfaceParentName(surface): surface.name; + } + + /// + /// Gets the parent object of the drawable surface. + /// + /// An object of the drawable. + /// The parent object, null if no parent exists. + public static GameObject GetDrawableSurfaceParent(GameObject obj) + { + GameObject surface = GetDrawableSurface(obj); + if (surface != null && HasParent(surface)) + { + return surface.transform.parent.gameObject; + } + else + { + return null; + } + } + + /// + /// Checks if the drawable is a whiteboard. + /// + /// An object of the drawable. + /// True if an object with a exists in the object tree. + public static bool IsWhiteboard(GameObject obj) + { + return FindChildWithTag(GetHighestParent(obj), Tags.Whiteboard) != null; + } + + /// + /// Checks if the drawable is a sticky note. + /// + /// An object of the drawable. + /// True if an object with a exists in the object tree. + public static bool IsStickyNote(GameObject obj) + { + return FindChildWithTag(GetHighestParent(obj), Tags.StickyNote) != null; + } + + /// + /// Gets the highest parent of the given child. + /// Usually the drawable holder. + /// + /// The child. + /// The highest parent + public static GameObject GetHighestParent(GameObject child) + { + if (child.transform.parent != null) + { + return GetHighestParent(child.transform.parent.gameObject); + } + else + { + return child; + } + } + + /// + /// Gets the attached objects of . + /// Below this game object, the objects are placed. + /// + /// An object within a drawable holder. + /// the object which holds the objects of a drawable. + public static GameObject GetAttachedObjectsObject(GameObject obj) + { + return FindChildWithTag(GetHighestParent(obj), Tags.AttachedObjects); + } + + /// + /// Gets a list with all game objects of a the given . + /// + /// An object of the drawable. + /// The page whose objects are to be determined. + /// A list with all game objects of the chosen page. + public static List GetDrawableTypesOfPage(GameObject obj, int page) + { + List typesOfPage = new(); + GameObject attached = GetAttachedObjectsObject(obj); + if (attached != null) + { + foreach (Transform typeTransform in attached.GetComponentInChildren(true)) + { + if (typeTransform.GetComponent() != null + && typeTransform.GetComponent().AssociatedPage == page) + { + typesOfPage.Add(typeTransform.gameObject); + } + } + } + return typesOfPage; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameFinder.cs.meta b/Assets/SEE/Game/Drawable/GameFinder.cs.meta new file mode 100644 index 0000000000..3d6bcd0cd2 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameFinder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: edfb23e4f8f9d884e9f4c80455094a3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameHighlighter.cs b/Assets/SEE/Game/Drawable/GameHighlighter.cs new file mode 100644 index 0000000000..6b23d4113c --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameHighlighter.cs @@ -0,0 +1,51 @@ +using HighlightPlus; +using SEE.Game.Drawable.Configurations; +using UnityEngine; +using SEE.GO; + +namespace SEE.Game.Drawable +{ + /// + /// This class provides highlighters for drawables or objects. + /// + public static class GameHighlighter + { + /// + /// Enables the highlight glow and outline effect for the given + /// + /// The object that should be highlighted. + /// The created highlight effect. + public static HighlightEffect EnableGlowOutline(GameObject obj) + { + HighlightEffect effect = obj.AddOrGetComponent(); + effect.highlighted = true; + effect.previewInEditor = false; + effect.outline = 1; + effect.outlineQuality = HighlightPlus.QualityLevel.Highest; + effect.outlineColor = Color.yellow; + effect.glowQuality = HighlightPlus.QualityLevel.Highest; + effect.glow = 1.0f; + effect.glowHQColor = Color.yellow; + return effect; + } + + /// + /// Enables the highlight glow and overlay effect for the given . + /// + /// The object that should be highlighted. + /// The created highlight effect. + public static HighlightEffect EnableGlowOverlay(GameObject obj) + { + HighlightEffect effect = obj.AddOrGetComponent(); + effect.highlighted = true; + effect.previewInEditor = false; + effect.outline = 0; + effect.glowQuality = HighlightPlus.QualityLevel.Highest; + effect.glow = 1.0f; + effect.glowHQColor = Color.yellow; + effect.overlay = 1.0f; + effect.overlayColor = Color.magenta; + return effect; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameHighlighter.cs.meta b/Assets/SEE/Game/Drawable/GameHighlighter.cs.meta new file mode 100644 index 0000000000..65087b9997 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameHighlighter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a0cb8a48083b39b4fabf5aab78efb6c7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameImage.cs b/Assets/SEE/Game/Drawable/GameImage.cs new file mode 100644 index 0000000000..f1381dc28b --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameImage.cs @@ -0,0 +1,318 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using SEE.Utils; +using System.IO; +using System.Linq; +using UnityEngine; +using UnityEngine.UI; + +namespace SEE.Game.Drawable +{ + /// + /// This class adds an image to a drawable. + /// + public static class GameImage + { + /// + /// Converts a texture to a sprite. + /// @author Jaimin, April 2022 + /// https://stackoverflow.com/questions/71898310/how-to-change-the-texture-type-of-a-png-image-to-sprite-through-a-script-in-uni + /// + /// The texture that should be converted. + /// The converted sprite + public static Sprite TextureToSprite(Texture2D texture) => + Sprite.Create(texture, new Rect(0f, 0f, texture.width, texture.height), + new Vector2(0.5f, 0.5f), 50f, 0, SpriteMeshType.FullRect); + + /// + /// Setsup the image game object with all the needed components. + /// Either the file path is empty or the file data. + /// + /// The drawable surface where the image should be displayed. + /// the name of the image game object + /// the path where the image is located + /// the file data of the image. + /// the position where the image should be + /// the order in layer for the image + /// The assoiated surface page for this object. + /// the output image game object. + private static void Setup(GameObject surface, string name, string imageFilePath, + byte[] data, Vector3 position, int order, int associatedPage, + out GameObject image) + { + /// If the object has been created earlier, it already has a name, + /// and this name is taken from the parameters . + if (name.Length > Tags.Image.Length) + { + image = new(name); + } + else + { + /// Otherwise, a name for the image will be generated. + /// For this, the is concatenated with + /// the object ID along with a random string consisting of four characters. + image = new(""); + + name = ValueHolder.ImagePrefix + image.GetInstanceID() + RandomStrings.GetRandomString(4); + /// Check if the name is already in use. If so, generate a new name. + while (GameFinder.FindChild(surface, name) != null) + { + name = ValueHolder.ImagePrefix + image.GetInstanceID() + RandomStrings.GetRandomString(4); + } + image.name = name; + } + + /// Sets up the drawable holder . + DrawableSetupManager.Setup(surface, out GameObject _, out GameObject attachedObjects); + + /// Assign the image tag to the image object. + image.tag = Tags.Image; + /// Add the image object to the hierarchy below the attached objects - object of the drawable. + image.transform.SetParent(attachedObjects.transform); + + /// Adds the needed canvas to the image object and sets the order to it. + Canvas canvas = image.AddComponent(); + canvas.sortingOrder = order; + + /// Adds the image to the object. + Image theImage = image.AddComponent(); + /// Sets the size initial to 1, 1. (Otherwise the image were to big for the game) + theImage.rectTransform.sizeDelta = new Vector2(1, 1); + + /// Block for the case that the path is not empty and the file exists. Then load the image from the file. + if (imageFilePath != "" && File.Exists(imageFilePath)) + { + byte[] fileData = File.ReadAllBytes(imageFilePath); + ImageValueHolder holder = image.AddComponent(); + holder.FileData = fileData; + /// Saves the loaded file to the app data folder. + CreateImageFile(image, fileData, Path.GetFileName(imageFilePath), out string _); + + Texture2D texture = new(2, 2) + { + anisoLevel = 5 + }; + texture.LoadImage(fileData); + theImage.sprite = TextureToSprite(texture); + } + else if (data != null) + { + /// Block for the case that the byte data is not empty. Load the image based on the byte data. + image.AddComponent().FileData = data; + Texture2D texture = new(2, 2) + { + anisoLevel = 5 + }; + texture.LoadImage(data); + theImage.sprite = TextureToSprite(texture); + } + /// Add the box collider to the image object. + BoxCollider collider = image.AddComponent(); + + /// Adjust the size of the collider to match the size of the canvas. + collider.size = new Vector3(1, 1, 0.01f); + + /// Set the position of the line and ensure the correct order in the layer. + /// Additionally, adopt the rotation of the attached object. + image.transform.rotation = attachedObjects.transform.rotation; + image.transform.position = position - image.transform.forward * ValueHolder.DistanceToDrawable.z * order; + /// Adds the order in layer value holder component to the line object and sets the order. + image.AddComponent().OrderInLayer = order; + + /// Adds a component. + /// And sets the associated page to the used page. + image.AddComponent().AssociatedPage = associatedPage; + if (associatedPage != surface.GetComponent().CurrentPage) + { + image.SetActive(false); + } + } + + /// + /// Adds an image to a drawable. + /// The current order in layer will be increased. + /// + /// The drawable surface where the image should be displayed. + /// The file path where the image is located. + /// The position where the image should be placed. + /// The order in layer for the image + /// The created image game object. + public static GameObject PlaceImage(GameObject surface, string imageFilePath, Vector3 position, int order) + { + Setup(surface, "", imageFilePath, null, position, order, surface.GetComponent().CurrentPage, out GameObject image); + surface.GetComponent().Inc(); + ValueHolder.MaxOrderInLayer++; + return image; + } + + /// + /// Re-adds an image to a drawable. + /// + /// The drawable surface where the image should be displayed. + /// The name of the image game object + /// The file data that contains the image + /// The position where the image should be placed. + /// The scale of the image + /// The rotation in euler angles of the image + /// The order in layer for the image + /// The image color + /// The file name of the image + /// The created image game object. + public static GameObject RePlaceImage(GameObject surface, string name, byte[] fileData, Vector3 position, + Vector3 scale, Vector3 eulerAngles, int order, Color imageColor, string fileName, int associatedPage) + { + /// Adjusts the current order in the layer if the + /// order in layer for the line is greater than or equal to it. + DrawableHolder holder = surface.GetComponent(); + if (order >= holder.OrderInLayer && associatedPage == holder.CurrentPage) + { + holder.OrderInLayer = order + 1; + } + if (associatedPage >= holder.MaxPageSize) + { + holder.MaxPageSize = associatedPage + 1; + } + if (order >= ValueHolder.MaxOrderInLayer) + { + ValueHolder.MaxOrderInLayer = order + 1; + } + GameObject imageObj; + + /// Block to update an existing image with the given name. + if (GameFinder.FindChild(surface, name) != null) + { + imageObj = GameFinder.FindChild(surface, name); + imageObj.GetComponent().sortingOrder = order; + } + else + { + /// Block to create a new image. + Setup(surface, name, "", fileData, position, order, associatedPage, out GameObject image); + imageObj = image; + } + /// Saves the loaded image to the app data folder. + CreateImageFile(imageObj, fileData, fileName, out string _); + /// Sets the old values: + imageObj.transform.localScale = scale; + imageObj.transform.localEulerAngles = eulerAngles; + imageObj.transform.localPosition = position; + imageObj.GetComponent().color = imageColor; + imageObj.GetComponent().OrderInLayer = order; + imageObj.GetComponent().AssociatedPage = associatedPage; + + return imageObj; + } + + /// + /// Re-adds the given image of the to the . + /// It calls the RePlaceImage - Method with all the attributes. + /// + /// The drawable surface where the image should be displayed. + /// The image configuration to restore the old image + /// The created image game object. + public static GameObject RePlaceImage(GameObject surface, ImageConf conf) + { + string fileName = Path.GetFileName(conf.Path); + return RePlaceImage( + surface, + conf.Id, + conf.FileData, + conf.Position, + conf.Scale, + conf.EulerAngles, + conf.OrderInLayer, + conf.ImageColor, + fileName, + conf.AssociatedPage + ); + } + + /// + /// Creates a local backup of the image in the AppData directory. + /// + /// The image game object, can be null when the method is used to save a downloaded file. + /// The fila data of the image. + /// The file name of the image. + public static void CreateImageFile(GameObject imageObj, byte[] fileData, string fileName, + out string filePath) + { + DrawableConfigManager.EnsureDrawableDirectoryExists(ValueHolder.ImagePath); + string path = ValueHolder.ImagePath + fileName; + string fileNameWithoutExtension = Path.GetFileNameWithoutExtension(fileName); + string fileExtension = Path.GetExtension(fileName); + filePath = path; + + /// If no file with the exact name exists, create it. + if (!File.Exists(path)) + { + if (fileData != null && fileData.Length > 0) + { + File.WriteAllBytes(path, fileData); + if (imageObj != null) + { + imageObj.GetComponent().Path = path; + } + } + else + { + /// For the case if the file in the path does not exists and the file data is empty. + ShowNotification.Warn("Cannot be restored.", "The image cannot be restored."); + Destroyer.Destroy(imageObj); + } + } + else + { + /// If a file with the same name exists, it checks whether they are the same images. + /// This is done by comparing the byte count. + /// To do this, it is necessary to create a temporary file. + /// After the examinations, this file will be deleted. + string tmpPath = Path.GetTempFileName(); + File.WriteAllBytes(tmpPath, fileData); + FileInfo fileInfo = new(tmpPath); + FileInfo existsInfo = new (path); + + if (fileInfo.Length != existsInfo.Length) + { + int numberOfFiles = Directory.GetFiles(ValueHolder.ImagePath).ToList().Count; + /// If the byte counts are not equal, indicating different images, + /// it checks whether another file with a similar name already exists and + /// whether there is a file among them that matches the image to be saved. + /// If this is not the case, a new file with the highest index + 1 is created. + for (int i = 1; i <= numberOfFiles; i++) + { + string newPath = ValueHolder.ImagePath + fileNameWithoutExtension + + "(" + i + ")" + fileExtension; + if (!File.Exists(newPath)) + { + File.Delete(tmpPath); + CreateImageFile(imageObj, fileData, Path.GetFileName(newPath), out filePath); + break; + } + else + { + FileInfo info = new(newPath); + if (fileInfo.Length == info.Length) + { + Directory.Delete(tmpPath, true); + if (imageObj != null) + { + imageObj.GetComponent().Path = newPath; + } + break; + } + } + } + } + else + { + File.Delete(tmpPath); + if (imageObj != null) + { + imageObj.GetComponent().Path = path; + } + } + } + } + } +} diff --git a/Assets/SEE/Game/Drawable/GameImage.cs.meta b/Assets/SEE/Game/Drawable/GameImage.cs.meta new file mode 100644 index 0000000000..22139d8efe --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameImage.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a4acef70f42c4494798923f6493bafd9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameLayerChanger.cs b/Assets/SEE/Game/Drawable/GameLayerChanger.cs new file mode 100644 index 0000000000..33533aa4df --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameLayerChanger.cs @@ -0,0 +1,148 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.UI.Notification; +using System; +using TMPro; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class allows to change the order in layer of a . + /// The needs a component. + /// + public static class GameLayerChanger + { + /// + /// The state of the layer changer. + /// + [Serializable] + public enum LayerChangerStates + { + /// + /// The order in layer is increased. + /// + Increase, + /// + /// The order in layer is decreased. + /// + Decrease + } + + /// + /// Changes the order in layer. + /// + /// The object whose order in layer is to be changed. + /// The new order of the object. + /// Query for increase or decrease. + /// Show a notification when the limit is reached. + /// Use world position for moving, only needed for sticky note. + public static void ChangeOrderInLayer(GameObject obj, int order, LayerChangerStates state, + bool showInformation = true, bool useWorldPos = false) + { + if (obj.GetComponent() != null + || obj.GetComponentInChildren() != null) + { + OrderInLayerValueHolder holder = obj.GetComponent() != null ? + obj.GetComponent() : obj.GetComponentInChildren(); + + /// Block that is executed if the order number is not permitted. + /// Exceeds the maximum or is equal or less then minimum. + DrawableHolder dHolder = GameFinder.GetDrawableSurface(obj).GetComponent(); + if (holder.OrderInLayer >= dHolder.OrderInLayer && state == LayerChangerStates.Increase) + { + if (showInformation) + { + ShowNotification.Warn("Maximum layer order", obj.name + + " has reached the maximum layer order: " + holder.OrderInLayer); + } + } + else if (holder.OrderInLayer == 0 && state == LayerChangerStates.Decrease) + { + if (showInformation) + { + ShowNotification.Warn("Minimum layer order", obj.name + + " has reached the minimum layer order: " + holder.OrderInLayer); + } + } + else + { + /// Block that is executed if the order number is permitted. + holder.OrderInLayer = order; + + if (showInformation) + { + if (state == LayerChangerStates.Increase) + { + ShowNotification.Info("Increases the order", + "The order in layer of the chosen object increases to " + holder.OrderInLayer + ".", 0.8f); + } + else + { + ShowNotification.Info("Decreases the order", + "The order in layer of the chosen object decreases to " + holder.OrderInLayer + ".", 0.8f); + } + } + /// For mind map nodes, it's important that the text is also assigned the order. + if (obj.CompareTag(Tags.MindMapNode)) + { + obj.GetComponentInChildren().sortingOrder = order; + } + + /// Moves the object along the z-axis. + MoveObjectZ(obj, order, useWorldPos); + + /// Sets the order on the Canvas and TextMeshPro components, if present. + if (obj.GetComponent() != null) + { + obj.GetComponent().sortingOrder = order; + } + if (obj.GetComponent() != null) + { + obj.GetComponent().sortingOrder = order; + } + } + } + } + + /// + /// Adjusts the order in the layer by moving the object along the z-axis. + /// + /// The object that is to be moved + /// The order to calculate the new z position of the object + /// use world position for moving, only needed for sticky note + private static void MoveObjectZ(GameObject obj, int order, bool useWorldPos) + { + Vector3 oldPos = obj.transform.localPosition; + + /// For sticky notes, it's important to use the world space position + /// since it is an independent object not dependent on a drawable. + if (useWorldPos) + { + if (obj.GetComponent() != null) + { + oldPos = obj.GetComponent().OriginPosition; + } + } + + /// The order distance. + float multiplyValue = order; + if (order <= 0) + { + multiplyValue = 0.5f; + } + + /// For sticky notes, it's important to use the original position for the calculation. + if (useWorldPos) + { + obj.transform.position = oldPos - multiplyValue * ValueHolder.DistanceToDrawable.z * obj.transform.forward; + } + else + { + /// For a object only change the z-axis. + obj.transform.localPosition = new Vector3(oldPos.x, oldPos.y, + multiplyValue * -ValueHolder.DistanceToDrawable.z); + } + } + } +} diff --git a/Assets/SEE/Game/Drawable/GameLayerChanger.cs.meta b/Assets/SEE/Game/Drawable/GameLayerChanger.cs.meta new file mode 100644 index 0000000000..a0b4ae1697 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameLayerChanger.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cb314bbca31e06c41b89c6ba82f05179 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameLineSplit.cs b/Assets/SEE/Game/Drawable/GameLineSplit.cs new file mode 100644 index 0000000000..5c670f25e7 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameLineSplit.cs @@ -0,0 +1,219 @@ +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using SEE.Net.Actions.Drawable; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class provides functionality for splitting lines. + /// The splitting point can either be retained (split) or deleted (pointerase). + /// + public static class GameLineSplit + { + /// + /// Splits a line. + /// The splitting point can either be retained (split) or deleted (pointerase) + /// + /// The drawable surface on which the lines should be redrawn. + /// Configuration of the original line. + /// The indices of the points to be split. + /// The positions of the line. + /// List that holds the newly created line configurations. + /// Specifies whether the split points should be deleted. + public static void Split(GameObject surface, LineConf originLine, List matchedIndices, + List positions, List lines, bool removeMatchedIndex) + { + int removeCounter = removeMatchedIndex ? 1 : 0; + + /// Block for the case where multiple indices were found that need to be split. + if (matchedIndices.Count > 1) + { + /// Creates the individual segments that remain when the line is split at the indices. + /// Depending on whether the split point should be deleted, it is either removed immediately or retained. + List> parts = new(); + for (int i = 0; i < matchedIndices.Count; i++) + { + int newI = removeMatchedIndex ? matchedIndices[i] : matchedIndices[i] + 1; + newI = newI < 1 ? 1 : newI; + if (i > 0) + { + int startIndex = removeMatchedIndex ? matchedIndices[i - 1] + 1 : matchedIndices[i - 1]; + int include = removeMatchedIndex ? 0 : 1; + newI = matchedIndices[i] + include - startIndex; + parts.Add(positions.GetRange(startIndex, newI)); + } + else + { + parts.Add(positions.GetRange(0, newI)); + } + } + + /// Add the last part of the splitting. + int endIndex = removeMatchedIndex ? matchedIndices.Last() + 1 : matchedIndices.Last(); + int endI = positions.Count - endIndex; + parts.Add(positions.GetRange(endIndex, endI)); + + /// Trys to re-draw every segment. + foreach (List list in parts) + { + TryReDraw(surface, originLine, list.ToArray(), lines); + } + /// Block for the case where an attempt was made to split at the start or end point. + if (lines.Count == 1 && !removeMatchedIndex) + { + ShowNotification.Warn("Can't split", "The line can't split on start/end point." + + "\nThe line was redrawn nonetheless."); + } + } + else + { + /// Block for the case where only one index was found to split the line. + if (matchedIndices.Count == 1) + { + Vector3[] begin = positions.GetRange(0, matchedIndices[0] + 1 - removeCounter).ToArray(); + + /// Block for the case where an attempt was made to split at the start point. + if (begin.Length == 1 && !removeMatchedIndex) + { + ShowNotification.Warn("Line Split Problem: ", "You can't split the line on the start point." + + "\nThe line was redrawn nonetheless."); + } + else if (begin.Length == positions.Count && !removeMatchedIndex) + {/// Block for the case where an attempt was made to split at the end point. + ShowNotification.Warn("Line Split Problem: ", "You can't split the line on the end point." + + "\nThe line was redrawn nonetheless."); + } + int lastIndex = positions.Count - removeCounter - matchedIndices[0]; + Vector3[] end = positions.GetRange(matchedIndices[0] + removeCounter, lastIndex).ToArray(); + + /// Trys to re-draw the first and second segment. + TryReDraw(surface, originLine, begin, lines); + TryReDraw(surface, originLine, end, lines); + } + } + } + + /// + /// Erases a connection line between two points. + /// To do this, select the starting point of this line. + /// Is intended for shapes. + /// + /// The drawable surface on which the lines should be redrawn. + /// Configuration of the original line. + /// The indices of the points which connection lines should + /// be erased. + /// The positions of the line. + /// List that holds the new created line configurations. + public static void EraseLinePointConnection(GameObject surface, LineConf originLine, List matchedIndices, + List positions, List lines) + { + /// Block for the case where multiple indices were found that need to be split. + if (matchedIndices.Count > 1) + { + /// Creates the individual segments that remain when the line is split + /// at the indices. Depending on whether the split point should be deleted, + /// it is either removed immediately or retained. + List> parts = new(); + for (int i = 0; i < matchedIndices.Count; i++) + { + int newI = matchedIndices[i] + 1; + newI = newI < 1 ? 1 : newI; + if (i > 0) + { + int startIndex = matchedIndices[i - 1] + 1; + newI = matchedIndices[i] + 1 - startIndex; + parts.Add(positions.GetRange(startIndex, newI)); + } + else + { + parts.Add(positions.GetRange(0, newI)); + } + } + + /// Add the last part of the splitting. + int endIndex = matchedIndices.Last() + 1; + int endI = positions.Count - endIndex; + parts.Add(positions.GetRange(endIndex, endI)); + + /// Tries to re-draw every segment. + foreach (List list in parts) + { + TryReDraw(surface, originLine, list.ToArray(), lines); + } + + /// Block for the case where an attempt was made to split at the start or end point. + if (lines.Count == 1 + && lines[0].RendererPositions.Length == positions.Count) + { + ShowNotification.Warn("Line Connector Erase Problem:", + "You can't erase a line connector on the endpoint. " + + "Because the endpoint has none." + + "\nThe line was redrawn nonetheless."); + } + } + else + { + /// Block for the case where only one index was found to split the line. + if (matchedIndices.Count == 1) + { + Vector3[] begin = positions.GetRange(0, matchedIndices[0] + 1).ToArray(); + + if (begin.Length == positions.Count) + { + /// Block for the case where an attempt was made to split at the end point. + ShowNotification.Warn("Line Connector Erase Problem: ", + "You can't erase a line connector on the endpoint. " + + "Because the endpoint has none." + + "\nThe line was redrawn nonetheless."); + } + int lastIndex = positions.Count - 1 - matchedIndices[0]; + Vector3[] end = positions.GetRange(matchedIndices[0] + 1, lastIndex).ToArray(); + + /// Trys to re-draw the first and second segment. + TryReDraw(surface, originLine, begin, lines); + TryReDraw(surface, originLine, end, lines); + } + } + } + + /// + /// Checks if the line can be redrawn. + /// + /// The drawable surface on which the line should be drawn. + /// The configuration of the original line. + /// The positions for the new line. + /// List that holds the new line configurations. + private static void TryReDraw(GameObject surface, LineConf originLine, + Vector3[] positions, List lines) + { + if (positions.Length > 1) + { + lines.Add(ReDraw(surface, originLine, positions)); + } + } + + /// + /// Redraws the line with the new sub positions. + /// + /// The drawable surface on which the line should be redrawn. + /// Configuration of the old line. + /// The new sub positions of the new line. + /// Configuration of the new sub line. + private static LineConf ReDraw(GameObject surface, LineConf originLine, Vector3[] positions) + { + LineConf lineToCreate = (LineConf)originLine.Clone(); + lineToCreate.Id = ""; + lineToCreate.RendererPositions = positions; + + GameObject newLine = GameDrawer.ReDrawLine(surface, lineToCreate); + GameDrawer.ChangePivot(newLine); + new DrawNetAction(surface.name, GameFinder.GetDrawableSurfaceParentName(surface), + LineConf.GetLine(newLine)).Execute(); + + return LineConf.GetLine(newLine); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameLineSplit.cs.meta b/Assets/SEE/Game/Drawable/GameLineSplit.cs.meta new file mode 100644 index 0000000000..97b3a27587 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameLineSplit.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ce1a17e24ef43e44a8d954fc15df5709 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameMindMap.cs b/Assets/SEE/Game/Drawable/GameMindMap.cs new file mode 100644 index 0000000000..f3c81240eb --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameMindMap.cs @@ -0,0 +1,1039 @@ +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils; +using System; +using System.Collections.Generic; +using System.Linq; +using TMPro; +using UnityEngine; +using static SEE.Game.Drawable.GameDrawer; + +namespace SEE.Game.Drawable +{ + /// + /// This class provides methods to create or recover mind map nodes. + /// + public static class GameMindMap + { + /// + /// The different kinds of a mind map node. + /// + [Serializable] + public enum NodeKind + { + Theme, + Subtheme, + Leaf + } + + /// + /// Returns the list of the different node kinds. + /// + /// A list of the node kinds + public static List GetNodeKinds() + { + return Enum.GetValues(typeof(NodeKind)).Cast().ToList(); + } + + /// + /// Sets up a mind map node. + /// It adds the to the node. + /// It also creates the border and the text for the node and disables the collider of that. + /// The box collider of the node will be calculated on the border size. + /// Additionally, the node receives an component. + /// + /// The drawable surface on which the node should be displayed. + /// The id of the node + /// The id prefix. + /// The displayed text of the node + /// The position for the node + /// The assoiated surface page for this object. + /// The created node. + private static void Setup(GameObject surface, string name, string prefix, string writtenText, + Vector3 position, int associatedPage, out GameObject node) + { + /// If the object has been created earlier, it already has a name, + /// and this name is taken from the parameters . + if (name.Length > prefix.Length) + { + node = new(name); + } + else + { + /// Otherwise, a name for the node will be generated. + /// For this, the node prefix is concatenated with + /// the object ID along with a random string consisting of four characters. + node = new(""); + + name = prefix + node.GetInstanceID() + RandomStrings.GetRandomString(4); + /// Check if the name is already in use. If so, generate a new name. + while (GameFinder.FindChild(surface, name) != null) + { + name = prefix + node.GetInstanceID() + RandomStrings.GetRandomString(4); + } + node.name = name; + } + + /// Sets up the drawable holder . + DrawableSetupManager.Setup(surface, out GameObject _, out GameObject attachedObjects); + + /// Assign the mind map node tag to the node object. + node.tag = Tags.MindMapNode; + + /// Add the node object to the hierarchy below the attached objects - object of the drawable. + node.transform.SetParent(attachedObjects.transform); + /// Adopt the rotation of the attached object. + node.transform.rotation = attachedObjects.transform.rotation; + /// Sets the node position to the hit point position. + node.transform.position = position; + + /// Creates the text for the mind map node. + GameObject text = CreateText(surface, position, writtenText, prefix); + /// Creates the border for the mind map node. + GameObject border = CreateMindMapBorder(surface, position, text, prefix); + + /// Sets the text and border as child of the node. + text.transform.SetParent(node.transform); + border.transform.SetParent(node.transform); + + /// Ensures adherence to the order in layer distance. + node.transform.position = position - node.transform.forward * ValueHolder.DistanceToDrawable.z * + border.GetComponent().OrderInLayer; + /// Sets the order in layer to a new created order in layer value holder for the node. + node.AddComponent() + .OrderInLayer = border.GetComponent().OrderInLayer; + /// Sets the border to the middle point of the node. And sets his order to zero. + border.transform.localPosition = Vector3.zero; + border.GetComponent().OrderInLayer = 0; + /// Sets the order to the , as the text otherwise does not inherit the order. + text.GetComponent().sortingOrder = + node.GetComponent().OrderInLayer; + + /// Disables the Mesh Collider for the text and border, because they should only be editable through the node. + /// This prevents inappropriate line operations on the border, such as . + text.GetComponent().enabled = false; + border.GetComponent().enabled = false; + + /// Adds a box collider to the node and calculates the size based on the borders. + BoxCollider box = node.AddComponent(); + box.size = GetBoxSize(border); + + /// Adds a component. + /// It is needed to manage necessary Mind Map Node data. + node.AddComponent(); + + /// Adds a component. + /// And sets the associated page to the used page of the surface. + node.AddComponent().AssociatedPage = associatedPage; + } + + /// + /// Creates the text for the mind map node (description). + /// + /// The drawable surface on which the node should be displayed. + /// The position for the text. + /// The text (description) for the node + /// The id prefix, necessary for the font size. + /// The created text. + private static GameObject CreateText(GameObject surface, Vector3 position, string writtenText, string prefix) + { + /// Style for Subthemes and Leaves + FontStyles fontStyles = FontStyles.Normal; + /// Size for Subthemes + float fontSize = 0.7f; + + /// For themes the text is bold and underlined. + /// And the size is bigger. + if (prefix == ValueHolder.MindMapThemePrefix) + { + fontStyles = FontStyles.Bold | FontStyles.Underline; + fontSize = 1f; + } + else if (prefix == ValueHolder.MindMapLeafPrefix) + { + /// If the node is a Leaf it has a smaller font size. + fontSize = 0.5f; + } + + /// Create the text. The initial color is black. It can be changed with the . + GameObject text = GameTexter.WriteText(surface, writtenText, position, Color.black, Color.clear, false, + ValueHolder.StandardTextOutlineThickness, fontSize, 0, fontStyles); + + return text; + } + + /// + /// Creates the border of the mind map node. + /// Themes receive an ellipse shape, sub-themes a rectangle, and leaves receive an invisible ellipse shape. + /// + /// The drawable surface on which the node should be displayed. + /// The position for the border. + /// The text object, necessary for the width/height calculation + /// The id prefix + /// The created border + private static GameObject CreateMindMapBorder(GameObject surface, Vector3 position, GameObject text, string prefix) + { + GameObject shape; + /// Themes and Subthemes are solid. + LineKind lineKind = LineKind.Solid; + Color lineColor = Color.black; + bool ellipse = false; + /// If the node is a Theme or a Leaf, it will use an ellipse shape. + /// Subthemes have a rectangle shape. + switch (prefix) + { + case ValueHolder.MindMapThemePrefix: + ellipse = true; + break; + case ValueHolder.MindMapLeafPrefix: + /// has an invisible dashed line. + lineKind = LineKind.Dashed; + lineColor = Color.clear; + ellipse = true; + break; + } + /// Convert the hit point to a local position of the drawable. + Vector3 convertedHitPoint = GetConvertedPosition(surface, position); + /// Gets the shape positions. + Vector3[] positions = GetBorderPositions(ellipse, convertedHitPoint, text); + /// Draws the border. + shape = DrawLine(surface, "", positions, ColorKind.Monochrome, + lineColor, ValueHolder.CurrentSecondaryColor, ValueHolder.StandardLineThickness, true, + lineKind, ValueHolder.StandardLineTiling, false); + /// Sets the pivot to the middle. + shape = SetPivotShape(shape, convertedHitPoint); + return shape; + } + + /// + /// Calculates the border positions. + /// + /// True, if the node is a theme or a leaf + /// The position of the border. + /// The text object, necessary for the width/height calculation. + /// The calculated positions. + private static Vector3[] GetBorderPositions(bool ellipse, Vector3 position, GameObject text) + { + /// If the node has the or . + if (ellipse) + { + return ShapePointsCalculator.Ellipse(position, + text.GetComponent().rect.width, + text.GetComponent().rect.height); + } + else + { + /// For the . + return ShapePointsCalculator.MindMapRectangle(position, + text.GetComponent().rect.width + 0.05f, + text.GetComponent().rect.height + 0.05f); + } + } + + /// + /// Redraws the mind map node border. + /// + /// The node whose border should be redrawn. + public static void ReDrawBorder(GameObject node) + { + if (node.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + bool ellipse = valueHolder.NodeKind != NodeKind.Subtheme; + GameObject nodeText = GameFinder.FindChildWithTag(node, Tags.DText); + /// Gets the new border positions. + Vector3[] positions = GetBorderPositions(ellipse, Vector3.zero, nodeText); + /// Re-draws the border. + Drawing(GameFinder.FindChildWithTag(node, Tags.Line), positions); + /// Renew the size of the BoxCollider. + ChangeBoxSize(node); + /// Re-draws the branch lines, because changes to the border might necessitate adjustments. + ReDrawBranchLines(node); + } + } + + /// + /// Gets the box collider size for the mind map node. + /// + /// The mind map border. + /// The Vector3 that represents the size for the box collider. + private static Vector3 GetBoxSize(GameObject shape) + { + LineRenderer renderer = shape.GetComponent(); + Vector3[] rendererPos = new Vector3[renderer.positionCount]; + renderer.GetPositions(rendererPos); + /// Calculates the x size. + /// The 0.02 is added for the necessary distance. + float[] xFloats = ConvertVector3ArrayToFloatArray(rendererPos, true); + float x = Mathf.Abs(xFloats.Min()) + xFloats.Max() + 0.02f; + + /// Calculates the y size. + /// The 0.01 is added for the necessary distance. + float[] yFloats = ConvertVector3ArrayToFloatArray(rendererPos, false); + float y = Mathf.Abs(yFloats.Min()) + yFloats.Max() + 0.01f; + + /// Calculates the z size. + float z = Mathf.Abs(shape.transform.localPosition.z); + return new Vector3(x, y, z); + } + + /// + /// Renew the size of the BoxCollider, adjusted to the border size. + /// + /// The mind map node + public static void ChangeBoxSize(GameObject node) + { + if (node.CompareTag(Tags.MindMapNode)) + { + BoxCollider box = node.GetComponent(); + GameObject border = GameFinder.FindChildWithTag(node, Tags.Line); + box.size = GetBoxSize(border); + } + } + + /// + /// Converts an axis of a Vector3 array to a float array. + /// The z axis will be ignored because it is always zero. + /// + /// The vector3 array which holds the positions. + /// True, if the x axis should be converted. Otherwise it will convert the y axis. + /// The float array with the chosen converted axis. + private static float[] ConvertVector3ArrayToFloatArray(Vector3[] positions, bool xValue) + { + float[] arr = new float[positions.Length]; + /// True, if the x values should be converted. + if (xValue) + { + /// Block for converting the x values. + for (int i = 0; i < positions.Length; i++) + { + arr[i] = positions[i].x; + } + } + else + { + /// Block for converting the y values. + for (int i = 0; i < positions.Length; i++) + { + arr[i] = positions[i].y; + } + } + return arr; + } + + /// + /// Creates a mind map node. + /// + /// The drawable surface on which the node should be displayed. + /// The id prefix for the node. + /// The text (description) of the node. + /// The position for the node. + /// The created node. + public static GameObject Create(GameObject surface, string prefix, string writtenText, Vector3 position) + { + Setup(surface, "", prefix, writtenText, position, surface.GetComponent().CurrentPage, out GameObject node); + return node; + } + + /// + /// Returns the id of a drawable type name. + /// + /// The drawable type name from which the ID should be extracted. + /// The extracted ID. + public static string GetIDofName(string name) + { + return name.Split('-')[1]; + } + + /// + /// Creates/Recreates a branch line between the node and the parent. + /// If the parameter name is not empty, an attempt is made to redraw the branch line. + /// The order of the branch line is a sequence lower than the lower sequence of both nodes (node/parent). + /// The mesh collider of the branch line will be deactivated. + /// In the component of the node, + /// the branch line is added as the parent branch line and the parent as parent. + /// The component of the parent, adds the node and the branch line as children. + /// + /// The child node + /// The parent node + /// The branch line id, empty if it's a new branch line. + /// The created branch line. + public static GameObject CreateBranchLine(GameObject child, GameObject parent, string name = "") + { + /// Calculates the end point of the branch line. + /// Depending on the parent node and the node position. + Vector3 endPoint = NearestPoints.GetNearestPoint(parent, child.transform.position); + + /// Calculates the start point of the branch line. + /// Depending on the node and the end point. + Vector3 startPoint = NearestPoints.GetNearestPoint(child, endPoint); + + /// Array that contains the start and end point. + Vector3[] positions = new Vector3[2]; + positions[0] = startPoint; + positions[1] = endPoint; + /// Convert the positions to local space. + GameFinder.GetHighestParent(child).transform.InverseTransformPoints(positions); + + GameObject surface = GameFinder.GetDrawableSurface(child); + /// If no name was chosen, use - ParentID - NodeID. + if (name == "") + { + name = ValueHolder.MindMapBranchLine + "-" + GetIDofName(parent.name) + "-" + GetIDofName(child.name); + } + /// Creates the branch line. + GameObject branchLine = DrawLine(surface, name, positions, ColorKind.Monochrome, + Color.black, ValueHolder.CurrentSecondaryColor, ValueHolder.StandardLineThickness, true, + LineKind.Solid, ValueHolder.StandardLineTiling, false); + + /// Calculates the order. + /// An order lower than the lower order (parent or node). + /// But <0 will be 0. + int order = GetBranchLineOrder(child, parent); + GameLayerChanger.ChangeOrderInLayer(branchLine, order, GameLayerChanger.LayerChangerStates.Decrease, false); + + /// Adds the node and their branch line as a child/branch line pair to the parent holder. + MMNodeValueHolder parentValueHolder = parent.GetComponent(); + parentValueHolder.AddChild(child, branchLine); + + /// Enter the data in the own node holder. + MMNodeValueHolder nodeValueHolder = child.GetComponent(); + nodeValueHolder.SetParent(parent, branchLine); + //nodeValueHolder.Layer = parentValueHolder.Layer + 1; + MindMapLayer(nodeValueHolder, parentValueHolder); + + /// Disable the Mesh Collider of the branch line. + /// It has the same reason as for the border. + branchLine.GetComponent().enabled = false; + return branchLine; + } + + /// + /// + /// + /// + /// + private static void MindMapLayer(MMNodeValueHolder holder, MMNodeValueHolder parent) + { + int oldLayer = holder.Layer; + holder.Layer = parent.Layer + 1; + + if (holder.Layer != oldLayer && holder.GetChildren().Count > 0) + { + foreach(GameObject child in holder.GetChildren().Keys) + { + MMNodeValueHolder childHolder = child.GetComponent(); + MindMapLayer(childHolder, holder); + } + } + } + + /// + /// Calculates the order for the branch line. + /// The order of the branch line is a sequence lower than the lower sequence of both nodes (node/parent). + /// + /// The child node. + /// The parent node. + /// The calculated order + private static int GetBranchLineOrder(GameObject child, GameObject parent) + { + int order; + if (child.GetComponent().OrderInLayer > + parent.GetComponent().OrderInLayer) + { + /// Block for: Parent has a lower order. + order = parent.GetComponent().OrderInLayer - 1; + } + else + { + /// Block for: Node has a lower order. + order = child.GetComponent().OrderInLayer - 1; + } + + /// If the order would be lower then 0 it's set to 0. + if (order < 0) + { + order = 0; + } + return order; + } + + /// + /// Redraws the branch line to the parent node. + /// + /// The node whose parent branch line should be redrawn. + public static void ReDrawParentBranchLine(GameObject node) + { + if (node.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + if (valueHolder.GetParentBranchLine() != null) + { + GameObject parent = valueHolder.GetParent(); + CreateBranchLine(node, parent, valueHolder.GetParentBranchLine().name); + } + } + } + + /// + /// Redraws the branch lines of a node. + /// Includes the parent branch line and + /// the branch lines to the children of the given node. + /// + /// The node whose branch lines should be redrawn. + /// true, if the given node has a and the redraw was successful. + public static bool ReDrawBranchLines(GameObject node) + { + if (node.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + /// Re-draws the parent branch line. + ReDrawParentBranchLine(node); + /// Block for re-drawing the branch lines of the children. + if (valueHolder.GetChildren().Count > 0) + { + foreach (KeyValuePair pair in valueHolder.GetChildren()) + { + CreateBranchLine(pair.Key, node, pair.Value.name); + } + } + return true; + } + return false; + } + + /// + /// Provides the changing of the parent. + /// If the newly chosen parent is different from the previous one, + /// and if the validity check returns a positive result, the following will happen: + /// - It removes the node of the children list of the old parent + /// and destroys the old parent branch line. + /// - It creates a new branch line to the new chosen parent. + /// () + /// + /// The child node + /// The newly chosen parent node + public static void ChangeParent(GameObject child, GameObject parent) + { + if (child.CompareTag(Tags.MindMapNode) && parent != null + && parent.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder nodeValueHolder = child.GetComponent(); + if (nodeValueHolder.GetParent() != parent && ParentChangeIsValid(child, parent)) + { + /// Remove the node from the list of children of the old parent. + if (nodeValueHolder.GetParent() != null) + { + nodeValueHolder.GetParent().GetComponent().RemoveChild(child); + } + + LineConf oldBranchLine = null; + + /// Block for saving the branch configuration. + /// Will be needed for restore the branch line appearance. + if (nodeValueHolder.GetParentBranchLine() != null) + { + oldBranchLine = LineConf.GetLine(nodeValueHolder.GetParentBranchLine()); + } + + /// Destroys the old branch line. + Destroyer.Destroy(nodeValueHolder.GetParentBranchLine()); + + /// Creates the new branch line. + GameObject newBranchLine = CreateBranchLine(child, parent, ""); + + /// Restores the branch line appearance. + if (oldBranchLine != null) + { + GameEdit.ChangeLine(newBranchLine, oldBranchLine); + } + } + } + } + + /// + /// Validity check for the change of parent. + /// The check prevents the formation of a cycle. + /// + /// The child node + /// The parent + /// Iteration variable, for the result + /// if the parent change is possible or not. + public static bool ParentChangeIsValid(GameObject child, GameObject parent, bool result = true) + { + if (child.CompareTag(Tags.MindMapNode) && parent.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = child.GetComponent(); + if (child == parent) + { + result = false; + } + /// Check to prevent cycles. + foreach (KeyValuePair pair in valueHolder.GetChildren()) + { + result = result && ParentChangeIsValid(pair.Key, parent, result); + } + return result; + } + return false; + } + + /// + /// Provides the changing of the node kind. + /// If the newly chosen node kind is different from the previous one, + /// and if the validity check returns a positive result, the following will happen: + /// - If the new node kind is a theme, the old parent branch line will + /// be deleted and the parent will be set to null. + /// - It adjusts the font size, font styles, border shape, and line kind of the borders. + /// - If the node kind will be switched from leaf to another node kind, the border will be black. + /// - The prefix of the node id will change to the newly selected node kind prefix. + /// - The branch lines will be redrawn. + /// + /// The node that should change the node kind. + /// The new node kind for the node. + /// Optional parameter: To make the border look like the old one. + /// The new node kind of the node. + public static NodeKind ChangeNodeKind(GameObject node, NodeKind newNodeKind, LineConf borderConf = null) + { + MMNodeValueHolder nodeValueHolder = node.GetComponent(); + GameObject nodeText = GameFinder.FindChildWithTag(node, Tags.DText); + GameObject nodeBorder = GameFinder.FindChildWithTag(node, Tags.Line); + + if (nodeValueHolder.NodeKind != newNodeKind + && CheckValidNodeKindChange(node, newNodeKind, nodeValueHolder.NodeKind)) + { + bool ellipse = false; + switch (newNodeKind) + { + /// Block to change the to . + case NodeKind.Theme: + /// Remove the node from the list of children of the old parent. + if (nodeValueHolder.GetParent() != null) + { + nodeValueHolder.GetParent().GetComponent().RemoveChild(node); + } + /// Destroys the old parent branch line. + Destroyer.Destroy(nodeValueHolder.GetParentBranchLine()); + /// Sets the parent and the branch line to them to null. + nodeValueHolder.SetParent(null, null); + + /// Change the node appearance to the appearance of a Theme. + ellipse = true; + GameEdit.ChangeFontStyles(nodeText, FontStyles.Bold | FontStyles.Underline); + GameEdit.ChangeFontSize(nodeText, 1.0f); + ChangeLineKind(nodeBorder, LineKind.Solid, ValueHolder.StandardLineTiling); + GameEdit.ChangePrimaryColor(nodeBorder, Color.black); + GameEdit.ChangeSecondaryColor(nodeBorder, Color.black); + break; + + /// Block for change the to . + case NodeKind.Subtheme: + /// Change the node appearance to the appearance of a Subtheme. + GameEdit.ChangeFontStyles(nodeText, FontStyles.Normal); + GameEdit.ChangeFontSize(nodeText, 0.7f); + ChangeLineKind(nodeBorder, LineKind.Solid, ValueHolder.StandardLineTiling); + GameEdit.ChangePrimaryColor(nodeBorder, Color.black); + GameEdit.ChangeSecondaryColor(nodeBorder, Color.black); + break; + + /// Block for change the to . + case NodeKind.Leaf: + /// Change the node appearance to the appearance of a Leaf. + ellipse = true; + GameEdit.ChangeFontStyles(nodeText, FontStyles.Normal); + GameEdit.ChangeFontSize(nodeText, 0.5f); + ChangeLineKind(nodeBorder, LineKind.Dashed25, ValueHolder.StandardLineTiling); + GameEdit.ChangePrimaryColor(nodeBorder, Color.clear); + GameEdit.ChangeSecondaryColor(nodeBorder, Color.clear); + break; + } + /// Changes the prefix of the node. + ChangeName(node, newNodeKind); + + /// Disables the text and border collider. The changes before can activate them. + DisableTextAndBorderCollider(node); + + /// Calculates the new border positions. + Vector3[] positions = GetBorderPositions(ellipse, Vector3.zero, nodeText); + + /// Refreshes the border line. + Drawing(nodeBorder, positions); + + /// Renew the size of the BoxCollider. + ChangeBoxSize(node); + + /// Restores the old border appearance, if the new node kind is not a Leaf. + if (newNodeKind != NodeKind.Leaf && borderConf != null + && borderConf.PrimaryColor != Color.clear) + { + GameEdit.ChangeLine(nodeBorder, borderConf); + } + /// Sets the new node kind to the . + nodeValueHolder.NodeKind = newNodeKind; + + /// At least refresh the branch lines. + ReDrawBranchLines(node); + } + return nodeValueHolder.NodeKind; + } + + /// + /// Changes the prefix of a node. + /// + /// The node whose id should be changed. + /// The new node kind whose prefix should be used. + private static void ChangeName(GameObject node, NodeKind newNodeKind) + { + NodeKind old = node.GetComponent().NodeKind; + node.name = node.name.Replace(GetPrefix(old), GetPrefix(newNodeKind)); + } + + /// + /// Gets the prefix of a given node kind. + /// + /// The chosen node kind which prefix should be returned. + /// The node kind prefix. + private static string GetPrefix(NodeKind nodeKind) + { + return nodeKind switch + { + NodeKind.Theme => ValueHolder.MindMapThemePrefix, + NodeKind.Subtheme => ValueHolder.MindMapSubthemePrefix, + NodeKind.Leaf => ValueHolder.MindMapLeafPrefix, + _ => "", + }; + } + + /// + /// Disables the text and border mesh collider of a node. + /// + /// The node whose text and border collider should be disabled. + public static void DisableTextAndBorderCollider(GameObject node) + { + GameFinder.FindChildWithTag(node, Tags.Line).GetComponent().enabled = false; + GameFinder.FindChildWithTag(node, Tags.DText).GetComponent().enabled = false; + } + + /// + /// Checks the validity and possibility of the node kind change. + /// - A leaf can be transformed into any other node kind at any time. + /// - A theme can only be transformed if a suitable parent is present. + /// For the transformation into a leaf, it additionally must not have any child nodes. + /// - A subtheme can be transformed into a theme at any time. + /// It can only be transformed into a leaf if it has no children. + /// + /// The node whose node kind should be changed + /// The new node kind + /// The old node kind + /// the result of the check. + public static bool CheckValidNodeKindChange(GameObject node, NodeKind newNodeKind, NodeKind oldNodeKind) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + if (oldNodeKind == NodeKind.Theme) + { + return (newNodeKind == NodeKind.Leaf && valueHolder.GetChildren().Count == 0 + || newNodeKind == NodeKind.Subtheme) && ChangeIsPossible(node); + } + if (oldNodeKind == NodeKind.Subtheme) + { + return newNodeKind == NodeKind.Theme + || newNodeKind == NodeKind.Leaf && valueHolder.GetChildren().Count == 0; + } + return true; + } + + /// + /// Checks if a node kind change from theme to subtheme is possible. + /// For this, another theme node must exist on the drawable + /// that is considered as a new parent. + /// + /// The selected node + /// True if change is possible. + private static bool ChangeIsPossible(GameObject selectedNode) + { + GameObject attacheds = GameFinder.GetAttachedObjectsObject(selectedNode); + foreach (GameObject node in GameFinder.FindAllChildrenWithTag(attacheds, Tags.MindMapNode)) + { + if (node.GetComponent().NodeKind == NodeKind.Theme + && ParentChangeIsValid(selectedNode, node)) + { + return true; + } + } + return false; + } + + /// + /// Re-creates a mind map node + /// + /// The drawable surface on which the node should be displayed. + /// The parent mind map node + /// The id of the node + /// The text configuration for the text (description) of the node + /// The line configuration for the node border + /// The position for the node. + /// The scale for the node + /// The euler angles for the node. + /// The order for the node + /// The node kind for the node + /// The branch line name + /// The created mind map node. + private static GameObject ReCreate(GameObject surface, GameObject parent, string name, + TextConf textConf, LineConf borderConf, Vector3 position, Vector3 scale, + Vector3 eulerAngles, int order, NodeKind nodeKind, string branchToParentName, int associatedPage) + { + /// Adjusts the current order in the layer if the + /// order in layer for the line is greater than or equal to it. + DrawableHolder holder = surface.GetComponent(); + if (order >= holder.OrderInLayer && associatedPage == holder.CurrentPage) + { + holder.OrderInLayer = order + 1; + } + if (associatedPage >= holder.MaxPageSize) + { + holder.MaxPageSize = associatedPage + 1; + } + if (order >= ValueHolder.MaxOrderInLayer) + { + ValueHolder.MaxOrderInLayer = order + 1; + } + GameObject createdNode; + + /// Try to find the node. + if (GameFinder.FindChild(surface, name) != null) + { + createdNode = GameFinder.FindChild(surface, name); + } + else + { + /// Creates the node. + Setup(surface, name, GetPrefix(nodeKind), textConf.Text, + surface.transform.TransformPoint(position), associatedPage, out GameObject node); + /// Destroyes the text and border, because the originals will be restored below. + Destroyer.Destroy(GameFinder.FindChildWithTag(node, Tags.Line)); + Destroyer.Destroy(GameFinder.FindChildWithTag(node, Tags.DText)); + createdNode = node; + } + + /// Restores the border. + GameObject border = ReDrawLine(surface, borderConf); + + /// Restores the text and sets the order. + textConf.OrderInLayer = order; + GameObject text = GameTexter.ReWriteText(surface, textConf); + text.GetComponent().OrderInLayer = 0; + + /// Assigns the border and the text to the node. + border.transform.SetParent(createdNode.transform); + text.transform.SetParent(createdNode.transform); + + /// Disables the colliders. For the reason look in . + text.GetComponent().enabled = false; + border.GetComponent().enabled = false; + + /// Sets the position to the middle of the node. + border.transform.localPosition = Vector3.zero; + text.transform.localPosition = Vector3.zero; + + /// Adds and calculates the box collider size. + BoxCollider box = createdNode.GetComponent(); + box.size = GetBoxSize(border); + + /// Restores the old values. + createdNode.transform.localScale = scale; + createdNode.transform.localEulerAngles = eulerAngles; + createdNode.transform.localPosition = position; + createdNode.GetComponent().OrderInLayer = order; + + createdNode.GetComponent().AssociatedPage = associatedPage; + border.GetComponent().AssociatedPage = associatedPage; + text.GetComponent().AssociatedPage = associatedPage; + + if (associatedPage != surface.GetComponent().CurrentPage) + { + createdNode.SetActive(false); + } + + /// Create the branch line, if the node has a parent. + if (parent != null) + { + CreateBranchLine(createdNode, parent, branchToParentName); + } + return createdNode; + } + + /// + /// Recreates a mind map node based on . + /// + /// The drawable surface on which the node should be displayed. + /// The node configuration for restore. + /// The mind map node. + public static GameObject ReCreate(GameObject surface, MindMapNodeConf conf) + { + GameObject parent = null; + + /// Try to find the parent of the configuration. + if (GameFinder.GetAttachedObjectsObject(surface) != null) + { + parent = GameFinder.FindChild(GameFinder.GetAttachedObjectsObject(surface), + conf.ParentNode); + } + + return ReCreate(surface, + parent, + conf.Id, + conf.TextConf, + conf.BorderConf, + conf.Position, + conf.Scale, + conf.EulerAngles, + conf.OrderInLayer, + conf.NodeKind, + conf.BranchLineToParent, + conf.AssociatedPage); + } + + /// + /// Renames the mind map nodes and branchlines. + /// + /// The drawable configuration that holds the nodes and branch lines. + /// The attached objects object where the drawable types should be placed. + public static void RenameMindMap(DrawableConfig config, GameObject attachedObject) + { + if (attachedObject != null) + { + Dictionary nameDictionary = new(); + Dictionary idDictionary = new(); + /// Block to rename the nodes. + foreach (MindMapNodeConf node in config.MindMapNodeConfigs) + { + RenameNode(node, attachedObject, nameDictionary, idDictionary); + } + /// Block to rename the branch lines. + foreach (LineConf branchLine in config.LineConfigs) + { + if (branchLine.Id.StartsWith(ValueHolder.MindMapBranchLine)) + { + RenameBranchLine(branchLine, idDictionary); + } + } + } + } + + /// + /// Renames a mind map node. + /// + /// The node configuration that should be renamed + /// The attached objects object where the drawable types should be placed. + /// The dictionary that holds the old name and the new name + /// Dictionary that holds the old id's and the new names. + private static void RenameNode(MindMapNodeConf conf, GameObject attachedObjects, + Dictionary nameDictionary, Dictionary idDictionary) + { + string prefix = GetPrefix(conf.NodeKind); + + if (GameFinder.FindChild(attachedObjects, conf.Id) != null) + { + /// Gets a new id for the object based on a random string. + string id = RandomStrings.GetRandomString(8); + string newName = prefix + id; + + /// Check if the name is already in use. If so, generate a new name. + while (GameFinder.FindChild(attachedObjects, newName) != null) + { + id = RandomStrings.GetRandomString(8); + newName = prefix + id; + } + + /// Adds the old and the new name to a dictionary. + nameDictionary.Add(conf.Id, newName); + + /// Adds a pair of the old id and the new name in a other dictionary. + idDictionary.Add(GetIDofName(conf.Id), newName); + + /// Change the names to the new name. + conf.Id = newName; + conf.BorderConf.Id = ValueHolder.LinePrefix + id; + conf.TextConf.Id = ValueHolder.TextPrefix + id; + + /// If the node has a parent, replace the old parent name with the new one. + if (conf.ParentNode != "") + { + conf.ParentNode = nameDictionary[conf.ParentNode]; + /// Rename the branch line with the new id's of the parent and the node. + conf.BranchLineToParent = ValueHolder.MindMapBranchLine + "-" + + GetIDofName(conf.ParentNode) + "-" + GetIDofName(conf.Id); + if (conf.BranchLineConf != null) + { + conf.BranchLineConf.Id = conf.BranchLineToParent; + } + } + } + } + + /// + /// Renames a branch line. + /// + /// The branch line config + /// Dictionary that holds the old id's and the new names. + private static void RenameBranchLine(LineConf conf, Dictionary idDictionary) + { + string prefix = ValueHolder.MindMapBranchLine; + + /// Splits the old name into three parts. + string[] splitOfOldName = conf.Id.Split("-"); + + /// Get the new parent id. + string newParentID = splitOfOldName[1]; + if (idDictionary.TryGetValue(newParentID, out string nPID)) + { + newParentID = GetIDofName(nPID); + } + + /// Get the new node id. + string newChildID = splitOfOldName[2]; + if (idDictionary.TryGetValue(newChildID, out string nCID)) + { + newChildID = GetIDofName(nCID); + } + + /// Rename the branch line. + conf.Id = prefix + "-" + newParentID + "-" + newChildID; + } + + /// + /// Summerizes the selected node, including children and branch lines, into a DrawableConfig. + /// + /// The selected node + /// A drawable configuration that only contains the selected node with children and branch lines. + public static DrawableConfig SummarizeSelectedNodeIncChildren(GameObject node) + { + if (node.CompareTag(Tags.MindMapNode)) + { + DrawableConfig conf = DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(node)); + conf.TextConfigs.Clear(); + conf.ImageConfigs.Clear(); + List selectedBranchLines = new(); + List selectedNodes = new() + { + /// Adds the selected node to the list. + MindMapNodeConf.GetNodeConf(node) + }; + MMNodeValueHolder valueHolder = node.GetComponent(); + /// Adds the all children nodes and their branch lines to the list. + foreach (KeyValuePair pair in valueHolder.GetAllChildren()) + { + selectedNodes.Add(MindMapNodeConf.GetNodeConf(pair.Key)); + selectedBranchLines.Add(LineConf.GetLine(pair.Value)); + } + /// Sets the branch line list to the line configurations of the drawable configuration. + conf.LineConfigs = selectedBranchLines; + /// Sets the mind map nodes list to the mind map node configurations of the drawable configuration. + conf.MindMapNodeConfigs = selectedNodes; + return conf; + } + return null; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameMindMap.cs.meta b/Assets/SEE/Game/Drawable/GameMindMap.cs.meta new file mode 100644 index 0000000000..c6c6dbb2e1 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameMindMap.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0b43fff2ab8e9ab46bc3414108d3b6ea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameMoveRotator.cs b/Assets/SEE/Game/Drawable/GameMoveRotator.cs new file mode 100644 index 0000000000..11d03c624f --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameMoveRotator.cs @@ -0,0 +1,370 @@ +using SEE.Game.Drawable.ValueHolders; +using SEE.Net.Actions.Drawable; +using SEE.UI.Drawable; +using SEE.Utils; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class provides methods for moving and rotating objects. + /// + public static class GameMoveRotator + { + /// + /// Move an object (using its pivot point) by mouse. + /// For moving it is necessary that the rotation of the object is zero. + /// Because if they are not zero, the axes are rotated. + /// And that would lead to an incorrect movement. + /// + /// The object that should be moved. + /// The mouse hit point. + /// The new position of the moved object + public static Vector3 MoveObjectByMouse(GameObject obj, Vector3 hitPoint, bool includeChildren) + { + /// For mind map nodes. + /// If child nodes are to be included, the child objects in the hierarchy are added to the parent object. + CheckPrepareNodeChilds(obj, includeChildren); + + Vector3 oldPos = obj.transform.localPosition; + + /// This is needed to ensure that the correct axes are being moved. A rotation changes the axis position. + Vector3 localEulerAngles = obj.transform.localEulerAngles; + obj.transform.localEulerAngles = Vector3.zero; + + /// Transforms the hit point to local space. + Vector3 convertedHitPoint = GameFinder.GetHighestParent(obj).transform.InverseTransformPoint(hitPoint); + + /// Ensure that the converted hit point preserves the distance to the drawable. + convertedHitPoint -= obj.GetComponent().OrderInLayer + * ValueHolder.DistanceToDrawable.z * obj.transform.forward; + + /// Build the new object position. + Vector3 position = new(convertedHitPoint.x, convertedHitPoint.y, oldPos.z); + + /// Sets the new object position. + obj.transform.localPosition = position; + + /// Restore the old euler angles. + obj.transform.localEulerAngles = localEulerAngles; + + /// For mind map nodes. + /// If child nodes were to be included, they are now encapsulated by the parent object. + IsPostProcessNodeNeeded(obj, includeChildren); + return position; + } + + /// + /// Move an object by keyboard or by the move menu. + /// For moving it is necessary that the rotation of the object is zero. + /// Because if they are not zero, the axes are rotated. + /// And that would lead to incorrect movement. + /// + /// The object that should be moved. + /// The direction for the movement. + /// if true the speed is 0.01f. otherwise it's 0.001. + /// The new position of the object. + public static Vector3 MoveObjectByKeyboard(GameObject obj, ValueHolder.MoveDirection direction, bool speedUp, bool includeChildren) + { + /// For mind map nodes. + /// If child nodes are to be included, the child objects in the hierarchy are added to the parent object. + CheckPrepareNodeChilds(obj, includeChildren); + + Vector3 newPosition = obj.transform.localPosition; + + /// This is needed to ensure that the correct axes are being moved. A rotation changes the axis position. + Vector3 localEulerAngles = obj.transform.localEulerAngles; + obj.transform.localEulerAngles = Vector3.zero; + + /// The moving speed. + float multiplyValue = ValueHolder.Move; + if (speedUp) + { + multiplyValue = ValueHolder.MoveFast; + } + + /// Moves the object in the desired direction with the chosen speed. + switch (direction) + { + case ValueHolder.MoveDirection.Left: + newPosition -= Vector3.right * multiplyValue; + break; + case ValueHolder.MoveDirection.Right: + newPosition += Vector3.right * multiplyValue; + break; + case ValueHolder.MoveDirection.Up: + newPosition += Vector3.up * multiplyValue; + break; + case ValueHolder.MoveDirection.Down: + newPosition -= Vector3.up * multiplyValue; + break; + } + + /// Sets the new position to the object. + obj.transform.localPosition = newPosition; + /// Restores the old euler angles. + obj.transform.localEulerAngles = localEulerAngles; + + /// For mind map nodes. + /// If child nodes were to be included, they are now encapsulated by the parent object. + IsPostProcessNodeNeeded(obj, includeChildren); + return newPosition; + } + + /// + /// Sets the given position to the object. + /// It will be needed for undo/redo. + /// + /// The object that should be moved + /// The new position for the object. + public static void SetPosition(GameObject obj, Vector3 position, bool includeChildren) + { + /// For mind map nodes. + /// If child nodes are to be included, the child objects in the hierarchy are added to the parent object. + CheckPrepareNodeChilds(obj, includeChildren, false, true); + + /// Sets the position. + obj.transform.localPosition = position; + + /// For mind map nodes. + /// If child nodes were to be included, they are now encapsulated by the parent object. + IsPostProcessNodeNeeded(obj, includeChildren); + } + + /// + /// Moves a point of a line. + /// It only works for the drawable type line. + /// + /// The line which holds the to moved point + /// The indices of the points which should be moved (all indices have the same position). + /// The new point position + public static void MovePoint(GameObject line, List Indices, Vector3 point) + { + LineRenderer renderer = line.GetComponent(); + foreach (int i in Indices) + { + /// Calculates the new position for the point. + Vector3 newPoint = new(point.x, point.y, renderer.GetPosition(i).z); + renderer.SetPosition(i, newPoint); + } + GameDrawer.RefreshCollider(line); + } + + /// + /// Rotates an object at its pivot point. + /// It is necessary to refresh the object's collider, as it does not update itself. + /// + /// The object which should be rotated. + /// The direction in which should be rotated. + /// The new degree. + /// The new local euler angles of the object + public static Vector3 RotateObject(GameObject obj, Vector3 rotateDirection, float degree, bool includeChildren) + { + /// For mind map nodes. + /// If child nodes are to be included, the child objects in the hierarchy are added to the parent object. + CheckPrepareNodeChilds(obj, includeChildren); + + Transform transform = obj.transform; + /// Roates the object based on the degree to rotate. + transform.Rotate(rotateDirection, degree, Space.Self); + + /// Refreshes the collider of the object. + obj.GetComponent().enabled = false; + obj.GetComponent().enabled = true; + + /// For mind map nodes. + /// If child nodes were to be included, they are now encapsulated by the parent object. + IsPostProcessNodeNeeded(obj, includeChildren); + return obj.transform.localEulerAngles; + } + + /// + /// Sets the given z euler angle to the object. + /// It rotates around the z axis. + /// Will be needed for undo/redo. + /// + /// The object which should be rotated. + /// The new z degree + public static void SetRotate(GameObject obj, float localEulerAngleZ, bool includeChildren) + { + /// For mind map nodes. + /// If child nodes are to be included, the child objects in the hierarchy are added to the parent object. + CheckPrepareNodeChilds(obj, includeChildren, true, true); + + Transform transform = obj.transform; + + /// Sets the new rotation. + transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, localEulerAngleZ); + + /// For mind map nodes. + /// If child nodes were to be included, they are now encapsulated by the parent object. + IsPostProcessNodeNeeded(obj, includeChildren); + } + + /// + /// Sets the given y euler angle to the object. + /// It rotates the y axis. + /// Will needed for mirror an image. + /// + /// The image object which should be mirrored. + /// The new degree for the y axis + public static void SetRotateY(GameObject obj, float localEulerAngleY) + { + Transform transform = obj.transform; + transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, + localEulerAngleY, transform.localEulerAngles.z); + } + + /// + /// This method prepares a mind map node so that + /// an action including the children can be performed. + /// For this purpose, the child nodes are added to the parent node. + /// + /// The parent node + /// true, if this method will be called from a set method + /// true, if this method will be called from rotation action. + private static void PrepareNodeChilds(GameObject node, bool setMode, bool rotationSetMode = false) + { + if (node.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + foreach (KeyValuePair pair in valueHolder.GetAllChildren()) + { + /// Adopt the rotation of the parent node. + if (rotationSetMode) + { + pair.Key.transform.localEulerAngles = node.transform.localEulerAngles; + } + + /// Assigns the child nodes to the parent node. + pair.Key.transform.SetParent(node.transform); + + if (!setMode) + { + /// Enables the collision detection for the childs. + if (pair.Key.GetComponent() == null) + { + pair.Key.AddComponent().isKinematic = true; + pair.Key.AddComponent(); + } + } + } + } + } + + /// + /// Checks if preparing child nodes is necessary, and if not, + /// deletes all rigid bodies and collision controllers except those of the selected nodes. + /// + /// the parent node + /// whether the children should be included for the movement or the rotation. + /// true, if the method will be called from + /// true, if the method will be called from a Set-Method + /// ( or ) + private static void CheckPrepareNodeChilds(GameObject node, bool includeChildren, + bool rotationSetMode = false, bool setMode = false) + { + /// If the children should be included, prepare the child nodes. + if (includeChildren) + { + PrepareNodeChilds(node, setMode, rotationSetMode); + } + else + { + if (node.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + GameObject surface = GameFinder.GetDrawableSurface(node); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + /// If this method was not called by a set method ( or ), + /// then disable collision detection for the children. + if (!setMode) + { + new RbAndCCDestroyerNetAction(surface.name, surfaceParentName, node.name).Execute(); + foreach (KeyValuePair pair in valueHolder.GetAllChildren()) + { + if (pair.Key.GetComponent() != null) + { + Destroyer.Destroy(pair.Key.GetComponent()); + Destroyer.Destroy(pair.Key.GetComponent()); + } + } + } + } + } + } + + /// + /// This method separates the child nodes from the parent node + /// after has been called. + /// The children are assigned to the original "AttachedObjects" + /// object of the respective drawable. + /// + /// The parent node + private static void PostProcessNode(GameObject obj) + { + if (obj.CompareTag(Tags.MindMapNode)) + { + GameMindMap.ReDrawParentBranchLine(obj); + GameObject attachedObject = GameFinder.GetAttachedObjectsObject(obj); + MMNodeValueHolder v = obj.GetComponent(); + + /// Assign the children back to the attached object - object of the drawable. + /// It is necessary to redraw the parent branch line, as it was not moved along with it. + foreach (KeyValuePair pair in v.GetAllChildren()) + { + pair.Key.transform.SetParent(attachedObject.transform); + pair.Value.transform.SetParent(attachedObject.transform); + GameMindMap.ReDrawParentBranchLine(pair.Key); + } + } + } + + /// + /// Checks if needs to be executed. + /// If not, only the branch lines are refreshed. + /// + /// The parent node + /// Option if children should be included for the action. + private static void IsPostProcessNodeNeeded(GameObject node, bool includeChildren) + { + if (includeChildren) + { + PostProcessNode(node); + } + else + { + if (node.CompareTag(Tags.MindMapNode)) + { + GameMindMap.ReDrawBranchLines(node); + } + } + } + + /// + /// Destroys all rigid bodies and collision controllers of all children of the selected node. + /// + /// The selected node + public static void DestroyRigidBodysAndCollisionControllersOfChildren(GameObject node) + { + if (node.CompareTag(Tags.MindMapNode)) + { + MMNodeValueHolder valueHolder = node.GetComponent(); + + /// Disables the collision detection for the child nodes. + foreach (KeyValuePair pair in valueHolder.GetAllChildren()) + { + if (pair.Key.GetComponent() != null) + { + Destroyer.Destroy(pair.Key.GetComponent()); + } + if (pair.Key.GetComponent() != null) + { + Destroyer.Destroy(pair.Key.GetComponent()); + } + } + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameMoveRotator.cs.meta b/Assets/SEE/Game/Drawable/GameMoveRotator.cs.meta new file mode 100644 index 0000000000..8377d2264a --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameMoveRotator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bab79d9d9dacbfd429672ce81034e3cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameScaler.cs b/Assets/SEE/Game/Drawable/GameScaler.cs new file mode 100644 index 0000000000..2c9605c709 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameScaler.cs @@ -0,0 +1,52 @@ +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class scales an object. + /// + public static class GameScaler + { + /// + /// Scales the object by a scale factor. + /// + /// The drawable type object that should be scaled. + /// The current chosen scale factor. + /// The new scale of the object + public static Vector3 Scale(GameObject objectToScale, float scaleFactor) + { + Transform transform = objectToScale.transform; + + /// Calculates and sets the new scale for the object. + Vector3 newScale = transform.localScale * scaleFactor; + newScale.z = 1f; + transform.localScale = newScale; + + /// After a line was scaled, the mesh collider needs to be refreshed, + /// because it is not scaled along with it. + if (objectToScale.CompareTag(Tags.Line)) + { + GameDrawer.RefreshCollider(objectToScale); + } + return newScale; + } + + /// + /// This method sets a new scale to a drawable type object. + /// + /// The drawable type object that should be scaled. + /// The new scale for the object. + public static void SetScale(GameObject objectToScale, Vector3 scale) + { + Transform transform = objectToScale.transform; + transform.localScale = scale; + + /// After a line was scaled, the mesh collider needs to be refreshed, + /// because it is not scaled along with it. + if (objectToScale.CompareTag(Tags.Line)) + { + GameDrawer.RefreshCollider(objectToScale); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameScaler.cs.meta b/Assets/SEE/Game/Drawable/GameScaler.cs.meta new file mode 100644 index 0000000000..b8c68ae390 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameScaler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bde9b7acf4372de4bafeeabb1bbd56ac +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameStickyNoteManager.cs b/Assets/SEE/Game/Drawable/GameStickyNoteManager.cs new file mode 100644 index 0000000000..c8a9473bda --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameStickyNoteManager.cs @@ -0,0 +1,316 @@ +using Cysharp.Threading.Tasks; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.Utils; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class manages the drawable sticky notes. + /// + public static class GameStickyNoteManager + { + /// + /// The prefab of the sticky note. + /// + private const string stickyNotePrefabName = "Prefabs/Drawable/StickyNote"; + + /// + /// Creates a new sticky note on the position of the raycast hit. + /// The rotation of the sticky note is based on the raycast hit object. + /// + /// The chosen raycast hit + /// The created sticky note + public static GameObject Spawn(RaycastHit raycastHit) + { + /// Instantiates the sticky note. + GameObject stickyNote = PrefabInstantiator.InstantiatePrefab(stickyNotePrefabName); + + /// Sets the name of the sticky note. + stickyNote.name = CreateUnusedName();//ValueHolder.StickyNotePrefix + "-" + RandomStrings.GetRandomString(8); + + /// Adopts the rotation of the hit object, + /// unless it is a object. + /// In that case, takes the rotation of the drawable. + if (DrawableType.Get(raycastHit.collider.gameObject) == null) + { + stickyNote.transform.rotation = raycastHit.collider.gameObject.transform.rotation; + } + else + { + GameObject surface = GameFinder.GetDrawableSurface(raycastHit.collider.gameObject); + stickyNote.transform.rotation = surface.transform.rotation; + } + + /// Adopt the position of the hit object, but preserve the distance. + stickyNote.transform.position = raycastHit.point - ValueHolder.MaxOrderInLayer * ValueHolder.DistanceToDrawable.z * stickyNote.transform.forward; + + /// Sets the initial scale for sticky notes + stickyNote.transform.localScale = ValueHolder.StickyNoteScale; + + /// Sets a random color for the drawable. + GameFinder.GetDrawableSurface(stickyNote).GetComponent().material.color = Random.ColorHSV().Darker(); + + /// Adds an order in layer value holder to the sticky note and sets the necessary values. + OrderInLayerValueHolder holder = stickyNote.AddComponent(); + holder.OriginPosition = raycastHit.point; + holder.OrderInLayer = ValueHolder.MaxOrderInLayer; + + ValueHolder.MaxOrderInLayer++; + return stickyNote; + } + + /// + /// Creates an unused name for a sticky note. + /// + /// unused name + public static string CreateUnusedName() + { + string name = ValueHolder.StickyNotePrefix + "-" + RandomStrings.GetRandomString(8); + while (GameObject.Find(name) != null) + { + name = ValueHolder.StickyNotePrefix + "-" + RandomStrings.GetRandomString(8); + } + return name; + } + + /// + /// Spawns a sticky note from given configuration. + /// + /// The configuration which holds the sticky note. + /// The created sticky note. + public static GameObject Spawn(DrawableConfig config) + { + /// Adjusts the current order in the layer if the + /// order in layer for the line is greater than or equal to it. + if (config.Order >= ValueHolder.MaxOrderInLayer) + { + ValueHolder.MaxOrderInLayer = config.Order + 1; + } + + /// Instantiates the sticky note. + GameObject stickyNote = PrefabInstantiator.InstantiatePrefab(stickyNotePrefabName); + + /// Restores the old values. + stickyNote.transform.eulerAngles = config.Rotation; + stickyNote.transform.position = config.Position; + stickyNote.name = config.ParentID; + stickyNote.transform.localScale = config.Scale; + GameFinder.GetDrawableSurface(stickyNote).GetComponent().material.color = config.Color; + stickyNote.transform.GetComponentInChildren().enabled = config.Lighting; + + /// Adds an order in layer value holder to the sticky note and sets the necessary values. + OrderInLayerValueHolder holder = stickyNote.AddComponent(); + holder.OriginPosition = config.Position + config.Order * ValueHolder.DistanceToDrawable.z * stickyNote.transform.forward; + holder.OrderInLayer = config.Order; + + DrawableHolder drawableHolder = stickyNote.GetComponentInChildren(); + drawableHolder.OrderInLayer = config.OrderInLayer; + drawableHolder.Description = config.Description; + drawableHolder.CurrentPage = config.CurrentPage; + drawableHolder.MaxPageSize = config.MaxPageSize; + + if (config.GetAllDrawableTypes().Count > 0) + { + ChangeVisibilityAfterLoadDrawablesAsync(stickyNote, config).Forget(); + } + else + { + GameDrawableManager.ChangeVisibility(stickyNote, config.Visibility); + } + return stickyNote; + } + + /// + /// Visibility restoration can only occur after the drawables have been restored, + /// as the parent object DrawableHolder and its associated AttachedObject object do not exist yet. + /// Failure to wait here would result in altering the visibility of the wrong object. + /// + /// The sticky note to be restored. + /// The depending config to restore. + /// Nothing, it waits until the sticky note has been converted. + private static async UniTask ChangeVisibilityAfterLoadDrawablesAsync(GameObject stickyNote, DrawableConfig config) + { + while (!GameFinder.GetHighestParent(stickyNote).name.Contains(ValueHolder.DrawableHolderPrefix)) + { + await UniTask.Yield(); + } + GameDrawableManager.ChangeVisibility(stickyNote, config.Visibility); + } + + /// + /// Moves and rotates a sticky note holder. + /// + /// The sticky note holder + /// The new position + /// The new rotation + public static void Move(GameObject stickyNoteHolder, Vector3 position, Vector3 eulerAngles) + { + stickyNoteHolder.transform.position = position; + stickyNoteHolder.transform.eulerAngles = eulerAngles; + stickyNoteHolder.GetComponent().OriginPosition = position; + } + + /// + /// Maintains the minimum distance to the objects. + /// + /// The moved sticky note holder. + /// The new position + public static Vector3 FinishMoving(GameObject stickyNoteHolder) + { + stickyNoteHolder.transform.position -= stickyNoteHolder.GetComponent().OrderInLayer + * ValueHolder.DistanceToDrawable.z * stickyNoteHolder.transform.forward; + stickyNoteHolder.GetComponent() + .OriginPosition = stickyNoteHolder.transform.position; + return stickyNoteHolder.transform.position; + } + + /// + /// Moves the sticky note holder by menu. + /// + /// The sticky note holder that should be moved. + /// The direction in which the holder should moved. + /// The movement speed + /// The new position + public static Vector3 MoveByMenu(GameObject stickyNoteHolder, + ValueHolder.MoveDirection direction, float speed) + { + /// Moves the sticky note in the desired direction with the chosen speed. + switch (direction) + { + case ValueHolder.MoveDirection.Left: + stickyNoteHolder.transform.position -= stickyNoteHolder.transform.right * speed; + break; + case ValueHolder.MoveDirection.Right: + stickyNoteHolder.transform.position += stickyNoteHolder.transform.right * speed; + break; + case ValueHolder.MoveDirection.Up: + stickyNoteHolder.transform.position += stickyNoteHolder.transform.up * speed; + break; + case ValueHolder.MoveDirection.Down: + stickyNoteHolder.transform.position -= stickyNoteHolder.transform.up * speed; + break; + case ValueHolder.MoveDirection.Forward: + stickyNoteHolder.transform.position += stickyNoteHolder.transform.forward * speed; + break; + case ValueHolder.MoveDirection.Back: + stickyNoteHolder.transform.position -= stickyNoteHolder.transform.forward * speed; + break; + } + stickyNoteHolder.GetComponent() + .OriginPosition = stickyNoteHolder.transform.position; + return stickyNoteHolder.transform.position; + } + + /// + /// Sets the y rotation of a sticky note (holder) + /// + /// The sticky note (holder) + /// The new y rotation degree + /// The old position of the object. + public static void SetRotateY(GameObject obj, float localEulerAngleY) + { + Transform transform = obj.transform; + /// Sets the y euler angle. + transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, + localEulerAngleY, transform.localEulerAngles.z); + } + /// + /// Sets the x rotation of a sticky note (holder) + /// + /// The sticky note (holder) + /// The new x rotation degree + /// The old position of the object. + /// Indicates whether the minimum distance should be maintained. + public static void SetRotateX(GameObject obj, float localEulerAngleX, Vector3 oldPos, bool changePos) + { + Transform transform = obj.transform; + /// Sets the x euler angle. + transform.localEulerAngles = new Vector3(localEulerAngleX, + transform.localEulerAngles.y, transform.localEulerAngles.z); + if (changePos) + { + /// Preserve the distance. + obj.transform.position = oldPos - obj.transform.forward + * ValueHolder.DistanceToDrawable.z * ValueHolder.MaxOrderInLayer; + } + } + + /// + /// Sets the x rotation of a sticky note (holder) + /// + /// The sticky note (holder) + /// The new x rotation degree + public static void SetRotateX(GameObject obj, float localEulerAngleX) + { + Transform transform = obj.transform; + transform.localEulerAngles = new Vector3(localEulerAngleX, + transform.localEulerAngles.y, transform.localEulerAngles.z); + } + + /// + /// Sets the position of a drawable. + /// + /// A part of the drawable. + /// The new position. + public static void SetPosition(GameObject obj, Vector3 pos) + { + Transform transform = GameFinder.GetHighestParent(obj).transform; + transform.position = pos; + } + + /// + /// This method changes the order in layer of a sticky note. + /// + /// The sticky note whose order should be changed. + /// The new order in layer. + public static void ChangeLayer(GameObject stickyNote, int newLayer) + { + int oldLayer; + /// Gets the old order in layer. + if (stickyNote.GetComponent() != null) + { + oldLayer = stickyNote.GetComponent().OrderInLayer; + } + else + { + oldLayer = stickyNote.GetComponentInParent().OrderInLayer; + } + + /// Checks if the order in layer should increase or decrease. + if (newLayer - oldLayer > 0) + { + GameLayerChanger.ChangeOrderInLayer(GameFinder.GetHighestParent(stickyNote), newLayer, + GameLayerChanger.LayerChangerStates.Increase, false, true); + } + else + { + GameLayerChanger.ChangeOrderInLayer(GameFinder.GetHighestParent(stickyNote), newLayer, + GameLayerChanger.LayerChangerStates.Decrease, false, true); + } + } + + /// + /// Combines all edit method together. + /// + /// The sticky note on that the changes should be executed. + /// The configuration which holds the values for the changing. + public static void Change(GameObject stickyNote, DrawableConfig config) + { + GameObject root = GameFinder.GetHighestParent(stickyNote); + GameObject surface = GameFinder.GetDrawableSurface(stickyNote); + GameObject surfaceParent = surface.transform.parent.gameObject; + + if (root.name.Contains(ValueHolder.StickyNotePrefix)) + { + GameDrawableManager.Change(surface, config); + ChangeLayer(root, config.Order); + SetRotateX(root, config.Rotation.x); + SetRotateY(root, config.Rotation.y); + GameScaler.SetScale(surfaceParent, config.Scale); + SetPosition(root, config.Position); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameStickyNoteManager.cs.meta b/Assets/SEE/Game/Drawable/GameStickyNoteManager.cs.meta new file mode 100644 index 0000000000..15ec436b92 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameStickyNoteManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f887c3673443a334186c6111066f08c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/GameTexter.cs b/Assets/SEE/Game/Drawable/GameTexter.cs new file mode 100644 index 0000000000..08aebd9f5e --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameTexter.cs @@ -0,0 +1,388 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using TMPro; +using UnityEngine; +using UnityEngine.Rendering; + +namespace SEE.Game.Drawable +{ + /// + /// This class is responsible for creating the game objects for the written texts. + /// + public static class GameTexter + { + /// + /// Name of the font for the text. + /// + private const string drawableTextFontName = "Fonts/DrawableTextFont"; + + /// + /// The shader keyword for the outline color. + /// + public static readonly string OutlineKeyWord = "OUTLINE_ON"; + + /// + /// Removes HTML tags from string using char array. + /// @by Sam Allen, 10.10.2023 https://www.dotnetperls.com/remove-html-tags + /// + /// The string which contains the HTML tags. + public static string StripTagsCharArray(string source) + { + char[] array = new char[source.Length]; + int arrayIndex = 0; + bool inside = false; + + for (int i = 0; i < source.Length; i++) + { + char let = source[i]; + if (let == '<') + { + inside = true; + continue; + } + if (let == '>') + { + inside = false; + continue; + } + if (!inside) + { + array[arrayIndex] = let; + arrayIndex++; + } + } + return new string(array, 0, arrayIndex); + } + + /// + /// Calculates the text width based on the first line. + /// For the calculation it removes the HTML Tags and checks if there are active font styles for bold, upper case or small caps. + /// This font styles affects the width. + /// + /// Method based on the method from Stephan_B's comment in + /// https://forum.unity.com/threads/calculate-width-of-a-text-before-without-assigning-it-to-a-tmp-object.758867/#post-5057900 + /// + /// the first line of the text. + /// the used font asset. + /// the used font size. + /// the used font styles. + /// The calculated width for the first line of the text. + private static float TextWidthApproximation(string text, TMP_FontAsset fontAsset, + float fontSize, FontStyles style) + { + string result = StripTagsCharArray(text); + + text = text.ToLower(); + /// The text characters are widened by bold, uppercase, or small caps. + bool htmlBold = text.Contains(""); + bool htmlUpperCase = text.Contains(""); + bool htmlSmallCaps = text.Contains(""); + + /// Compute scale of the target point size relative to the sampling point size of the font asset. + float pointSizeScale = fontSize / (fontAsset.faceInfo.pointSize * fontAsset.faceInfo.scale * 10); + float emScale = fontSize * 0.001f; + + float styleSpacingAdjustment = (style & FontStyles.Bold) == FontStyles.Bold + || htmlBold ? fontAsset.boldSpacing : 0; + float normalSpacingAdjustment = fontAsset.normalSpacingOffset; + float width = 0; + + /// If the text would originally be in uppercase, write it back in uppercase. + if ((style & FontStyles.UpperCase) != 0 || (style & FontStyles.SmallCaps) != 0 + || htmlUpperCase || htmlSmallCaps) + { + result = result.ToUpper(); + } + + /// Calculates the width based on every character of the first line. + /// It takes into account whether the text is bold, uppercase, or in small caps. + for (int i = 0; i < result.Length; i++) + { + /// Makes sure the given unicode exists in the font asset. + if (fontAsset.characterLookupTable.TryGetValue(result[i], out TMP_Character character)) + { + width += character.glyph.metrics.horizontalAdvance * pointSizeScale + + (styleSpacingAdjustment + normalSpacingAdjustment) * emScale; + } + } + + return width; + } + + /// + /// This method calculates the width and height of the text. + /// The width depends on the first line of the text. + /// The height is approximated by dividing the number of characters in the text by + /// the number of characters in the first line multiplied by 0.1f and the fontSize. + /// + /// The written text. + /// The font asset of the text + /// The font size of the text + /// The font styles of the text + /// calculated width and height + public static Vector2 CalculateWidthAndHeight(string text, TMP_FontAsset fontAsset, + float fontSize, FontStyles styles) + { + /// Calculates the text width based on the first line. + string firstLine = text.Split("\n")[0]; + int lengthToFirstLineBreak = firstLine.Length; + float x = TextWidthApproximation(firstLine, fontAsset, fontSize, styles); + + /// Approximates the height of the text + /// by dividing the length of the text by the length of the first line, + /// multiplied by the font size and a buffer of 0.1. + /// Since the width was calculated by the first line, the subsequent lines break + /// when reaching the width. + float height = text.Length / lengthToFirstLineBreak; + float y = height * 0.1f * fontSize; + return new Vector2(x, y); + } + + /// + /// This method creates the inital drawable text object. + /// + /// The drawable surface on which the text should be displayed + /// The name of the text object. + /// The text that should be displayed. + /// The inital position of the text object. + /// The chosen font color of the text. + /// The chosen outline color of the text. + /// The chosen outline thickness of the text. + /// The chosen font size of the text. + /// The current order in layer. + /// The chosen font styles for the text. + /// The assoiated surface page for this object. + /// The created drawable text object. + private static void Setup(GameObject surface, string name, string text, Vector3 position, + Color fontColor, Color outlineColor, bool outlineStatus, float outlineThickness, + float fontSize, int order, FontStyles styles, int associatedPage, + out GameObject textObj) + { + /// If the object has been created earlier, it already has a name, + /// and this name is taken from the parameters . + if (name.Length > Tags.DText.Length) + { + textObj = new(name); + } + else + { + /// Otherwise, a name for the text will be generated. + /// For this, the is concatenated with + /// the object ID along with a random string consisting of four characters. + textObj = new(""); + + name = ValueHolder.TextPrefix + textObj.GetInstanceID() + RandomStrings.GetRandomString(4); + /// Check if the name is already in use. If so, generate a new name. + while (GameFinder.FindChild(surface, name) != null) + { + name = ValueHolder.TextPrefix + textObj.GetInstanceID() + RandomStrings.GetRandomString(4); + } + textObj.name = name; + } + /// Sets up the drawable holder . + DrawableSetupManager.Setup(surface, out _, out GameObject attachedObjects); + + textObj.tag = Tags.DText; + + /// Add the text object to the hierarchy below the attached objects - object of the drawable. + textObj.transform.SetParent(attachedObjects.transform); + + /// Adds a component to the text object. It holds the text itself. + TextMeshPro tmp = textObj.AddComponent(); + + /// Sets the values for the text and calculates the rect tranform size. + tmp.text = text; + tmp.fontStyle = styles; + tmp.font = Resources.Load(drawableTextFontName); + tmp.rectTransform.sizeDelta = CalculateWidthAndHeight(text, tmp.font, fontSize, styles); + tmp.color = fontColor; + tmp.faceColor = fontColor; + tmp.fontSize = fontSize; + tmp.outlineColor = outlineColor; + tmp.outlineWidth = outlineThickness; + tmp.alignment = TextAlignmentOptions.Center; + + /// /// Adopt the rotation of the attached object. + textObj.transform.rotation = attachedObjects.transform.rotation; + + /// Calculates the position and preserve the distance. + textObj.transform.position = position - textObj.transform.forward * ValueHolder.DistanceToDrawable.z * order; + + /// Forces the updated of the 's mesh. + tmp.ForceMeshUpdate(true); + + /// Adds a mesh collider and sets the calculates mesh of the Text Mesh Pro. + MeshCollider meshCollider = textObj.AddComponent(); + meshCollider.sharedMesh = tmp.mesh; + + /// Adds the order in layer value holder component to the text object and sets the order. + textObj.AddComponent().OrderInLayer = order; + /// The Text Mesh Pro needs also the order. + tmp.sortingOrder = order; + + /// Adds a component. + /// And sets the associated page to the used page. + textObj.AddComponent().AssociatedPage = associatedPage; + if (associatedPage != surface.GetComponent().CurrentPage) + { + textObj.SetActive(false); + } + + /// Is needed to fix an issue in the component. + /// If the outline color is set to black during creation; it is strangely always set to white. + tmp.outlineColor = tmp.outlineColor; + + /// Enables or disables the outline color. + ChangeOutlineStatus(textObj, outlineStatus); + } + + /// + /// Writes a drawbale text on a drawable. + /// The name for it is currently empty, because the setup method will create a unique one. + /// + /// The drawable surface on which the text should be displayed + /// The text that should be displayed + /// The inital position of the text object + /// The chosen font color of the text. + /// The chosen outline color of the text. + /// The chosen outline thickness of the text. + /// The chosen font size of the text + /// The current order in layer + /// The chosen font styles for the text + /// The created drawable text object + public static GameObject WriteText(GameObject surface, string text, Vector3 position, + Color fontColor, Color outlineColor, bool outlineStatus, float outlineThickness, float fontSize, int order, FontStyles styles) + { + Setup(surface, "", text, position, fontColor, outlineColor, outlineStatus, outlineThickness, fontSize, + order, styles, surface.GetComponent().CurrentPage, out GameObject textObj); + surface.GetComponent().Inc(); + ValueHolder.MaxOrderInLayer++; + + /// Is needed to fix an issue in the component. + /// If the outline color is set to black during creation, it is strangely always set to white. + GameEdit.ChangeOutlineColor(textObj, outlineColor); + return textObj; + } + + /// + /// Rewrites a drawbale text on a drawable. + /// + /// The drawable surface on which the text should be displayed + /// The name of the drawable text + /// The text that should be displayed + /// The inital position of the text object + /// The scale of the text object + /// The euler angles of the text object + /// The chosen font color of the text. + /// The chosen outline color of the text. + /// The chosen outline thickness of the text. + /// The chosen font size of the text + /// The current order in layer + /// The chosen font styles for the text + /// The created drawable text object + private static GameObject ReWriteText(GameObject surface, string id, string text, Vector3 position, + Vector3 scale, Vector3 eulerAngles, Color fontColor, Color outlineColor, bool outlineStatus, + float outlineThickness, float fontSize, int order, FontStyles styles, int associatedPage) + { + DrawableHolder holder = surface.GetComponent(); + /// Adjusts the current order in the layer if the + /// order in layer for the line is greater than or equal to it. + if (order >= holder.OrderInLayer && associatedPage == holder.CurrentPage) + { + holder.OrderInLayer = order + 1; + } + if (associatedPage >= holder.MaxPageSize) + { + holder.MaxPageSize = associatedPage + 1; + } + if (order >= ValueHolder.MaxOrderInLayer) + { + ValueHolder.MaxOrderInLayer = order + 1; + } + + GameObject textObject; + + /// Tries to find the text on the drawable. + if (GameFinder.FindChild(surface, id) != null) + { + textObject = GameFinder.FindChild(surface, id); + textObject.GetComponent().sortingOrder = order; + } + else + { + /// Creates the text object. + Setup(surface, id, text, position, fontColor, outlineColor, outlineStatus, outlineThickness, fontSize, order, + styles, associatedPage, out GameObject textObj); + textObject = textObj; + + } + + /// Restores the old values. + textObject.transform.localScale = scale; + textObject.transform.localEulerAngles = eulerAngles; + textObject.transform.localPosition = position; + textObject.GetComponent().OrderInLayer = order; + textObject.GetComponent().AssociatedPage = associatedPage; + + /// Is needed to fix an issue in the component. + /// If the outline color is set to black during creation; it is strangely always set to white. + GameEdit.ChangeOutlineColor(textObject, outlineColor); + + return textObject; + } + + /// + /// Rewrites a given configuration. + /// + /// The drawable surface on which the text should be displayed. + /// The text configuration which contains the necessary values. + /// The created drawable text object + public static GameObject ReWriteText(GameObject surface, TextConf text) + { + return ReWriteText(surface, + text.Id, + text.Text, + text.Position, + text.Scale, + text.EulerAngles, + text.FontColor, + text.OutlineColor, + text.IsOutlined, + text.OutlineThickness, + text.FontSize, + text.OrderInLayer, + text.FontStyles, + text.AssociatedPage); + } + + /// + /// Refreshes the mesh collider of the game object. + /// It's necessary because the mesh renderer needs some time to calculates the mesh. + /// + /// The object which contains the mesh collider. + public static void RefreshMeshCollider(GameObject textObj) + { + if (textObj.GetComponent() != null) + { + MeshCollider meshCollider = textObj.GetComponent(); + meshCollider.enabled = false; + meshCollider.enabled = true; + } + } + + /// + /// Changes the status (enabled or disabled) of the outline color. + /// + /// The text object which outline status should be changed. + /// The new status for the outline color. + public static void ChangeOutlineStatus(GameObject textObj, bool status) + { + if (textObj.CompareTag(Tags.DText)) + { + TextMeshPro tmp = textObj.GetComponent(); + LocalKeyword outlineKeyword = new(tmp.fontMaterial.shader, OutlineKeyWord); + tmp.fontMaterial.SetKeyword(outlineKeyword, status); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/GameTexter.cs.meta b/Assets/SEE/Game/Drawable/GameTexter.cs.meta new file mode 100644 index 0000000000..041bdf11f9 --- /dev/null +++ b/Assets/SEE/Game/Drawable/GameTexter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 13bf056f5480ce94b9443aad0fb19099 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/RandomStrings.cs b/Assets/SEE/Game/Drawable/RandomStrings.cs new file mode 100644 index 0000000000..ca9548da92 --- /dev/null +++ b/Assets/SEE/Game/Drawable/RandomStrings.cs @@ -0,0 +1,64 @@ +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// Provides random strings. + /// + internal static class RandomStrings + { + /// + /// Low latin alphabet. + /// + private const string letters = "abcdefghijklmnopqrstuvwxyz"; + /// + /// Digits. + /// + private const string numbers = "0123456789"; + /// + /// Allowed special characters. + /// + private const string specialCharacters = "!?§$%&.,_#+*@"; + /// + /// Contains the low and upper letters, numbers and special characters. + /// It will be needed for the calculation of a random string. + /// + private static readonly string characters = letters + letters.ToUpper() + numbers + specialCharacters; + + /// + /// Contains the low and upper letters and numbers. + /// It will be needed for the calculation of a random string for file creation. + /// + private static readonly string charactersWithoutSpecial = letters + letters.ToUpper() + numbers; + + /// + /// Calculates a random string of given length. + /// + /// The length of the random string + /// The calculated random string of given length. + public static string GetRandomString(int size) + { + string randomString = "-"; + for (int i = 0; i < size; i++) + { + randomString += characters[Random.Range(0, characters.Length)]; + } + return randomString; + } + + /// + /// Calculates a random string of given length for file creation. + /// + /// The length of the random string + /// The calculated random string of given length. + public static string GetRandomStringForFile(int size) + { + string randomString = ""; + for (int i = 0; i < size; i++) + { + randomString += charactersWithoutSpecial[Random.Range(0, charactersWithoutSpecial.Length)]; + } + return randomString; + } + } +} diff --git a/Assets/SEE/Game/Drawable/RandomStrings.cs.meta b/Assets/SEE/Game/Drawable/RandomStrings.cs.meta new file mode 100644 index 0000000000..9011ecc5f5 --- /dev/null +++ b/Assets/SEE/Game/Drawable/RandomStrings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c496271356dce9647ae7c950752aa392 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolder.cs b/Assets/SEE/Game/Drawable/ValueHolder.cs new file mode 100644 index 0000000000..fdcf6b833a --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolder.cs @@ -0,0 +1,263 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable +{ + /// + /// This class holds the current values and the constants for drawables. + /// + public static class ValueHolder + { + #region current values + /// + /// The current chosen primary color for drawing. + /// + public static Color CurrentPrimaryColor { get; set; } + + /// + /// The current chosen secondary color for drawing. + /// + public static Color CurrentSecondaryColor { get; set; } + + /// + /// The current chosen thickness for drawing. + /// + public static float CurrentThickness { get; set; } + + /// + /// The current chosen thickness for text outline. + /// + public static float CurrentOutlineThickness { get; set; } + + /// + /// The current chosen text font size. + /// + public static float CurrentFontSize { get; set; } + + /// + /// The current chosen line kind for drawing. + /// + public static GameDrawer.LineKind CurrentLineKind { get; set; } + + /// + /// The current chosen color kind for drawing. + /// + public static GameDrawer.ColorKind CurrentColorKind { get; set; } + + /// + /// The current chosen tiling for drawing a dashed line kind. + /// + public static float CurrentTiling { get; set; } + + /// + /// The current order in layer value. + /// + public static int MaxOrderInLayer { get; set; } + #endregion + + #region prefixes + /// + /// The prefix of a line object name. + /// + public const string LinePrefix = "Line"; + + /// + /// The prefix of a text object name. + /// + public const string TextPrefix = "Text"; + + /// + /// The prefix of an image object name. + /// + public const string ImagePrefix = "Image"; + + /// + /// The prefix of a mind map theme node + /// + public const string MindMapThemePrefix = "Theme"; + + /// + /// The prefix of a mind map node node + /// + public const string MindMapSubthemePrefix = "Subtheme"; + + /// + /// The prefix of a mind map leaf node. + /// + public const string MindMapLeafPrefix = "Leaf"; + + /// + /// The prefix of a mind map branch line. + /// + public const string MindMapBranchLine = "BranchLine"; + + /// + /// The prefix of a sticky note. + /// + public const string StickyNotePrefix = "StickyNote"; + + /// + /// The prefix of a drawable holder object. + /// + public const string DrawableHolderPrefix = "DrawableHolder"; + + /// + /// The name of the attached objects object. + /// + public const string AttachedObject = "AttachedObjects"; + #endregion + + /// + /// The distance to a drawable that is used by default to place objects. + /// + public static readonly Vector3 DistanceToDrawable = new(0, 0, 0.0001f); + + /// + /// The standard line thickness. + /// + public const float StandardLineThickness = 0.01f; + + /// + /// The standard line tiling. + /// + public const float StandardLineTiling = 1.0f; + + /// + /// The standard text outline thickness. + /// + public const float StandardTextOutlineThickness = 0.4f; + + /// + /// The standard scale up factor. + /// + public const float ScaleUp = 1.01f; + + /// + /// The scale up factor for fast scaling. + /// + public const float ScaleUpFast = 1.1f; + + /// + /// The standard scale down factor. + /// + public const float ScaleDown = 0.99f; + + /// + /// The scale down factor for fast scaling. + /// + public const float ScaleDownFast = 0.9f; + + /// + /// The constant to rotate by mouse wheel. + /// + public const float Rotate = 1; + + /// + /// The constant for fast rotate by mouse wheel. + /// + public const float RotateFast = 10; + + /// + /// The constant for moving speed by key. + /// + public const float Move = 0.001f; + + /// + /// The constant for fast moving speed by key. + /// + public const float MoveFast = 0.01f; + + /// + /// Specifies the radius for the line split marker. + /// + public const float LineSplitMarkerRadius = 0.022f; + + /// + /// Specifies the number of edges for the polygon of the line split marker. + /// + public const int LineSplitMarkerVertices = 30; + + /// + /// Specifies the time after which the Line Split marker should be deleted. + /// + public const float LineSplitTimer = 3.0f; + + /// + /// The default marker color for colors that do not have a complementary color. + /// + public static readonly Color LineSplitDefaultMarkerColor = Color.magenta; + + /// + /// The initial scale for sticky notes. + /// + public static readonly Vector3 StickyNoteScale = new (0.5f, 0.5f, 0.5f); + + /// + /// The path to the drawable folder of the saved files. This is saved in a field because multiple + /// methods of this class and other classes use it. + /// + public static readonly string DrawablePath = Application.persistentDataPath + "/Drawable/"; + + /// + /// The path to the drawable image folder. This is saved in a field because multiple + /// methods of this class and other classes use it. + /// + public static readonly string ImagePath = DrawablePath + "Image/"; + + /// + /// The list of object names or whose rotation is suitable for spawning/moving Sticky Notes. + /// In the list, object names or of suitable objects can be added. + /// Since the name cannot be uniquely determined for objects added during runtime, the solution with is provided. + /// In addition to these objects, objects with the tag are also suitable. + /// The respective Sticky Note should then adopt its rotation. + /// + public static readonly IList SuitableObjectsForStickyNotes = new List() { + "Mirror", + }; + + /// + /// Checks if the given game object is a suitable object for the sticky note rotation. + /// + /// The object to check. + /// true, if the game object is suitable for the sticky note rotation. + public static bool IsASuitableObjectForStickyNote(GameObject gameObject) + { + return SuitableObjectsForStickyNotes.Contains(gameObject.name) + || SuitableObjectsForStickyNotes.Contains(gameObject.tag); + } + + /// + /// The direction for moving. Will be needed for sticky note menu. + /// + public enum MoveDirection + { + Left, + Right, + Up, + Down, + Forward, + Back + } + + /// + /// This list manages all drawable surfaces in the scene. + /// + public static List DrawableSurfaces = new(); + + /// + /// The constructor. It sets the default values for the current values. + /// + static ValueHolder() + { + CurrentPrimaryColor = UnityEngine.Random.ColorHSV(); + CurrentSecondaryColor = Color.clear; + CurrentOutlineThickness = 0.4f; + CurrentFontSize = 0.5f; + CurrentThickness = 0.01f; + CurrentLineKind = GameDrawer.LineKind.Solid; + CurrentColorKind = GameDrawer.ColorKind.Monochrome; + CurrentTiling = 1f; + MaxOrderInLayer = 1; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolder.cs.meta new file mode 100644 index 0000000000..4c9ea9791b --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f849bee7e861c944fad3a8a8e87cf609 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders.meta b/Assets/SEE/Game/Drawable/ValueHolders.meta new file mode 100644 index 0000000000..9fb59a3ed9 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ce7923aec97a07342b12527c3ef7791a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders/AssociatedPageHolder.cs b/Assets/SEE/Game/Drawable/ValueHolders/AssociatedPageHolder.cs new file mode 100644 index 0000000000..f1ba06b642 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/AssociatedPageHolder.cs @@ -0,0 +1,15 @@ +using UnityEngine; + +namespace SEE.Game.Drawable.ValueHolders +{ + /// + /// Holder for the associated surface page for the drawable type objects. + /// + public class AssociatedPageHolder : MonoBehaviour + { + /// + /// Associated page property. + /// + public int AssociatedPage { get; set; } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolders/AssociatedPageHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolders/AssociatedPageHolder.cs.meta new file mode 100644 index 0000000000..f733f5e4d7 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/AssociatedPageHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0fd1a7ab7e5e07348a9e467fcc1cca9c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders/DrawableHolder.cs b/Assets/SEE/Game/Drawable/ValueHolders/DrawableHolder.cs new file mode 100644 index 0000000000..0eb0df4774 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/DrawableHolder.cs @@ -0,0 +1,39 @@ +using UnityEngine; + +namespace SEE.Game.Drawable.ValueHolders +{ + /// + /// This class represents a value holder component for the drawable surface. + /// + /// This component is meant to be attached to a drawable surface. + public class DrawableHolder : MonoBehaviour + { + /// + /// The order in layer property. + /// + public int OrderInLayer { get; set; } = 1; + + /// + /// Increases the order in layer by one. + /// + public void Inc() + { + OrderInLayer++; + } + + /// + /// The description property. + /// + public string Description { get; set; } = string.Empty; + + /// + /// The current page property. + /// + public int CurrentPage { get; set; } + + /// + /// The maximum page size property. + /// + public int MaxPageSize { get; set; } = 1; + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolders/DrawableHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolders/DrawableHolder.cs.meta new file mode 100644 index 0000000000..3540aab181 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/DrawableHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 095e58d9287da0a4da8c442421952aaf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders/ImageValueHolder.cs b/Assets/SEE/Game/Drawable/ValueHolders/ImageValueHolder.cs new file mode 100644 index 0000000000..204abc6ad6 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/ImageValueHolder.cs @@ -0,0 +1,25 @@ +using UnityEngine; + +namespace SEE.Game.Drawable.ValueHolders +{ + /// + /// The value holder for images. + /// + public class ImageValueHolder : MonoBehaviour + { + /// + /// The byte file data property. + /// + public byte[] FileData { get; set; } + + /// + /// The path property. + /// + public string Path { get; set; } = string.Empty; + + /// + /// The url property. + /// + public string URL { get; set; } = string.Empty; + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolders/ImageValueHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolders/ImageValueHolder.cs.meta new file mode 100644 index 0000000000..b1a7db8945 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/ImageValueHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1e3b7ea27d936334b9ce92c2d53a33c8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders/LineValueHolder.cs b/Assets/SEE/Game/Drawable/ValueHolders/LineValueHolder.cs new file mode 100644 index 0000000000..0e2f0a8a89 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/LineValueHolder.cs @@ -0,0 +1,20 @@ +using UnityEngine; + +namespace SEE.Game.Drawable.ValueHolders +{ + /// + /// This class represents a value holder component for the line gameobjects. + /// + public class LineValueHolder : MonoBehaviour + { + /// + /// The line kind property. + /// + public GameDrawer.LineKind LineKind { get; set; } + + /// + /// The color kind property. + /// + public GameDrawer.ColorKind ColorKind { get; set; } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolders/LineValueHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolders/LineValueHolder.cs.meta new file mode 100644 index 0000000000..83940e50b6 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/LineValueHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76816bde63c16c242b572aa965dbb425 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders/MMNodeValueHolder.cs b/Assets/SEE/Game/Drawable/ValueHolders/MMNodeValueHolder.cs new file mode 100644 index 0000000000..67ab1c9fec --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/MMNodeValueHolder.cs @@ -0,0 +1,194 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Game.Drawable.ValueHolders +{ + /// + /// This class holds the necessary information for a mind map node. + /// + public class MMNodeValueHolder : MonoBehaviour + { + /// + /// Property for the node kind of the mind map node. + /// + public GameMindMap.NodeKind NodeKind { get; set; } + + /// + /// The layer of the mind map node. + /// Will be needed to load a mind map from file. + /// + private int layer; + + /// + /// The property for the node layer. + /// + public int Layer + { + get { return layer; } + set + { + if (NodeKind == GameMindMap.NodeKind.Theme) + { + layer = 0; + } + else + { + layer = value; + } + } + } + + /// + /// The parent of this node. + /// Is null when the node is a theme. + /// + private GameObject parent; + + /// + /// The branch line to the parent node. + /// Is null when the node is a theme. + /// + private GameObject branchLineToParent; + + /// + /// The children of this node. + /// Is empty if the node is a leaf. + /// + private IDictionary children; + + /// + /// Initializes the properties. + /// + private void Awake() + { + children = new Dictionary(); + if (gameObject.name.StartsWith(ValueHolder.MindMapThemePrefix)) + { + NodeKind = GameMindMap.NodeKind.Theme; + } + else if (gameObject.name.StartsWith(ValueHolder.MindMapSubthemePrefix)) + { + NodeKind = GameMindMap.NodeKind.Subtheme; + } + else + { + NodeKind = GameMindMap.NodeKind.Leaf; + } + layer = 0; + } + + /// + /// Sets the parent. + /// If the node kind is a theme, the parent will be null. + /// + /// The parent node + public void SetParent(GameObject parent, GameObject branchLine) + { + if (NodeKind == GameMindMap.NodeKind.Theme) + { + if (this.parent != null) + { + parent.GetComponent().RemoveChild(gameObject); + } + this.parent = null; + branchLineToParent = null; + } + else + { + this.parent = parent; + branchLineToParent = branchLine; + if (parent != null) + { + parent.GetComponent().AddChild(gameObject, branchLine); + } + } + } + + /// + /// Gets the parent. Can be null + /// + /// The parent + public GameObject GetParent() + { + return parent; + } + + /// + /// Gets the branch line to the parent node. + /// + /// parent branch line + public GameObject GetParentBranchLine() + { + return branchLineToParent; + } + + /// + /// Get the dictionary of the children. + /// It contains the child as key and as value the branch line. + /// + /// the child dictionary + public IDictionary GetChildren() + { + return children; + } + + /// + /// Gets a dictionary of all children. + /// Includes also the child's children recursively up to and including the lowest child. + /// + /// A dictionary with all children and their branch lines of this nodes + public IDictionary GetAllChildren() + { + IDictionary children = new Dictionary(this.children); + foreach (KeyValuePair pair in this.children) + { + MMNodeValueHolder vH = pair.Key.GetComponent(); + foreach (KeyValuePair child in vH.GetAllChildren()) + { + children.Add(child.Key, child.Value); + } + } + return children; + } + + /// + /// Gets a list with all parent ancestors + /// + /// A list that contains all parent ancestors + public List GetAllParentAncestors() + { + List parents = new(); + if (parent != null) + { + parents.Add(parent); + parents.AddRange(parent.GetComponent().GetAllParentAncestors()); + } + return parents; + } + + /// + /// Adds a new key value to the children dictionary. + /// + /// The child node, will used as key. + /// The branch line, will used as value. + public void AddChild(GameObject childNode, GameObject branchLine) + { + if (!children.ContainsKey(childNode)) + { + children.Add(childNode, branchLine); + } + } + + /// + /// Removes a child from the dictionary. + /// + /// The child that should be removed. + public void RemoveChild(GameObject child) + { + if (children.ContainsKey(child)) + { + children.Remove(child); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolders/MMNodeValueHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolders/MMNodeValueHolder.cs.meta new file mode 100644 index 0000000000..556eb1cf68 --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/MMNodeValueHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 056b4bd30dc2f024eb33e3ab9e7110f4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/Drawable/ValueHolders/OrderInLayerValueHolder.cs b/Assets/SEE/Game/Drawable/ValueHolders/OrderInLayerValueHolder.cs new file mode 100644 index 0000000000..0851ebc43d --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/OrderInLayerValueHolder.cs @@ -0,0 +1,22 @@ +using UnityEngine; + +namespace SEE.Game.Drawable.ValueHolders +{ + /// + /// This class represents a value holder component for the + /// order in layer value. + /// + public class OrderInLayerValueHolder : MonoBehaviour + { + /// + /// The order in layer property. + /// + public int OrderInLayer { get; set; } + + /// + /// The origin position property. + /// Only used for sticky note. + /// + public Vector3 OriginPosition { get; set; } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/Drawable/ValueHolders/OrderInLayerValueHolder.cs.meta b/Assets/SEE/Game/Drawable/ValueHolders/OrderInLayerValueHolder.cs.meta new file mode 100644 index 0000000000..dcb5fbc2ea --- /dev/null +++ b/Assets/SEE/Game/Drawable/ValueHolders/OrderInLayerValueHolder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2fe4e8f1e2a7e8645970ad3186799c20 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/DrawableSurfaces.cs b/Assets/SEE/Game/DrawableSurfaces.cs new file mode 100644 index 0000000000..e94ba71b52 --- /dev/null +++ b/Assets/SEE/Game/DrawableSurfaces.cs @@ -0,0 +1,30 @@ +using SEE.DataModel; +using SEE.DataModel.Drawable; + +namespace SEE.Game +{ + /// + /// Class used by the to detect added or + /// removed drawable surfaces. + /// + public class DrawableSurfaces : Observable + { + /// + /// Adds a to the list. + /// + /// The surface to be added. + public void Add(DrawableSurface surface) + { + Notify(new AddSurfaceEvent(surface.ID, surface)); + } + + /// + /// Removes a from the list. + /// + /// The surface to be removed. + public void Remove(DrawableSurface surface) + { + Notify(new RemoveSurfaceEvent(surface.ID, surface)); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Game/DrawableSurfaces.cs.meta b/Assets/SEE/Game/DrawableSurfaces.cs.meta new file mode 100644 index 0000000000..6e0d5fdef6 --- /dev/null +++ b/Assets/SEE/Game/DrawableSurfaces.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 05a1d7e2974871d4ba067f2f2e957d71 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Game/HolisticMetrics/BoardConfig.cs b/Assets/SEE/Game/HolisticMetrics/BoardConfig.cs index 5d54ccac75..014255f901 100644 --- a/Assets/SEE/Game/HolisticMetrics/BoardConfig.cs +++ b/Assets/SEE/Game/HolisticMetrics/BoardConfig.cs @@ -78,9 +78,9 @@ public class BoardConfig private const string widgetConfigsLabel = "WidgetConfigs"; /// - /// Writes this instances' attributes into the given . + /// Saves this instance's attributes using the given . /// - /// The to write the attributes into. + /// The to write the attributes. internal void Save(ConfigWriter writer) { writer.Save(Title, boardTitleLabel); @@ -217,7 +217,7 @@ public class WidgetConfig /// /// Writes this 's attributes into the given . /// - /// The to write the attributes into. + /// The to write the attributes. internal void Save(ConfigWriter writer) { writer.BeginGroup(); diff --git a/Assets/SEE/Game/LocalPlayer.cs b/Assets/SEE/Game/LocalPlayer.cs index 4795e91ac9..85c628e98b 100644 --- a/Assets/SEE/Game/LocalPlayer.cs +++ b/Assets/SEE/Game/LocalPlayer.cs @@ -1,4 +1,5 @@ -using SEE.GO.Menu; +using SEE.GO; +using SEE.GO.Menu; using UnityEngine; namespace SEE.Game @@ -39,5 +40,29 @@ internal static bool TryGetPlayerMenu(out PlayerMenu playerMenu) } return true; } + + /// + /// Returns the attached to the local player + /// or any of its descendants (including inactive ones). + /// + /// the resulting ; null if none could be found + /// true if a could be found. + internal static bool TryGetDrawableSurfaces(out DrawableSurfaces surfaces) + { + if (Instance == null) + { + Debug.LogError($"Local player is null'.\n"); + surfaces = null; + return false; + } + surfaces = Instance.GetComponentInChildren().SurfacesInScene; + if (surfaces == null) + { + Debug.LogError($"Couldn't find component '{nameof(DrawableSurfaceRef)}' " + + $"on local player named '{Instance.name}'.\n"); + return false; + } + return true; + } } } diff --git a/Assets/SEE/Game/Tags.cs b/Assets/SEE/Game/Tags.cs index 5582234b30..85ae0f7656 100644 --- a/Assets/SEE/Game/Tags.cs +++ b/Assets/SEE/Game/Tags.cs @@ -1,4 +1,7 @@ -namespace SEE.Game +using System.Collections.Generic; +using System.Linq; + +namespace SEE.Game { /// /// The Unity tags for the graph entities represented by the GameObjects. @@ -76,10 +79,82 @@ public static class Tags /// public const string MainCamera = "MainCamera"; + /// + /// For the object on which the objects are displayed + /// + public const string Drawable = "Drawable"; + + /// + /// For the parent of a whiteboard surface. + /// + public const string Whiteboard = "Whiteboard"; + + /// + /// For the parent of a sticky note surface. + /// + public const string StickyNote = "Sticky Note"; + + /// + /// For the drawable type object line. + /// + public const string Line = "Line"; + + /// + /// For the drawable type object text. + /// + public const string DText = "DText"; + + /// + /// For the drawable type object image. + /// + public const string Image = "Image"; + + /// + /// For the drawable type object mind map node. + /// + public const string MindMapNode = "MindMapNode"; + + /// + /// For the object which holds all drawable type objects for a drawable. + /// Will needed because a drawable could be scaled. + /// + public const string AttachedObjects = "AttachedObjects"; + + /// + /// For the drawable top border. + /// + public const string Top = "Top"; + + /// + /// For the drawable bottom border. + /// + public const string Bottom = "Bottom"; + + /// + /// For the drawable left border. + /// + public const string Left = "Left"; + + /// + /// For the drawable right border. + /// + public const string Right = "Right"; + /// /// All existing tags in one. /// public static readonly string[] All = { Graph, Node, Edge, Text, Erosion, Decoration, - Path, Runtime, FunctionCall, CullingPlane, ChartManager, MainCamera}; + Path, Runtime, FunctionCall, CullingPlane, ChartManager, MainCamera, + Drawable, Whiteboard, StickyNote, Line, DText, Image, AttachedObjects, MindMapNode, Top, Bottom, Left, Right}; + + /// + /// All existing object tags in one. + /// + public static readonly string[] DTypes = { Line, DText, Image, MindMapNode }; + + /// + /// All existing drawable types object tags in one list. + /// + public static readonly List DrawableTypes = DTypes.ToList(); } } diff --git a/Assets/SEE/Game/Worlds/PlayerSpawner.cs b/Assets/SEE/Game/Worlds/PlayerSpawner.cs index 9d0efef85e..b3f7d4610e 100644 --- a/Assets/SEE/Game/Worlds/PlayerSpawner.cs +++ b/Assets/SEE/Game/Worlds/PlayerSpawner.cs @@ -1,4 +1,5 @@ using Dissonance; +using SEE.Game.Drawable; using Sirenix.OdinInspector; using System; using System.Collections; diff --git a/Assets/SEE/GameObjects/DrawableSurfaceRef.cs b/Assets/SEE/GameObjects/DrawableSurfaceRef.cs new file mode 100644 index 0000000000..82369aa3e0 --- /dev/null +++ b/Assets/SEE/GameObjects/DrawableSurfaceRef.cs @@ -0,0 +1,16 @@ +using SEE.DataModel.Drawable; +using UnityEngine; + +namespace SEE.GO +{ + /// + /// A reference to a drawable surface that can be attached to a game object as a component. + /// + public class DrawableSurfaceRef : MonoBehaviour + { + /// + /// The drawable surface it referenced. + /// + public DrawableSurface Surface; + } +} diff --git a/Assets/SEE/GameObjects/DrawableSurfaceRef.cs.meta b/Assets/SEE/GameObjects/DrawableSurfaceRef.cs.meta new file mode 100644 index 0000000000..291f30d052 --- /dev/null +++ b/Assets/SEE/GameObjects/DrawableSurfaceRef.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f303e00f54422d43a973e2a3a4d266f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/GameObjects/DrawableSurfacesRef.cs b/Assets/SEE/GameObjects/DrawableSurfacesRef.cs new file mode 100644 index 0000000000..98023c62ce --- /dev/null +++ b/Assets/SEE/GameObjects/DrawableSurfacesRef.cs @@ -0,0 +1,25 @@ +using SEE.Game; +using UnityEngine; + +namespace SEE.GO +{ + /// + /// Class that provides a list of all drawable surfaces in the scene. + /// This is needed for the to detect and record newly added or removed surfaces. + /// + public class DrawableSurfacesRef : MonoBehaviour + { + /// + /// Getter property for the list. + /// + public DrawableSurfaces SurfacesInScene { get; private set; } + + /// + /// Constructor. + /// + public DrawableSurfacesRef() + { + SurfacesInScene = new DrawableSurfaces(); + } + } +} diff --git a/Assets/SEE/GameObjects/DrawableSurfacesRef.cs.meta b/Assets/SEE/GameObjects/DrawableSurfacesRef.cs.meta new file mode 100644 index 0000000000..48dff0ddf9 --- /dev/null +++ b/Assets/SEE/GameObjects/DrawableSurfacesRef.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a9c4a83fb1addb74a8df719a33b9e954 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/GameObjects/GameObjectExtensions.cs b/Assets/SEE/GameObjects/GameObjectExtensions.cs index 9204eea418..1d732ac882 100644 --- a/Assets/SEE/GameObjects/GameObjectExtensions.cs +++ b/Assets/SEE/GameObjects/GameObjectExtensions.cs @@ -9,6 +9,7 @@ using UnityEngine; using static SEE.Game.Portal.IncludeDescendants; using Sirenix.Utilities; +using SEE.DataModel.Drawable; namespace SEE.GO { @@ -619,6 +620,25 @@ public static bool TryGetNode(this GameObject gameObject, out Node node) return node != null; } + /// + /// Returns true if has a + /// component attached to it that is not null. + /// + /// the game object whose DrawableSurfaceRef is checked + /// the surface referenced by the attached DrawableSurfaceRef; defined only if this method + /// returns true. + /// true if has a + /// component attached to it that is not null + public static bool TryGetDrawableSurface(this GameObject gameObject, out DrawableSurface surface) + { + surface = null; + if (gameObject.TryGetComponent(out DrawableSurfaceRef surfaceRef)) + { + surface = surfaceRef.Surface; + } + return surface != null; + } + /// /// Returns the graph node represented by this . /// diff --git a/Assets/SEE/GameObjects/Materials.cs b/Assets/SEE/GameObjects/Materials.cs index 3567b015f1..b52de084ac 100644 --- a/Assets/SEE/GameObjects/Materials.cs +++ b/Assets/SEE/GameObjects/Materials.cs @@ -22,7 +22,9 @@ public enum ShaderType Opaque = 0, // fully drawn with no transparency TransparentLine = 1, // for lines with transparency OpaqueMetallic = 2, // for opaque meshes with a more realistic metallic effect - PortalFree = 3 // not limited by a portal (seen everywhere) + PortalFree = 3, // not limited by a portal (seen everywhere) + DrawableLine = 4, // for drawable lines + DrawableDashedLine = 5, // for drawable dashed lines } /// @@ -42,6 +44,16 @@ public enum ShaderType /// (located in folder Resources). /// private const string portalFreeMaterialName = "Materials/PortalFreeMaterial"; + /// + /// Name of the material for materials seen everywhere, i.e., not only within a portal + /// (located in folder Resources). + /// + private const string drawableLineMaterialName = "Materials/DrawableLineMaterial"; + /// + /// Name of the material for materials seen everywhere, i.e., not only within a portal + /// (located in folder Resources). + /// + private const string drawableDashedLineMaterialName = "Materials/DrawableDashedLineMaterial"; /// /// The id of the shader property for the texture. @@ -252,6 +264,12 @@ public static Material New(ShaderType shaderType, Color color, Texture texture = case ShaderType.PortalFree: name = portalFreeMaterialName; break; + case ShaderType.DrawableLine: + name = drawableLineMaterialName; + break; + case ShaderType.DrawableDashedLine: + name = drawableDashedLineMaterialName; + break; default: Assertions.InvalidCodePath(); break; diff --git a/Assets/SEE/GameObjects/Menu/PlayerMenu.cs b/Assets/SEE/GameObjects/Menu/PlayerMenu.cs index 4331bc8f85..3bc98201b6 100644 --- a/Assets/SEE/GameObjects/Menu/PlayerMenu.cs +++ b/Assets/SEE/GameObjects/Menu/PlayerMenu.cs @@ -242,5 +242,32 @@ private static void SetPlayerMenu(string actionName) } } } + + /// + /// Updates the menu depending on the currently selected action in . + /// It changes the current selected menu entry in PlayerMenu and + /// it changes also the depending indicator. + /// + /// The name of the nested menu of the new active entry; + /// null if the entry is in the root menu. + internal void UpdateActiveEntry(string nestedMenuName = null) + { + ActionStateType currentAction = GlobalActionHistory.Current(); + if (nestedMenuName != null && LocalPlayer.TryGetPlayerMenu(out PlayerMenu playerMenu)) + { + playerMenu.modeMenu.ResetToBase(); + playerMenu.modeMenu.SelectEntry(playerMenu.modeMenu.Entries.First(x => x.Title.Equals(nestedMenuName))); + } + SetPlayerMenu(currentAction.Name); + indicator.ChangeActionState(currentAction); + + foreach (MenuEntry entry in modeMenu.Entries) + { + if (entry.Title.Equals(currentAction.Name)) + { + modeMenu.SelectEntry(entry); + } + } + } } -} +} \ No newline at end of file diff --git a/Assets/SEE/Net/ActionNetwork.cs b/Assets/SEE/Net/ActionNetwork.cs index 8619c6c41a..a2ce61e151 100644 --- a/Assets/SEE/Net/ActionNetwork.cs +++ b/Assets/SEE/Net/ActionNetwork.cs @@ -1,6 +1,8 @@ using Cysharp.Threading.Tasks; +using SEE.Game.Drawable; using SEE.Net.Actions; using SEE.Net.Util; +using System.Collections.Generic; using System.Linq; using Unity.Collections; using Unity.Netcode; @@ -18,6 +20,9 @@ public class ActionNetwork : NetworkBehaviour /// public static ulong ServerClientId = NetworkManager.ServerClientId; + /// Collect and preserve the fragments of packages. + public Dictionary> fragmentsGatherer = new(); + /// /// Fetches the multiplayer city files from the backend on the server or host. /// @@ -66,6 +71,84 @@ public void BroadcastActionServerRpc(string serializedAction, ulong[] recipientI } } + /// + /// Receives the fragments of a packet and performs the broadcast when all fragments of the packet are present. + /// + /// The packet id. + /// The size of fragments of the packet. + /// The current fragment. + /// The data of the fragment + /// The recipients of the call. + /// Used to identify the sender. + [Rpc(SendTo.Server)] + public void BroadcastActionServerRpc(string id, int packetSize, int currentFragment, string data, ulong[] recipients, RpcParams rpcParams = default) + { + Fragment fragment = new(id, packetSize, currentFragment, data); + if (fragmentsGatherer.TryGetValue(fragment.PacketID, out List fragments)) + { + fragments.Add(fragment); + } + else + { + List frags = new() { fragment }; + fragmentsGatherer.Add(fragment.PacketID, frags); + } + if (fragmentsGatherer.TryGetValue(fragment.PacketID, out List f) + && Fragment.CombineFragments(f) != "") + { + BroadcastFragmentedActionServerRpc(fragment.PacketID, recipients, rpcParams); + } + } + + /// + /// Performs the broadcast. First, the serialized string is assembled. + /// + /// The packet id. + /// The recipients of the call. + /// Used to identify the sender. + [Rpc(SendTo.Server)] + private void BroadcastFragmentedActionServerRpc(string key, ulong[] recipientIds, RpcParams rpcParams = default) + { + if (!IsServer && !IsHost) + { + return; + } + if (recipientIds != null && recipientIds.Length == 0) + { + return; + } + if (fragmentsGatherer.TryGetValue(key, out List fragments)) + { + string serializedAction = Fragment.CombineFragments(fragments); + AbstractNetAction deserializedAction = ActionSerializer.Deserialize(serializedAction); + if (deserializedAction.ShouldBeSentToNewClient) + { + Network.NetworkActionList.Add(serializedAction); + } + deserializedAction.ExecuteOnServer(); + + if (recipientIds == null) + { + ulong senderId = rpcParams.Receive.SenderClientId; + foreach (Fragment fragment in fragments) + { + ReceiveFragmentActionClientRpc(fragment.PacketID, fragment.PacketSize, + fragment.CurrentFragment, fragment.Data, RpcTarget.Not(senderId, RpcTargetUse.Temp)); + } + } + else + { + using NativeArray targetClientIds = new NativeArray(recipientIds, Allocator.Temp); + foreach (Fragment fragment in fragments) + { + ReceiveFragmentActionClientRpc(fragment.PacketID, fragment.PacketSize, + fragment.CurrentFragment, fragment.Data, RpcTarget.Group(targetClientIds, RpcTargetUse.Temp)); + } + } + fragmentsGatherer.Remove(key); + } + } + /// /// Requests client synchronization. /// This RPC is called by the client to initiate the synchronization process. @@ -92,6 +175,7 @@ internal void SyncClientServerRpc(ulong clientId) { ExecuteActionUnsafeClientRpc(serializedAction, RpcTarget.Single(clientId, RpcTargetUse.Temp)); } + DrawableSynchronizer.Synchronize(clientId); } /// @@ -140,6 +224,61 @@ private void ExecuteActionClientRpc(string serializedAction, RpcParams rpcParams } } + /// + /// Receives the fragments of a packet and performs the broadcast when all fragments of the packet are present. + /// + /// The packet id. + /// The size of fragments of the packet. + /// The current fragment. + /// The data of the fragment + /// Used to define recipients. + [Rpc(SendTo.NotServer, AllowTargetOverride = true)] + public void ReceiveFragmentActionClientRpc(string id, int packetSize, int currentFragment, string data, RpcParams rpcParams = default) + { + if (IsHost || IsServer) + { + return; + } + if (rpcParams.Receive.SenderClientId != ServerClientId) + { + Debug.LogWarning($"Received a ExecuteActionClientRpc from client ID {rpcParams.Receive.SenderClientId}!\n"); + return; + } + Fragment fragment = new(id, packetSize, currentFragment, data); + if (fragmentsGatherer.TryGetValue(fragment.PacketID, out List fragments)) + { + fragments.Add(fragment); + } + else + { + List frags = new() { fragment }; + fragmentsGatherer.Add(fragment.PacketID, frags); + } + if (fragmentsGatherer.TryGetValue(fragment.PacketID, out List f) + && Fragment.CombineFragments(f) != "") + { + ExecuteFragmentAction(fragment.PacketID); + } + } + + /// + /// Performs the broadcast. First, the serialized string is assembled. + /// + /// The packet id. + private void ExecuteFragmentAction(string key) + { + if (fragmentsGatherer.TryGetValue(key, out List fragments)) + { + string serializedAction = Fragment.CombineFragments(fragments); + AbstractNetAction action = ActionSerializer.Deserialize(serializedAction); + if (action.Requester != NetworkManager.Singleton.LocalClientId) + { + action.ExecuteOnClient(); + } + fragmentsGatherer.Remove(key); + } + } + /// /// Initiates the synchronization process with the backend and game server. /// This RPC is called by the game server after the client has registered itself. diff --git a/Assets/SEE/Net/Actions/AbstractNetAction.cs b/Assets/SEE/Net/Actions/AbstractNetAction.cs index 84037973de..f4559488b2 100644 --- a/Assets/SEE/Net/Actions/AbstractNetAction.cs +++ b/Assets/SEE/Net/Actions/AbstractNetAction.cs @@ -67,7 +67,10 @@ public void Execute(ulong[] recipients = null) /// The implementation of the action for the server. This method will be called /// only for the server. /// - public abstract void ExecuteOnServer(); + public virtual void ExecuteOnServer() + { + // The default implementation does nothing. + } /// /// The implementation of the action for the client. This method will be called diff --git a/Assets/SEE/Net/Actions/Drawable.meta b/Assets/SEE/Net/Actions/Drawable.meta new file mode 100644 index 0000000000..7376b0b45f --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9d53bddd984c9eb44a3dc95980cb8659 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/AddBlinkEffectNetAction.cs b/Assets/SEE/Net/Actions/Drawable/AddBlinkEffectNetAction.cs new file mode 100644 index 0000000000..326ccb5440 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/AddBlinkEffectNetAction.cs @@ -0,0 +1,39 @@ +using SEE.Game.Drawable; +using SEE.GO; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for add the blink effect on an object on a drawable on all clients. + /// + public class AddBlinkEffectNetAction : DrawableNetAction + { + /// + /// The id of the object that should be get the blink effect + /// + public string ObjectName; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should get the blink effect. + public AddBlinkEffectNetAction(string drawableID, string parentDrawableID, string objectName) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + } + + /// + /// Adds a blink effect to the object on each client. + /// + /// will be thrown, if the + /// or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameFinder.FindChild(Surface, ObjectName)?.AddOrGetComponent(); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/AddBlinkEffectNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/AddBlinkEffectNetAction.cs.meta new file mode 100644 index 0000000000..bb4b9b9428 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/AddBlinkEffectNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8f43386c35df62343b364b1fdea2a877 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/AddImageNetAction.cs b/Assets/SEE/Net/Actions/Drawable/AddImageNetAction.cs new file mode 100644 index 0000000000..748a0ca6bb --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/AddImageNetAction.cs @@ -0,0 +1,104 @@ +using Cysharp.Threading.Tasks; +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Game.Drawable.Configurations; +using SEE.Utils; +using System.IO; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for add an image to the given drawable on all clients. + /// + public class AddImageNetAction : DrawableNetAction + { + /// + /// The image that should be added as object. + /// + public ImageConf Conf; + + /// + /// Whether if the image is a web image. + /// + public bool Web; + + /// + /// The size of the file data. + /// + public long Size; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object should be placed. + /// The id of the drawable parent. + /// The image configuration of the image that should be added. + public AddImageNetAction(string drawableID, string parentDrawableID, ImageConf imageConf) + : base(drawableID, parentDrawableID) + { + Conf = (ImageConf)imageConf.Clone(); + if (!string.IsNullOrEmpty(Conf.URL)) + { + Size = new FileInfo(Conf.Path).Length; + Conf.FileData = new byte[0]; + Web = true; + } + else + { + Web = false; + } + } + + /// + /// Adds the image on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Conf != null && Conf.Id != "") + { + if (!Web) + { + GameImage.RePlaceImage(Surface, Conf); + } + else + { + if (File.Exists(Conf.Path) && new FileInfo(Conf.Path).Length == Size) + { + Conf.FileData = File.ReadAllBytes(Conf.Path); + GameImage.RePlaceImage(Surface, Conf); + } else + { + DownloadAndAdd().Forget(); + } + } + } + else + { + throw new System.Exception($"There is no image to add."); + } + return; + + async UniTask DownloadAndAdd() + { + DownloadImage download = Surface.AddComponent(); + download.Download(Conf.URL); + + while (download != null && download.GetTexture() == null) + { + await UniTask.Yield(); + } + + if (download != null && download.GetTexture() != null) + { + Conf.FileData = download.GetTexture().EncodeToPNG(); + GameImage.RePlaceImage(Surface, Conf); + Destroyer.Destroy(download); + } + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/AddImageNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/AddImageNetAction.cs.meta new file mode 100644 index 0000000000..c315e8115b --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/AddImageNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 59619ace0eb788b42a5be2d860737202 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/ChangeColorKindNetAction.cs b/Assets/SEE/Net/Actions/Drawable/ChangeColorKindNetAction.cs new file mode 100644 index 0000000000..bfc1c2313c --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/ChangeColorKindNetAction.cs @@ -0,0 +1,49 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the color kind () + /// of a line on all clients. + /// + public class ChangeColorKindNetAction : DrawableNetAction + { + /// + /// The new color kind for the line. + /// + public GameDrawer.ColorKind ColorKind; + + /// + /// The line configuration. + /// + public LineConf Line; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The configuration of the line that should be changed + /// The new color kind for the line. + public ChangeColorKindNetAction(string drawableID, string parentDrawableID, LineConf line, + GameDrawer.ColorKind colorKind) + : base(drawableID, parentDrawableID) + { + Line = line; + ColorKind = colorKind; + } + + /// + /// Changes the color kind of the given line on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawer.ChangeColorKind(FindChild(Line.Id), ColorKind, Line); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/ChangeColorKindNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/ChangeColorKindNetAction.cs.meta new file mode 100644 index 0000000000..e1a15362cd --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/ChangeColorKindNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae41bf1e0bc0c134db975d4af327aaad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/ChangeLineKindNetAction.cs b/Assets/SEE/Net/Actions/Drawable/ChangeLineKindNetAction.cs new file mode 100644 index 0000000000..1fa4281a07 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/ChangeLineKindNetAction.cs @@ -0,0 +1,53 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the line kind () of a line on all clients. + /// + public class ChangeLineKindNetAction : DrawableNetAction + { + /// + /// The id of the line that should be changed + /// + public string LineName; + /// + /// The new line kind. + /// + public GameDrawer.LineKind LineKind; + /// + /// The tiling to which the line renderer texture scale of the line should be set. + /// Only necessary if the is . + /// + public float Tiling; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the line that should be changed + /// The line kind to which the line kind holder value of the line should be set. + /// The tiling to which the line renderer texture scale of the line should be set. + public ChangeLineKindNetAction(string drawableID, string parentDrawableID, string lineName, + GameDrawer.LineKind lineKind, float tiling) + : base(drawableID, parentDrawableID) + { + LineName = lineName; + LineKind = lineKind; + Tiling = tiling; + } + + /// + /// Changes the line kind of the given line on each client. + /// + /// will be thrown, if the + /// or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawer.ChangeLineKind(FindChild(LineName), LineKind, Tiling); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/ChangeLineKindNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/ChangeLineKindNetAction.cs.meta new file mode 100644 index 0000000000..b2186e048e --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/ChangeLineKindNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93e9add24f969c34ba9905a5ab34ac98 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawNetAction.cs new file mode 100644 index 0000000000..4e388189e0 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawNetAction.cs @@ -0,0 +1,49 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for drawing ( + /// or ) a line on the given drawable on all clients. + /// + public class DrawNetAction : DrawableNetAction + { + /// + /// The line that should be drawn as object. + /// + public LineConf Line; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line should be drawn. + /// The id of the drawable parent. + /// The line that should be drawn. + public DrawNetAction(string drawableID, string parentDrawableID, LineConf line) + : base(drawableID, parentDrawableID) + { + Line = line; + } + + /// + /// Draws the line on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Line != null && Line.Id != "") + { + GameDrawer.ReDrawLine(Surface, Line); + } + else + { + throw new System.Exception($"There is no line to draw."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawNetAction.cs.meta new file mode 100644 index 0000000000..ccd176bc4a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5031f24d3fbae774c80025fcb8a9a808 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeColorNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawableChangeColorNetAction.cs new file mode 100644 index 0000000000..cb496250e5 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeColorNetAction.cs @@ -0,0 +1,28 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the drawable surface color on all clients. + /// + public class DrawableChangeColorNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public DrawableChangeColorNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Changes the color of the drawable surface on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawableManager.ChangeColor(Surface, DrawableConf.Color); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeColorNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawableChangeColorNetAction.cs.meta new file mode 100644 index 0000000000..c2f80b9e53 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeColorNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 707b905c0ee08fb42a4f99d1284fd56c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeDescriptionNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawableChangeDescriptionNetAction.cs new file mode 100644 index 0000000000..8f671b9099 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeDescriptionNetAction.cs @@ -0,0 +1,28 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the drawable description on all clients. + /// + public class DrawableChangeDescriptionNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public DrawableChangeDescriptionNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Changes the description of the drawable on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawableManager.ChangeDescription(Surface, DrawableConf.Description); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeDescriptionNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawableChangeDescriptionNetAction.cs.meta new file mode 100644 index 0000000000..dd61509cfd --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeDescriptionNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aff10226ae720374da91bff6a08970ba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeLightingNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawableChangeLightingNetAction.cs new file mode 100644 index 0000000000..6d642696fc --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeLightingNetAction.cs @@ -0,0 +1,32 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the drawable lighting on all clients. + /// + public class DrawableChangeLightingNetAction : SurfaceNetAction + { + /// + /// The drawable that should be changed. + /// + public DrawableConfig DrawableConf; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public DrawableChangeLightingNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Changes the lighting of the drawable on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawableManager.ChangeLighting(Surface, DrawableConf.Lighting); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeLightingNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawableChangeLightingNetAction.cs.meta new file mode 100644 index 0000000000..82bf91531a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeLightingNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 51551cea574d0ab49b8ca14ed95e0bb9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawableChangeNetAction.cs new file mode 100644 index 0000000000..d5bcc3e68b --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeNetAction.cs @@ -0,0 +1,36 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the drawable values on all clients. + /// + public class DrawableChangeNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public DrawableChangeNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Changes the values of the drawable on each client. + /// + /// /// will be thrown, if the don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (DrawableConf != null && Surface != null) + { + GameDrawableManager.Change(Surface, DrawableConf); + } + else + { + throw new System.Exception($"There is no drawable with the ID {DrawableConf.ID}."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawableChangeNetAction.cs.meta new file mode 100644 index 0000000000..896706e556 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 232d15c923e320441a55086f4e9ca363 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeVisibilityNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawableChangeVisibilityNetAction.cs new file mode 100644 index 0000000000..1cc8cdb8ae --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeVisibilityNetAction.cs @@ -0,0 +1,28 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the drawable visibility on all clients. + /// + public class DrawableChangeVisibilityNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public DrawableChangeVisibilityNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Changes the visibility of the drawable on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawableManager.ChangeVisibility(Surface, DrawableConf.Visibility); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableChangeVisibilityNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawableChangeVisibilityNetAction.cs.meta new file mode 100644 index 0000000000..ac490c03f9 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableChangeVisibilityNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10218dc87642400439abae27f76bad6b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawableNetAction.cs new file mode 100644 index 0000000000..17e816d8f1 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableNetAction.cs @@ -0,0 +1,115 @@ +using SEE.Game.Drawable; +using SEE.GO; +using Unity.Netcode; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// Superclass for all drawable new actions. Provides the drawable surface object + /// and an implelentation of that does nothing. + /// + public abstract class DrawableNetAction : AbstractNetAction + { + /// + /// Should not be sent to newly connecting clients + /// + public override bool ShouldBeSentToNewClient { get => false; } + + /// + /// The drawable object that should be manipulated by this action. + /// Will be set in the constructor. + /// + protected GameObject Surface { get; private set; } + + /// + /// The id of the drawable on which the object is located + /// + public string SurfaceID; + + /// + /// The id of the drawable surface parent + /// + public string SurfaceParentID; + + /// + /// The constructor of this action. Sets , , + /// and - based on these -. + /// + /// The id of the drawable surface on which the object should be placed. + /// The id of the drawable surface parent. + public DrawableNetAction(string surfaceID, string surfaceParentID) + { + SurfaceID = surfaceID; + SurfaceParentID = surfaceParentID; + } + + /// + /// Returns the drawable object with the id + /// and the parent id . + /// + /// The id of the drawable object. + /// The id of the parent drawable object. + /// the found drawable object (never null) + /// thrown if a drawable object cannot be found + protected static GameObject Find(string surfaceID, string surfaceParentID) + { + GameObject surface = GameFinder.FindDrawableSurface(surfaceID, surfaceParentID); + if (surface == null) + { + throw new System.Exception($"There is no drawable with the ID {surfaceID} and parent ID {surfaceParentID}."); + } + return surface; + } + + /// + /// Returns the child of with the id . + /// + /// the ID of the requested child + /// the child (will never be null) + /// thrown in case the child does not exist + protected GameObject FindChild(string childID) + { + GameObject child = GameFinder.FindChild(Surface, childID); + if (child == null) + { + throw new System.Exception($"The drawable {Surface.FullName()} has no child with the ID {childID}."); + } + return child; + } + + /// + /// Returns true if the child with the id exists and + /// returns this child in output parameter . Otherwise, + /// false is returned and is undefined. + /// + /// + /// the found child if it exists; otherwise undefined + /// true if the child exists + protected bool TryFindChild(string childId, out GameObject child) + { + child = GameFinder.FindChild(Surface, childId); + return child != null; + } + + /// + /// Unifies the search for the Surface object for the subclasses. + /// + public override void ExecuteOnClient() + { + Surface = Find(SurfaceID, SurfaceParentID); + } + + /// + /// Ensures that the changes are also applied to the server, necessary for the . + /// + public override void ExecuteOnServer() + { + if (Requester != NetworkManager.Singleton.LocalClientId) + { + base.ExecuteOnServer(); + ExecuteOnClient(); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawableNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawableNetAction.cs.meta new file mode 100644 index 0000000000..27abab394a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawableNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c19a46ffa58597f46bb0047cc6e150bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawingFinishNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawingFinishNetAction.cs new file mode 100644 index 0000000000..b79b8030b6 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawingFinishNetAction.cs @@ -0,0 +1,52 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for drawing ( + /// or ) a line on the given drawable on all clients. + /// + public class DrawingFinishNetAction : DrawableNetAction + { + /// + /// The line that should be drawn as object. + /// + public string LineID; + + /// + /// Whether the loop option should be activated. + /// + public bool Loop; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line should be drawn. + /// The id of the drawable parent. + /// The name of the line. + public DrawingFinishNetAction(string drawableID, string parentDrawableID, string lineID, bool loop) + : base(drawableID, parentDrawableID) + { + LineID = lineID; + Loop = loop; + } + + /// + /// Draws the line on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (LineID != null && LineID != "") + { + GameDrawer.FinishDrawing(FindChild(LineID), Loop); + } + else + { + throw new System.Exception($"There is no line to draw."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawingFinishNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawingFinishNetAction.cs.meta new file mode 100644 index 0000000000..0d7cffa640 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawingFinishNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 267c390b964dc0b4db539247c46ed54e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/DrawingNetAction.cs b/Assets/SEE/Net/Actions/Drawable/DrawingNetAction.cs new file mode 100644 index 0000000000..521b223140 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawingNetAction.cs @@ -0,0 +1,62 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.UI.Notification; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for add a point to a line on the given drawable on all clients. + /// + public class DrawingNetAction : DrawableNetAction + { + /// + /// The line that should be drawn as object. + /// + public string LineID; + + /// + /// The position to be added. + /// + public Vector3 Position; + + /// + /// The index on which the position should be added. + /// + public int Index; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line should be drawn. + /// The id of the drawable parent. + /// The name of the line. + /// The position to add. + /// The index on which the position should be added. + public DrawingNetAction(string drawableID, string parentDrawableID, string lineID, Vector3 position, int index) + : base(drawableID, parentDrawableID) + { + LineID = lineID; + Position = position; + Index = index; + } + + /// + /// Draws the line on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (LineID != null && LineID != "") + { + GameDrawer.DrawPoint(FindChild(LineID), Position, Index); + } + else + { + throw new System.Exception($"There is no line to draw."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/DrawingNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/DrawingNetAction.cs.meta new file mode 100644 index 0000000000..06250cf864 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/DrawingNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9e6f524644edf424e9060ea58aed9ad1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditImageNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditImageNetAction.cs new file mode 100644 index 0000000000..1de92295e5 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditImageNetAction.cs @@ -0,0 +1,40 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing all values () of a + /// image on all clients. + /// + public class EditImageNetAction : DrawableNetAction + { + /// + /// The Image that should be changed. The Image object contains all relevant values to change. + /// + public ImageConf Image; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The image configuration that contains the values to change the associated game object. + public EditImageNetAction(string drawableID, string parentDrawableID, ImageConf image) + : base(drawableID, parentDrawableID) + { + Image = image; + } + + /// + /// Changes the values of the given image configuration on each client. + /// + /// will be thrown, if the drawable or if image don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangeImage(FindChild(Image.Id), Image); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditImageNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditImageNetAction.cs.meta new file mode 100644 index 0000000000..d77a42192a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditImageNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 926059703f21c504fbaa1ebf78ec5e49 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditLayerNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditLayerNetAction.cs new file mode 100644 index 0000000000..9bb93aa001 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLayerNetAction.cs @@ -0,0 +1,55 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the order in layer () + /// of a object on all clients. + /// + public class EditLayerNetAction : DrawableNetAction + { + /// + /// The id of the drawable type that should be changed + /// + public string TypeName; + /// + /// The new order in layer for the drawable type. + /// + public int OrderInLayer; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the drawable type that should be changed. + /// The new order in layer for the drawable type. + public EditLayerNetAction(string drawableID, string parentDrawableID, string typeName, int orderInLayer) + : base(drawableID, parentDrawableID) + { + TypeName = typeName; + OrderInLayer = orderInLayer; + } + + /// + /// Changes the order in layer of the given object on each client. + /// + /// will be thrown, if the + /// or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (TryFindChild(TypeName, out GameObject typeName)) + { + GameEdit.ChangeLayer(typeName, OrderInLayer); + } + else + { + GameStickyNoteManager.ChangeLayer(GameFinder.GetHighestParent(Surface), OrderInLayer); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditLayerNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditLayerNetAction.cs.meta new file mode 100644 index 0000000000..493619e9a4 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLayerNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b51a6db70caabec42a3350078480662e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineLoopNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditLineLoopNetAction.cs new file mode 100644 index 0000000000..b13d486a0a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineLoopNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the loop () of a line + /// on all clients. + /// + public class EditLineLoopNetAction : DrawableNetAction + { + /// + /// The id of the line that should be changed + /// + public string LineName; + /// + /// The new loop value for the line. + /// + public bool Loop; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the line that should be changed. + /// The new loop value for the line. + public EditLineLoopNetAction(string drawableID, string parentDrawableID, string lineName, bool loop) + : base(drawableID, parentDrawableID) + { + LineName = lineName; + Loop = loop; + } + + /// + /// Changes the loop of the given line on each client. + /// + /// will be thrown, if the + /// or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangeLoop(FindChild(LineName), Loop); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineLoopNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditLineLoopNetAction.cs.meta new file mode 100644 index 0000000000..4cca590565 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineLoopNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7005e18cf0440fa41b5a5511e0abe866 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditLineNetAction.cs new file mode 100644 index 0000000000..3838ca2fec --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineNetAction.cs @@ -0,0 +1,41 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing all values () of a line on all clients. + /// + public class EditLineNetAction : DrawableNetAction + { + /// + /// The Line that should be changed. The Line object contains all relevant values to change. + /// + public LineConf Line; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The line that contains the values to change the associated game object. + public EditLineNetAction(string drawableID, string parentDrawableID, LineConf line) + : base(drawableID, parentDrawableID) + { + Line = line; + } + + /// + /// Changes the values of the given line on each client. + /// + /// will be thrown, if the + /// or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangeLine(FindChild(Line.Id), Line); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditLineNetAction.cs.meta new file mode 100644 index 0000000000..9fea58d88c --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a067edc2d7445dd4c80c4b74ca82be07 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditLinePrimaryColorNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditLinePrimaryColorNetAction.cs new file mode 100644 index 0000000000..2909214a1e --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLinePrimaryColorNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the primary color () of a line on all clients. + /// + public class EditLinePrimaryColorNetAction : DrawableNetAction + { + /// + /// The id of the line that should be changed + /// + public string LineName; + /// + /// The new color for the line. + /// + public Color Color; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line is located. + /// The id of the drawable parent. + /// The id of the line that should be changed. + /// The new color for the line. + public EditLinePrimaryColorNetAction(string drawableID, string parentDrawableID, string lineName, Color color) + : base(drawableID, parentDrawableID) + { + LineName = lineName; + Color = color; + } + + /// + /// Changes the primary color of the given line on each client. + /// + /// will be thrown, if the + /// or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangePrimaryColor(FindChild(LineName), Color); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditLinePrimaryColorNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditLinePrimaryColorNetAction.cs.meta new file mode 100644 index 0000000000..71f1445560 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLinePrimaryColorNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eccd003e5ba6a2d46b38bbcce905aa2c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineSecondaryColorNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditLineSecondaryColorNetAction.cs new file mode 100644 index 0000000000..db3fb05d79 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineSecondaryColorNetAction.cs @@ -0,0 +1,47 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the secondary color () + /// of a line on all clients. + /// + public class EditLineSecondaryColorNetAction : DrawableNetAction + { + /// + /// The id of the line that should be changed + /// + public string LineName; + /// + /// The new color for the line. + /// + public Color Color; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line is located. + /// The id of the drawable parent. + /// The id of the line that should be changed. + /// The new color for the line. + public EditLineSecondaryColorNetAction(string drawableID, string parentDrawableID, string lineName, Color color) + : base(drawableID, parentDrawableID) + { + LineName = lineName; + Color = color; + } + + /// + /// Changes the secondary color of the given line on each client. + /// + /// will be thrown, if the or + /// don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangeSecondaryColor(FindChild(LineName), Color); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineSecondaryColorNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditLineSecondaryColorNetAction.cs.meta new file mode 100644 index 0000000000..a7c68e46d0 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineSecondaryColorNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e06b53a9bb758fa409c205c458df253e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineThicknessNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditLineThicknessNetAction.cs new file mode 100644 index 0000000000..fcc49899c7 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineThicknessNetAction.cs @@ -0,0 +1,45 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the thickness () + /// of a line on all clients. + /// + public class EditLineThicknessNetAction : DrawableNetAction + { + /// + /// The id of the line that should be changed + /// + public string LineName; + /// + /// The new thickness for the line. + /// + public float Thickness; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line is located. + /// The id of the drawable parent. + /// The id of the line that should be changed. + /// The new thickness for the line. + public EditLineThicknessNetAction(string drawableID, string parentDrawableID, string lineName, float thickness) + : base(drawableID, parentDrawableID) + { + LineName = lineName; + Thickness = thickness; + } + + /// + /// Changes the thickness of the given line on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangeThickness(FindChild(LineName), Thickness); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditLineThicknessNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditLineThicknessNetAction.cs.meta new file mode 100644 index 0000000000..72fe92d64f --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditLineThicknessNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f9c9c0ac2dc52cb449b513b468ff5569 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditMMNodeNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditMMNodeNetAction.cs new file mode 100644 index 0000000000..3d0ffda18f --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditMMNodeNetAction.cs @@ -0,0 +1,42 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing all values () of a mind map node on all clients. + /// + public class EditMMNodeNetAction : DrawableNetAction + { + /// + /// The Mind map node that should be changed. The conf object contains all relevant values to change. + /// + public MindMapNodeConf Conf; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the node is located. + /// The id of the drawable parent. + /// The configuration that contains the values to change the associated game object. + public EditMMNodeNetAction(string drawableID, string parentDrawableID, MindMapNodeConf conf) + : base(drawableID, parentDrawableID) + { + Conf = conf; + } + + /// + /// Changes the values of the given mind map node configuration on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (FindChild(Conf.BorderConf.Id).transform.parent.gameObject != null) + { + GameEdit.ChangeMindMapNode(FindChild(Conf.BorderConf.Id).transform.parent.gameObject, Conf); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditMMNodeNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditMMNodeNetAction.cs.meta new file mode 100644 index 0000000000..f2b80fac85 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditMMNodeNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2cc95ea00795c544385045fd3e6c93ad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EditTextNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EditTextNetAction.cs new file mode 100644 index 0000000000..b31d56cee8 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditTextNetAction.cs @@ -0,0 +1,39 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing all values () of a text on all clients. + /// + public class EditTextNetAction : DrawableNetAction + { + /// + /// The Text that should be changed. The Text object contains all relevant values to change. + /// + public TextConf Text; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The text that contains the values to change the associated game object. + public EditTextNetAction(string drawableID, string parentDrawableID, TextConf text) + : base(drawableID, parentDrawableID) + { + Text = text; + } + + /// + /// Changes the values of the given text on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameEdit.ChangeText(FindChild(Text.Id), Text); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/EditTextNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EditTextNetAction.cs.meta new file mode 100644 index 0000000000..12457e6fd2 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EditTextNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1892e7eb2815b774f8453218d8948b29 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EraseAfterTimeNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EraseAfterTimeNetAction.cs new file mode 100644 index 0000000000..3588fd62eb --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EraseAfterTimeNetAction.cs @@ -0,0 +1,43 @@ +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for deleting an object after a chosen time on a drawable on all clients. + /// + public class EraseAfterTimeNetAction : DrawableNetAction + { + /// + /// The id of the object that should be deleted + /// + public string ObjectName; + /// + /// The time that should be waited until the object is deleted. + /// + public float Time; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be deleted. + /// The time that should be waited until the object is deleted. + public EraseAfterTimeNetAction(string drawableID, string parentDrawableID, string objectName, float time) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + Time = time; + } + + /// + /// Deletes the object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + Object.Destroy(FindChild(ObjectName), Time); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/EraseAfterTimeNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EraseAfterTimeNetAction.cs.meta new file mode 100644 index 0000000000..e7669a950f --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EraseAfterTimeNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d379350b5b8edc64eb46fd6d2d37b023 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/EraseNetAction.cs b/Assets/SEE/Net/Actions/Drawable/EraseNetAction.cs new file mode 100644 index 0000000000..41c9d9b530 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EraseNetAction.cs @@ -0,0 +1,38 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Utils; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for deleting () an object on a drawable on all clients. + /// + public class EraseNetAction : DrawableNetAction + { + /// + /// The id of the object that should be deleted + /// + public string ObjectName; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be deleted. + public EraseNetAction(string drawableID, string parentDrawableID, string objectName) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + } + + /// + /// Deletes the object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + Destroyer.Destroy(FindChild(ObjectName)); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/EraseNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/EraseNetAction.cs.meta new file mode 100644 index 0000000000..98eabac1d4 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/EraseNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a97ee6bfa67491240a2899d7233a3a06 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/LayerChangerNetAction.cs b/Assets/SEE/Net/Actions/Drawable/LayerChangerNetAction.cs new file mode 100644 index 0000000000..7d31687e0f --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/LayerChangerNetAction.cs @@ -0,0 +1,50 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the order in layer () of an object on all clients. + /// + public class LayerChangerNetAction : DrawableNetAction + { + /// + /// The id of the object that should be changed + /// + public string ObjectName; + /// + /// The state of layer change + /// + public GameLayerChanger.LayerChangerStates State; + /// + /// The order in layer that should be set + /// + public int Order; + + /// + /// Creates a new + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be changed. + /// The state of layer change + /// The order in layer that should be set. + public LayerChangerNetAction(string drawableID, string parentDrawableID, string objectName, GameLayerChanger.LayerChangerStates state, int order) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + State = state; + Order = order; + } + + /// + /// Changes the order in layer of the given object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameLayerChanger.ChangeOrderInLayer(FindChild(ObjectName), Order, State, false); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/LayerChangerNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/LayerChangerNetAction.cs.meta new file mode 100644 index 0000000000..b45ee54ac7 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/LayerChangerNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 662919e43abfa2e448d899ca23659b08 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapChangeNodeKindNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MindMapChangeNodeKindNetAction.cs new file mode 100644 index 0000000000..c0aa5eaa82 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapChangeNodeKindNetAction.cs @@ -0,0 +1,54 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the of a mind map node on the given drawable on all clients. + /// + public class MindMapChangeNodeKindNetAction : DrawableNetAction + { + /// + /// The mind map node that should be change the node kind as object. + /// + public MindMapNodeConf Node; + + /// + /// The new node kind for the node. + /// + public GameMindMap.NodeKind NodeKind; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the node is located. + /// The id of the drawable parent. + /// The node that should be change the node kind. + /// The new node kind. + public MindMapChangeNodeKindNetAction(string drawableID, string parentDrawableID, MindMapNodeConf node, GameMindMap.NodeKind nodeKind) + : base (drawableID, parentDrawableID) + { + Node = node; + NodeKind = nodeKind; + } + + /// + /// Changes the node kind of a node on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Node != null && Node.Id != "") + { + GameMindMap.ChangeNodeKind(FindChild(Node.BorderConf.Id).transform.parent.gameObject, + NodeKind, Node.BorderConf); + } + else + { + throw new System.Exception($"The node with the ID {Node.Id} or the parent node with the ID {Node.ParentNode} dont exists."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapChangeNodeKindNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MindMapChangeNodeKindNetAction.cs.meta new file mode 100644 index 0000000000..4764150647 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapChangeNodeKindNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 862863e0cd2023445aac2ad8cb0faaeb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapChangeParentNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MindMapChangeParentNetAction.cs new file mode 100644 index 0000000000..7a8e9a2300 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapChangeParentNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the parent of a mind map node on the given drawable on all clients. + /// + public class MindMapChangeParentNetAction : DrawableNetAction + { + /// + /// The mind map node that should be change the parent as object. + /// + public MindMapNodeConf Node; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the node is located. + /// The id of the drawable parent. + /// The node that should be change the parent. + public MindMapChangeParentNetAction(string drawableID, string parentDrawableID, MindMapNodeConf node) + : base(drawableID, parentDrawableID) + { + Node = node; + } + + /// + /// Change the parent of a node on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Node != null && Node.Id != "") + { + GameMindMap.ChangeParent(FindChild(Node.BorderConf.Id).transform.parent.gameObject, FindChild(Node.ParentNode)); + } + else + { + throw new System.Exception($"The node with the ID {Node.Id} or the parent node with the ID {Node.ParentNode} dont exists."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapChangeParentNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MindMapChangeParentNetAction.cs.meta new file mode 100644 index 0000000000..3974b5761a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapChangeParentNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 66f4b7481ccefe3439653227854b207d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapCreateNodeNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MindMapCreateNodeNetAction.cs new file mode 100644 index 0000000000..6612e14e86 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapCreateNodeNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for create a mind map node on the given drawable on all clients. + /// + public class MindMapCreateNodeNetAction : DrawableNetAction + { + /// + /// The mind map node that should be created as object. + /// + public MindMapNodeConf Node; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the node should be created. + /// The id of the drawable parent. + /// The node that should be created. + public MindMapCreateNodeNetAction(string drawableID, string parentDrawableID, MindMapNodeConf node) + : base(drawableID, parentDrawableID) + { + Node = node; + } + + /// + /// Creates the node on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Node != null && Node.Id != "") + { + GameMindMap.ReCreate(Surface, Node); + } + else + { + throw new System.Exception($"There is no node to create."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapCreateNodeNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MindMapCreateNodeNetAction.cs.meta new file mode 100644 index 0000000000..a396bf8ad7 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapCreateNodeNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 651663ce6a34e964d9ae09a2de23aa09 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapRefreshBranchLinesNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MindMapRefreshBranchLinesNetAction.cs new file mode 100644 index 0000000000..762bf41ca4 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapRefreshBranchLinesNetAction.cs @@ -0,0 +1,45 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for refreshing the branch lines of a mind map node on the given drawable on all clients. + /// + public class MindMapRefreshBranchLinesNetAction : DrawableNetAction + { + /// + /// The mind map node that should be refresh his branch lines. + /// + public MindMapNodeConf Node; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the node is located. + /// The id of the drawable parent. + /// The node that should be change the parent. + public MindMapRefreshBranchLinesNetAction(string drawableID, string parentDrawableID, MindMapNodeConf node) + : base(drawableID, parentDrawableID) + { + Node = node; + } + + /// + /// Refreshs the branch lines of a node on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Node != null && Node.Id != "") + { + GameMindMap.ReDrawBranchLines(FindChild(Node.BorderConf.Id).transform.parent.gameObject); + } + else + { + throw new System.Exception($"The node with the ID {Node.Id} dont exists."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapRefreshBranchLinesNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MindMapRefreshBranchLinesNetAction.cs.meta new file mode 100644 index 0000000000..1ddf2cebd0 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapRefreshBranchLinesNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f4087a0b787fbd4aabfc6f96719e258 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapRemoveChildNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MindMapRemoveChildNetAction.cs new file mode 100644 index 0000000000..6362708935 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapRemoveChildNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for removing a mind map node from the child list of the parent node on all clients. + /// + public class MindMapRemoveChildNetAction : DrawableNetAction + { + + /// + /// The mind map node that should be removed as object. + /// + public MindMapNodeConf ChildNode; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the node is located. + /// The id of the drawable parent. + /// The node that should be removed. + public MindMapRemoveChildNetAction(string drawableID, string parentDrawableID, MindMapNodeConf child) + : base(drawableID, parentDrawableID) + { + ChildNode = child; + } + + /// + /// Removes the node from old parent's children list on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (ChildNode != null && ChildNode.Id != "" && ChildNode.ParentNode != "") + { + FindChild(ChildNode.ParentNode).GetComponent().RemoveChild(FindChild(ChildNode.Id)); + } + else + { + throw new System.Exception($"The node with the ID {ChildNode.Id} or the parent node with the ID {ChildNode.ParentNode} dont exists."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MindMapRemoveChildNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MindMapRemoveChildNetAction.cs.meta new file mode 100644 index 0000000000..4e12d35031 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MindMapRemoveChildNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 67ace5f12cc80e640bb0b9289a6017d2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MoveNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MoveNetAction.cs new file mode 100644 index 0000000000..26d9631fce --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MoveNetAction.cs @@ -0,0 +1,51 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the position () of an object on all clients. + /// + public class MoveNetAction : DrawableNetAction + { + /// + /// The id of the object that should be changed + /// + public string ObjectName; + /// + /// The new position of the object + /// + public Vector3 Position; + /// + /// The state if the children should moved also. + /// Only necressary for mind map nodes. + /// + public bool IncludeChildren; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be changed. + /// The new position to which the object should be set. + public MoveNetAction(string drawableID, string parentDrawableID, string objectName, Vector3 position, bool includeChildren) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + Position = position; + IncludeChildren = includeChildren; + } + + /// + /// Changes the position of the given object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameMoveRotator.SetPosition(FindChild(ObjectName), Position, IncludeChildren); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MoveNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MoveNetAction.cs.meta new file mode 100644 index 0000000000..fb0f8caca0 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MoveNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 91da7992ae7f2d947921e4a111250e2f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/MovePointNetAction.cs b/Assets/SEE/Net/Actions/Drawable/MovePointNetAction.cs new file mode 100644 index 0000000000..87c7382f8e --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MovePointNetAction.cs @@ -0,0 +1,52 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using System.Collections.Generic; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing positions of a given line () on all clients. + /// + public class MovePointNetAction : DrawableNetAction + { + /// + /// The id of the line thats line renderer positions should be changed + /// + public string LineName; + /// + /// The new position for the selected positions + /// + public Vector3 Position; + /// + /// The selected positions + /// + public List Indices; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the line is located. + /// The id of the drawable parent. + /// The id of the line thats line renderer positions should be changed + /// The selected positions of the line renderer + /// The new position that should be set for the selected positions. + public MovePointNetAction(string drawableID, string parentDrawableID, string lineName, List indices, Vector3 position) + : base(drawableID, parentDrawableID) + { + LineName = lineName; + Position = position; + Indices = indices; + } + + /// + /// Changes the position of the selected positions from the line renderer of the given line. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameMoveRotator.MovePoint(FindChild(LineName), Indices, Position); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/MovePointNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/MovePointNetAction.cs.meta new file mode 100644 index 0000000000..f8852e406c --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/MovePointNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f12322c0c14f7ef42a39aac7fa72b804 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/RbAndCCDestroyerNetAction.cs b/Assets/SEE/Net/Actions/Drawable/RbAndCCDestroyerNetAction.cs new file mode 100644 index 0000000000..05f8a2ac01 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/RbAndCCDestroyerNetAction.cs @@ -0,0 +1,36 @@ +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for destroying the rigid bodies and collision controllers of the objects of the drawable on all clients. + /// + public class RbAndCCDestroyerNetAction : DrawableNetAction + { + /// + /// The id of the selected node which children's rigid bodies and collision controllers should be destroyed. + /// + public string NodeID; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable. + /// The id of the drawable parent. + public RbAndCCDestroyerNetAction(string drawableID, string parentDrawableID, string nodeID) + : base(drawableID, parentDrawableID) + { + NodeID = nodeID; + } + + /// + /// Destroys all rigid bodies and collision controller of all drawable types object of the given drawable on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameMoveRotator.DestroyRigidBodysAndCollisionControllersOfChildren(FindChild(NodeID)); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/RbAndCCDestroyerNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/RbAndCCDestroyerNetAction.cs.meta new file mode 100644 index 0000000000..95a60c38f2 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/RbAndCCDestroyerNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6188396784481d94cac2ccdfbdef130b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/RotateYNetAction.cs b/Assets/SEE/Net/Actions/Drawable/RotateYNetAction.cs new file mode 100644 index 0000000000..588ebdf12a --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/RotateYNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the y rotation of an object on all clients. + /// It is needed to mirror an image on the y axis about 180°. + /// + public class RotatorYNetAction : DrawableNetAction + { + /// + /// The id of the object that should be changed. + /// + public string ObjectName; + /// + /// The degree by which the object should be rotated. + /// + public float Degree; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// Used for undo / redo of + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be changed. + /// The value to which the object should be rotated + public RotatorYNetAction(string drawableID, string parentDrawableID, string objectName, float localEulerAnlgeY) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + Degree = localEulerAnlgeY; + } + + /// + /// Changes the rotation of the given object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameMoveRotator.SetRotateY(FindChild(ObjectName), Degree); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/RotateYNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/RotateYNetAction.cs.meta new file mode 100644 index 0000000000..a27a9d2bb7 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/RotateYNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f1c8761c1c45f014c90c8e9059009637 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/RotatorNetAction.cs b/Assets/SEE/Net/Actions/Drawable/RotatorNetAction.cs new file mode 100644 index 0000000000..6d8f1351cc --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/RotatorNetAction.cs @@ -0,0 +1,87 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the rotation () of an object on all clients. + /// + public class RotatorNetAction : DrawableNetAction + { + /// + /// The id of the object that should be changed. + /// + public string ObjectName; + /// + /// The direction by which the object should be rotated (forward or back). + /// + public Vector3 Direction; + /// + /// The degree by which the object should be rotated. + /// + public float Degree; + /// + /// The bool for include children, only necressary for mind map nodes. + /// + public bool IncludeChildren; + /// + /// The position of the object. + /// + public Vector3 ObjectPosition; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be changed. + /// The direction by which the object should be rotated. + /// The value by which the object should be rotated + /// Option for mind map nodes, if children should also rotated. + public RotatorNetAction(string drawableID, string parentDrawableID, string objectName, Vector3 direction, float degree, bool includeChildren) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + Direction = direction; + Degree = degree; + IncludeChildren = includeChildren; + } + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// Used for undo / redo of + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be changed. + /// The value to which the object should be rotated + /// Option for mind map nodes, if children should also rotated. + public RotatorNetAction(string drawableID, string parentDrawableID, string objectName, float localEulerAnlgeZ, bool includeChildren) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + Degree = localEulerAnlgeZ; + Direction = Vector3.zero; + IncludeChildren = includeChildren; + } + + /// + /// Changes the rotation of the given object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameObject child = FindChild(ObjectName); + if (Direction != Vector3.zero) + { + GameMoveRotator.RotateObject(child, Direction, Degree, IncludeChildren); + } + else + { + GameMoveRotator.SetRotate(child, Degree, IncludeChildren); + } + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/RotatorNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/RotatorNetAction.cs.meta new file mode 100644 index 0000000000..910f5f1e98 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/RotatorNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e4297706b1ed09419eddb62e1afe6a5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/ScaleNetAction.cs b/Assets/SEE/Net/Actions/Drawable/ScaleNetAction.cs new file mode 100644 index 0000000000..938baada26 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/ScaleNetAction.cs @@ -0,0 +1,52 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is responsible for changing the scale () of an object on all clients. + /// + public class ScaleNetAction : DrawableNetAction + { + /// + /// The id of the object that should be changed + /// + public string ObjectName; + /// + /// The scale that should be set + /// + public Vector3 Scale; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the object is located. + /// The id of the drawable parent. + /// The id of the object that should be changed. + /// The scale that should be set. + public ScaleNetAction(string drawableID, string parentDrawableID, string objectName, Vector3 scale) + : base(drawableID, parentDrawableID) + { + ObjectName = objectName; + Scale = scale; + } + + /// + /// Changes the scale of the given object on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (TryFindChild(ObjectName, out GameObject child)) + { + GameScaler.SetScale(GameFinder.FindChild(Surface, ObjectName), Scale); + } + else + { + GameScaler.SetScale(Surface.transform.parent.gameObject, Scale); + } + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/ScaleNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/ScaleNetAction.cs.meta new file mode 100644 index 0000000000..7c9a31d0a9 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/ScaleNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2c4dbe14fae474a4989406a810d6c3a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteChangeNetAction.cs b/Assets/SEE/Net/Actions/Drawable/StickyNoteChangeNetAction.cs new file mode 100644 index 0000000000..63c9862d1c --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteChangeNetAction.cs @@ -0,0 +1,36 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the sticky note values on all clients. + /// + public class StickyNoteChangeNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public StickyNoteChangeNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Changes the values of the sticky note on each client. + /// + /// /// will be thrown, if the don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (DrawableConf != null && Surface != null) + { + GameStickyNoteManager.Change(Surface, DrawableConf); + } + else + { + throw new System.Exception($"There is no drawable with the ID {DrawableConf.ID}."); + } + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteChangeNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/StickyNoteChangeNetAction.cs.meta new file mode 100644 index 0000000000..bbeb64daa0 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteChangeNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8b479e62f1e43ac49984aea08f975145 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteDeleterNetAction.cs b/Assets/SEE/Net/Actions/Drawable/StickyNoteDeleterNetAction.cs new file mode 100644 index 0000000000..9ccdc9cc63 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteDeleterNetAction.cs @@ -0,0 +1,30 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Utils; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for delete a sticky note on all clients. + /// + public class StickyNoteDeleterNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public StickyNoteDeleterNetAction(DrawableConfig conf) : base(conf) + { + } + + /// + /// Deletes the sticky note on each client. + /// + /// will be thrown, if the don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + Destroyer.Destroy(GameFinder.GetHighestParent(Surface)); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteDeleterNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/StickyNoteDeleterNetAction.cs.meta new file mode 100644 index 0000000000..e9171e8f77 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteDeleterNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5ba7d46882d155749bb7ca59f93d3b6e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteMoveNetAction.cs b/Assets/SEE/Net/Actions/Drawable/StickyNoteMoveNetAction.cs new file mode 100644 index 0000000000..0775e30370 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteMoveNetAction.cs @@ -0,0 +1,39 @@ +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the position of a sticky note on all clients. + /// + public class StickyNoteMoveNetAction : DrawableNetAction + { + /// + /// The new positon for the sticky note. + /// + public Vector3 Position; + /// + /// The rotation for the sticky note. + /// + public Vector3 Rotation; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public StickyNoteMoveNetAction(string drawableID, string parentDrawableID, Vector3 position, Vector3 rotation) + : base(drawableID, parentDrawableID) + { + Position = position; + Rotation = rotation; + } + + /// + /// Changes the position of a sticky note on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameStickyNoteManager.Move(GameFinder.GetHighestParent(Surface), Position, Rotation); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteMoveNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/StickyNoteMoveNetAction.cs.meta new file mode 100644 index 0000000000..300bfc798e --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteMoveNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1be14b3561340db48910510c61cc4f67 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateXNetAction.cs b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateXNetAction.cs new file mode 100644 index 0000000000..3173e1fb56 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateXNetAction.cs @@ -0,0 +1,34 @@ +using SEE.Game.Drawable; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the x rotation of a sticky note on all clients. + /// + public class StickyNoteRotateXNetAction : DrawableNetAction + { + /// + /// The degree by which the object should be rotated. + /// + public float Degree; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public StickyNoteRotateXNetAction(string drawableID, string parentDrawableID, float degree) + : base(drawableID, parentDrawableID) + { + Degree = degree; + } + + /// + /// Changes the x rotation of a sticky note on each client. + /// + /// will be thrown, if the don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameStickyNoteManager.SetRotateX(GameFinder.GetHighestParent(Surface), Degree); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateXNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateXNetAction.cs.meta new file mode 100644 index 0000000000..476333e455 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateXNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2d9f694eba552204e8ad372a439f0ccb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateYNetAction.cs b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateYNetAction.cs new file mode 100644 index 0000000000..e76272aa11 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateYNetAction.cs @@ -0,0 +1,39 @@ +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for change the y rotation of a sticky note on all clients. + /// + public class StickyNoteRoateYNetAction : DrawableNetAction + { + /// + /// The degree by which the object should be rotated. + /// + public float Degree; + /// + /// The position of the object. + /// + public Vector3 ObjectPosition; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public StickyNoteRoateYNetAction(string drawableID, string parentDrawableID, float degree, Vector3 oldPosition) + : base(drawableID, parentDrawableID) + { + Degree = degree; + ObjectPosition = oldPosition; + } + + /// + /// Change the y rotation of a sticky note on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameStickyNoteManager.SetRotateY(GameFinder.GetHighestParent(Surface), Degree); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateYNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateYNetAction.cs.meta new file mode 100644 index 0000000000..5f8a79db61 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteRotateYNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fcdd29aa270cd1940875253871bd9272 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteSpawnNetAction.cs b/Assets/SEE/Net/Actions/Drawable/StickyNoteSpawnNetAction.cs new file mode 100644 index 0000000000..604d9019f9 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteSpawnNetAction.cs @@ -0,0 +1,31 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for spawn a sticky note on all clients. + /// + public class StickyNoteSpawnNetAction : SurfaceNetAction + { + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + public StickyNoteSpawnNetAction(DrawableConfig config) : base(config) + { + } + + /// + /// Spawn the sticky note on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Surface == null) + { + GameStickyNoteManager.Spawn(DrawableConf); + } + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/StickyNoteSpawnNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/StickyNoteSpawnNetAction.cs.meta new file mode 100644 index 0000000000..890930de20 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/StickyNoteSpawnNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7bdc98ab59b4cf34292b03c9a4056dd6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/SurfaceClearPageNetAction.cs b/Assets/SEE/Net/Actions/Drawable/SurfaceClearPageNetAction.cs new file mode 100644 index 0000000000..ea7694c8ad --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SurfaceClearPageNetAction.cs @@ -0,0 +1,34 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{/// + /// This class is responsible for clear a page of a drawable on all clients. + /// + public class SurfaceClearPageNetAction : SurfaceNetAction + { + /// + /// The page to be cleared. + /// + public int Page; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The current . + /// The page to be removed. + public SurfaceClearPageNetAction(DrawableConfig config, int page) : base(config) + { + Page = page; + } + + /// + /// Synchronize the current order in layer of the host on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawableManager.DeleteTypesFromPage(Surface, Page); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/SurfaceClearPageNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/SurfaceClearPageNetAction.cs.meta new file mode 100644 index 0000000000..0f8d23e16d --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SurfaceClearPageNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 46e2a697052997545ade4744e192fc7f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/SurfaceNetAction.cs b/Assets/SEE/Net/Actions/Drawable/SurfaceNetAction.cs new file mode 100644 index 0000000000..7a7a4eb5e1 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SurfaceNetAction.cs @@ -0,0 +1,76 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using Unity.Netcode; +using UnityEngine; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// Superclass for all surface net actions. + /// It clears the list of drawable types of the surface to make + /// the configuration smaller. + /// + public class SurfaceNetAction : AbstractNetAction + { + /// + /// Should not be sent to newly connecting clients + /// + public override bool ShouldBeSentToNewClient { get => false; } + + /// + /// The configuration without drawable type objects + /// + public DrawableConfig DrawableConf; + + /// + /// The drawable object that should be manipulated by this action. + /// Will be set in the method. Can be null. + /// + protected GameObject Surface { get; private set; } + + /// + /// The id of the drawable on which the object is located + /// + public string SurfaceID; + /// + /// The id of the drawable surface parent + /// + public string SurfaceParentID; + + /// + /// The constructor of this action. + /// It clears the drawable type object lists. + /// + /// The drawable configuration. + public SurfaceNetAction(DrawableConfig config) + { + DrawableConf = (DrawableConfig)config.Clone(); + DrawableConf.LineConfigs.Clear(); + DrawableConf.TextConfigs.Clear(); + DrawableConf.ImageConfigs.Clear(); + DrawableConf.MindMapNodeConfigs.Clear(); + + } + + + /// + /// Unifies the search for the Surface object for the subclasses. + /// + public override void ExecuteOnClient() + { + Surface = GameFinder.FindDrawableSurface(DrawableConf.ID, DrawableConf.ParentID); + } + + /// + /// Ensures that the changes are also applied to the server, necessary for the . + /// + public override void ExecuteOnServer() + { + if (Requester != NetworkManager.Singleton.LocalClientId) + { + base.ExecuteOnServer(); + ExecuteOnClient(); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/SurfaceNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/SurfaceNetAction.cs.meta new file mode 100644 index 0000000000..46cfa46a73 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SurfaceNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6956e324357cbc84fb61ac2df12f6749 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/SurfaceRemovePageNetAction.cs b/Assets/SEE/Net/Actions/Drawable/SurfaceRemovePageNetAction.cs new file mode 100644 index 0000000000..7bff0343f3 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SurfaceRemovePageNetAction.cs @@ -0,0 +1,34 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{/// + /// This class is responsible for remove a page of a drawable on all clients. + /// + public class SurfaceRemovePageNetAction : SurfaceNetAction + { + /// + /// The page to be removed. + /// + public int Page; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The current . + /// The page to be removed. + public SurfaceRemovePageNetAction(DrawableConfig config, int page) : base(config) + { + Page = page; + } + + /// + /// Synchronize the current order in layer of the host on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + GameDrawableManager.RemovePage(Surface, Page); + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/SurfaceRemovePageNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/SurfaceRemovePageNetAction.cs.meta new file mode 100644 index 0000000000..184f6212c3 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SurfaceRemovePageNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7b74c5221dd364a488328bbd850abb13 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/SynchronizeCurrentOrderInLayer.cs b/Assets/SEE/Net/Actions/Drawable/SynchronizeCurrentOrderInLayer.cs new file mode 100644 index 0000000000..c2686cccb9 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SynchronizeCurrentOrderInLayer.cs @@ -0,0 +1,49 @@ +using SEE.Game.Drawable; +using Unity.Netcode; + +namespace SEE.Net.Actions.Drawable +{/// + /// This class is responsible for drawing () a line on the given drawable on all clients. + /// + public class SynchronizeCurrentOrderInLayer : AbstractNetAction + { + /// + /// Should not be sent to newly connecting clients + /// + public override bool ShouldBeSentToNewClient { get => false; } + + /// + /// The current order in layer of the host. + /// + public int OrderInLayer; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The current order in layer of the host. + public SynchronizeCurrentOrderInLayer(int orderInLayer) + { + OrderInLayer = orderInLayer; + } + + /// + /// Synchronize the current order in layer of the host on each client. + /// + public override void ExecuteOnClient() + { + ValueHolder.MaxOrderInLayer = OrderInLayer; + } + + /// + /// Ensures that the changes are also applied to the server, necessary for the . + /// + public override void ExecuteOnServer() + { + if (Requester != NetworkManager.Singleton.LocalClientId) + { + base.ExecuteOnServer(); + ExecuteOnClient(); + } + } + } +} diff --git a/Assets/SEE/Net/Actions/Drawable/SynchronizeCurrentOrderInLayer.cs.meta b/Assets/SEE/Net/Actions/Drawable/SynchronizeCurrentOrderInLayer.cs.meta new file mode 100644 index 0000000000..2a2bfa5406 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SynchronizeCurrentOrderInLayer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 91c95011a5a792943ac7d3625124e7ce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/SynchronizeSurface.cs b/Assets/SEE/Net/Actions/Drawable/SynchronizeSurface.cs new file mode 100644 index 0000000000..5fbcb460cf --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SynchronizeSurface.cs @@ -0,0 +1,38 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; + +namespace SEE.Net.Actions.Drawable +{/// + /// This class is responsible for synchronize a drawable on all clients. + /// + public class SynchronizeSurface : SurfaceNetAction + { + /// + /// Whether the current page change should be forced. + /// + public bool ForceChange; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The current order in layer of the host. + public SynchronizeSurface(DrawableConfig config, bool forceChange = false) : base(config) + { + ForceChange = forceChange; + } + + /// + /// Synchronize the current order in layer of the host on each client. + /// + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + DrawableHolder holder = Surface.GetComponent(); + holder.OrderInLayer = DrawableConf.OrderInLayer; + holder.Description = DrawableConf.Description; + holder.MaxPageSize = DrawableConf.MaxPageSize; + GameDrawableManager.ChangeCurrentPage(Surface, DrawableConf.CurrentPage, ForceChange); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/SynchronizeSurface.cs.meta b/Assets/SEE/Net/Actions/Drawable/SynchronizeSurface.cs.meta new file mode 100644 index 0000000000..286eea9e97 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/SynchronizeSurface.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d86a454536b89214c877750c17d68590 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Actions/Drawable/WriteTextNetAction.cs b/Assets/SEE/Net/Actions/Drawable/WriteTextNetAction.cs new file mode 100644 index 0000000000..e5b9510e30 --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/WriteTextNetAction.cs @@ -0,0 +1,46 @@ +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; + +namespace SEE.Net.Actions.Drawable +{ + /// + /// This class is reponsible for writing a text on the given drawable on all clients. + /// + public class WriteTextNetAction : DrawableNetAction + { + /// + /// The text that should be written as object. + /// + public TextConf Text; + + /// + /// The constructor of this action. All it does is assign the value you pass it to a field. + /// + /// The id of the drawable on which the text should be written. + /// The id of the drawable parent. + /// The text that should be written. + public WriteTextNetAction(string drawableID, string parentDrawableID, TextConf text) + : base (drawableID, parentDrawableID) + { + Text = text; + } + + /// + /// Writes the text on each client. + /// + /// will be thrown, if the or don't exists. + public override void ExecuteOnClient() + { + base.ExecuteOnClient(); + if (Text != null && Text.Id != "") + { + GameTexter.ReWriteText(Surface, Text); + } + else + { + throw new System.Exception($"There is no text to write."); + } + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Actions/Drawable/WriteTextNetAction.cs.meta b/Assets/SEE/Net/Actions/Drawable/WriteTextNetAction.cs.meta new file mode 100644 index 0000000000..0f65b7139b --- /dev/null +++ b/Assets/SEE/Net/Actions/Drawable/WriteTextNetAction.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f68531b0b3a9a204a939a24c06ce57d6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Fragment.cs b/Assets/SEE/Net/Fragment.cs new file mode 100644 index 0000000000..fb27092d3c --- /dev/null +++ b/Assets/SEE/Net/Fragment.cs @@ -0,0 +1,91 @@ +using System; +using System.Collections.Generic; +using System.Linq; + +namespace SEE.Net +{ + /// + /// Represents a class for fragments of a packet to be sent. + /// + [Serializable] + public class Fragment + { + /// + /// The packet id. + /// + public readonly string PacketID; + + /// + /// The fragments size of the packet. + /// + public readonly int PacketSize; + + /// + /// The number of the current fragment. + /// + public readonly int CurrentFragment; + + /// + /// The data of the fragment. + /// + public readonly string Data; + + /// + /// The constructor. + /// + /// The packet id. + /// The amount how many fragments the packet have. + /// The current fragment. + /// The data of the fragment. + public Fragment(string packageID, int packageSize, int currentFragment, string data) + { + PacketID = packageID; + PacketSize = packageSize; + CurrentFragment = currentFragment; + Data = data; + } + + /// + /// Combines the fragments to recover the packet data. + /// + /// The fragments + /// The combined string, is empty if a fragment is missing or a wrong fragment + /// is in the list. + public static string CombineFragments(List fragments) + { + string combined = ""; + fragments.OrderBy(f => f.CurrentFragment); + string id = fragments[0].PacketID; + int packageSize = fragments[0].PacketSize; + if (fragments.All(f => f.PacketID == id) + && fragments.All(f => f.PacketSize == packageSize) + && CheckNumbering(fragments)) + { + for (int i = 0; i < packageSize; i++) + { + combined += fragments[i].Data; + } + } + return combined; + } + + /// + /// Checks whether all fragments have been received. + /// + /// The list of fragments. + /// True if every fragment is in the list, false if some fragment is missing. + private static bool CheckNumbering(List fragments) + { + List numbers = fragments.Select(f => f.CurrentFragment).ToList(); + int packageSize = fragments[0].PacketSize; + for (int i = 0; i < packageSize; i++) + { + if (!numbers.Contains(i)) + { + return false; + } + } + return true; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/Net/Fragment.cs.meta b/Assets/SEE/Net/Fragment.cs.meta new file mode 100644 index 0000000000..4516129f4d --- /dev/null +++ b/Assets/SEE/Net/Fragment.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 897d5de5555572e4398bb9867eefe653 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/Net/Network.cs b/Assets/SEE/Net/Network.cs index dd849b6103..35224b8a5a 100644 --- a/Assets/SEE/Net/Network.cs +++ b/Assets/SEE/Net/Network.cs @@ -1,14 +1,7 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.ComponentModel; -using System.IO; -using System.Linq; -using System.Net; -using System.Text; -using System.Threading; +using Cysharp.Threading.Tasks; using Dissonance; using SEE.Game.City; +using SEE.Game.Drawable; using SEE.GO; using SEE.UI.Notification; using SEE.Utils; @@ -16,6 +9,15 @@ using SEE.Utils.Paths; using Sirenix.OdinInspector; using Sirenix.Serialization; +using System; +using System.Collections; +using System.Collections.Generic; +using System.ComponentModel; +using System.IO; +using System.Linq; +using System.Net; +using System.Text; +using System.Threading; using Unity.Netcode; using Unity.Netcode.Transports.UTP; using UnityEditor; @@ -426,7 +428,46 @@ private static ActionNetwork InitActionNetworkInst() /// List of recipients to broadcast to. Will broadcast to all clients if this is null or omitted. public static void BroadcastAction(String serializedAction, ulong[] recipients = null) { - ActionNetworkInst.Value?.BroadcastActionServerRpc(serializedAction, recipients); + /// TODO(#754): Replace with the exact value. + int maxPacketSize = 32000; + if (serializedAction.Length < maxPacketSize) + { + ActionNetworkInst.Value?.BroadcastActionServerRpc(serializedAction, recipients); + } + else + { + List fragmentData = SplitString(serializedAction, maxPacketSize); + string id = Guid.NewGuid().ToString(); + for (int i = 0; i < fragmentData.Count; i++) + { + ActionNetworkInst.Value?.BroadcastActionServerRpc(id, fragmentData.Count, i, fragmentData[i], recipients); + } + } + } + + /// + /// Splitts a string after chars. + /// + /// The string to be split + /// The size for the sub strings. + /// A list with the split strings. + private static List SplitString(string str, int fragmentSize) + { + List fragments = new(); + + for (int i = 0; i < str.Length; i += fragmentSize) + { + if (i + fragmentSize > str.Length) + { + fragments.Add(str.Substring(i)); + } + else + { + fragments.Add(str.Substring(i, fragmentSize)); + } + } + + return fragments; } /// diff --git a/Assets/SEE/Net/Util/BackendSyncUtil.cs b/Assets/SEE/Net/Util/BackendSyncUtil.cs index 22e932812c..a8237800b5 100644 --- a/Assets/SEE/Net/Util/BackendSyncUtil.cs +++ b/Assets/SEE/Net/Util/BackendSyncUtil.cs @@ -5,6 +5,7 @@ using Cysharp.Threading.Tasks; using Newtonsoft.Json; using SEE.Game.City; +using SEE.Game.Drawable; using SEE.Utils.Paths; using Unity.Netcode; using UnityEngine; diff --git a/Assets/SEE/Tools/LSP/LSPHandler.cs b/Assets/SEE/Tools/LSP/LSPHandler.cs index 797191d30c..e7da49d10a 100644 --- a/Assets/SEE/Tools/LSP/LSPHandler.cs +++ b/Assets/SEE/Tools/LSP/LSPHandler.cs @@ -315,14 +315,8 @@ public async UniTask InitializeAsync(string executablePath = null, CancellationT string tempDir = Path.GetTempPath(); string outputPath = Path.Combine(tempDir, "outputLogLsp.txt"); string inputPath = Path.Combine(tempDir, "inputLogLsp.txt"); - if (File.Exists(outputPath)) - { - File.Delete(outputPath); - } - if (File.Exists(inputPath)) - { - File.Delete(inputPath); - } + FileIO.DeleteIfExists(outputPath); + FileIO.DeleteIfExists(inputPath); outputLog = new FileStream(outputPath, FileMode.Create, FileAccess.Write, FileShare.Read); inputLog = new FileStream(inputPath, FileMode.Create, FileAccess.Write, FileShare.Read); } diff --git a/Assets/SEE/UI/Drawable.meta b/Assets/SEE/UI/Drawable.meta new file mode 100644 index 0000000000..39e109df9d --- /dev/null +++ b/Assets/SEE/UI/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4a55c917e8ac99447aeed6b8ca3d358c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/BorderTriggerController.cs b/Assets/SEE/UI/Drawable/BorderTriggerController.cs new file mode 100644 index 0000000000..d39f28cd9f --- /dev/null +++ b/Assets/SEE/UI/Drawable/BorderTriggerController.cs @@ -0,0 +1,102 @@ +using SEE.Game; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using SEE.Game.Drawable.ValueHolders; +using SEE.Net.Actions.Drawable; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// The border trigger controller ensures that the + /// objects stay within the drawables + /// and moves them in the respective direction when necessary. + /// + public class BorderTriggerController : MonoBehaviour + { + /// + /// Is called once per physics update for every Collider other + /// that is touching the trigger. + /// It moves the collision object back into the drawable area. + /// + /// The object that causes the collision. + private void OnTriggerStay(Collider other) + { + if (Tags.DrawableTypes.Contains(other.gameObject.tag) + && GameFinder.GetHighestParent(gameObject) + .Equals(GameFinder.GetHighestParent(other.gameObject))) + { + GameObject surface = GameFinder.GetDrawableSurface(other.gameObject); + string surfaceParentName = GameFinder.GetDrawableSurfaceParentName(surface); + + /// Block for Mind Map Nodes, they could include children, + /// which is why they are considered particularly. + if (other.gameObject.CompareTag(Tags.MindMapNode)) + { + Rigidbody[] bodys = GameFinder.GetAttachedObjectsObject(other.gameObject) + .GetComponentsInChildren(); + MMNodeValueHolder valueHolder = other.gameObject.GetComponent(); + /// A Rigidbody is only assigned when the object needs to be moved, rotated, or scaled. + foreach (Rigidbody body in bodys) + { + if (body.gameObject == other.gameObject + || valueHolder.GetAllChildren().ContainsKey(body.gameObject) + || valueHolder.GetAllParentAncestors().Contains(body.gameObject)) + { + MoveBack(body.gameObject, surface, surfaceParentName); + } + } + } + else + { + /// For all other move the object back into the drawable area. + MoveBack(other.gameObject, surface, surfaceParentName); + } + } + } + + /// + /// This method moves the object back. + /// + /// The object to move + /// The drawable surface of the object. + /// The parent name of the drawable surface. + private void MoveBack(GameObject objToMove, GameObject surface, string surfaceParentName) + { + Transform transform = objToMove.transform; + /// This is needed to ensure that the correct axes are being moved. A rotation changes the axis position. + Vector3 eulerAngles = transform.localEulerAngles; + transform.localEulerAngles = Vector3.zero; + + /// The fast moving speed will be chosen here. + /// Regular movement might take too long under certain circumstances. + float moveValue = ValueHolder.MoveFast; + + Vector3 newPosition = transform.localPosition; + /// Calculation of the new position, depending on which border registers a collision. + switch (tag) + { + case Tags.Top: + newPosition -= Vector3.up * moveValue; + break; + case Tags.Bottom: + newPosition += Vector3.up * moveValue; + break; + case Tags.Left: + newPosition += Vector3.right * moveValue; + break; + case Tags.Right: + newPosition -= Vector3.right * moveValue; + break; + default: + break; + } + /// Restores the old rotation. + transform.localEulerAngles = eulerAngles; + + /// Sets the new position. + GameMoveRotator.SetPosition(objToMove, newPosition, false); + new MoveNetAction(surface.name, surfaceParentName, objToMove.name, newPosition, false).Execute(); + } + } +} diff --git a/Assets/SEE/UI/Drawable/BorderTriggerController.cs.meta b/Assets/SEE/UI/Drawable/BorderTriggerController.cs.meta new file mode 100644 index 0000000000..63b8cf6606 --- /dev/null +++ b/Assets/SEE/UI/Drawable/BorderTriggerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3e159d0a5734b5045a0c3d6239ba37b3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ButtonHeld.cs b/Assets/SEE/UI/Drawable/ButtonHeld.cs new file mode 100644 index 0000000000..35998e5c96 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ButtonHeld.cs @@ -0,0 +1,99 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; + +namespace SEE.UI.Drawable +{ + /// + /// Component for hold a mouse button pressed. + /// It will be used for some of the menus. + /// + /// Inspired by Ahsanhabibrafy, Jul. 2020 + /// https://discussions.unity.com/t/how-to-make-the-button-respond-to-touch-and-hold-feature/213417/6 + /// + public class ButtonHeld : MonoBehaviour, IPointerDownHandler, IPointerUpHandler + { + /// + /// Status indicating whether the action should be repeatedly executed. + /// This is the case as long as the selected mouse button is held down. + /// + private bool isPressed = false; + + /// + /// The action that is executed on a held mouse button. + /// + private UnityAction action; + + /// + /// Bool state for holding the left mouse click. + /// When this is activated, the left mouse button is considered for + /// being held down instead of the right mouse button. + /// + private bool leftMouseClick; + + /// + /// Sets the action that should be executed when the right mouse button is pressed. + /// + /// + public void SetAction(UnityAction action, bool leftMouseClick = false) + { + this.action = action; + this.leftMouseClick = leftMouseClick; + } + + /// + /// Will be called when the button is pressed. + /// + /// The data of the pointer event + public void OnPointerDown(PointerEventData data) + { + bool pressedRightButton = false; + + if (leftMouseClick) + { + if (data.button == PointerEventData.InputButton.Left) + { + pressedRightButton = true; + } + } + else + { + if (data.button == PointerEventData.InputButton.Right) + { + pressedRightButton = true; + } + } + + /// Starts the loop that executes the action until the mouse button is released. + if (pressedRightButton) + { + isPressed = true; + StartCoroutine(Pressed()); + } + } + + /// + /// Will be called when the button is not pressed. + /// Sets to false. + /// + /// The data of the pointer event (ignored). + public void OnPointerUp(PointerEventData data) + { + isPressed = false; + } + + /// + /// Will be executed as long as the right mouse button is clicked. + /// + /// the wait value + private IEnumerator Pressed() + { + while (isPressed) + { + action(); + yield return new WaitForSeconds(0.1f); + } + } + } +} diff --git a/Assets/SEE/UI/Drawable/ButtonHeld.cs.meta b/Assets/SEE/UI/Drawable/ButtonHeld.cs.meta new file mode 100644 index 0000000000..3648f0e972 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ButtonHeld.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cf7bd1c4f7a90e44fb7efa7235996564 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ButtonHoverTooltip.cs b/Assets/SEE/UI/Drawable/ButtonHoverTooltip.cs new file mode 100644 index 0000000000..a4d830234b --- /dev/null +++ b/Assets/SEE/UI/Drawable/ButtonHoverTooltip.cs @@ -0,0 +1,91 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// This class allows adding a hover tooltip to a button. + /// + public class ButtonHoverTooltip : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerDownHandler + { + /// + /// The message to be displayed when the button is hovered over. + /// + [FormerlySerializedAs("message")] + public string Message; + + /// + /// The time to wait before displaying the message when hovering over the button. + /// + private float waitTime = 0.3f; + + /// + /// Stops all coroutines and starts a new one when the button is hovered over. + /// + /// Will not be used. It's an initial parameter. + public void OnPointerEnter(PointerEventData eventData) + { + StopAllCoroutines(); + StartCoroutine(StartTimer()); + } + + /// + /// Stops all coroutines and hides the when the pointer leaves the button. + /// + /// Will not be used. It's an initial parameter. + public void OnPointerExit(PointerEventData eventData) + { + StopAllCoroutines(); + Tooltip.Deactivate(); + } + + /// + /// Stops all coroutines and hides the when the button will be clicked. + /// + /// Will not be used. It's an initial parameter. + public void OnPointerDown(PointerEventData eventData) + { + StopAllCoroutines(); + Tooltip.Deactivate(); + } + + /// + /// Adds the and shows the message. + /// + private void ShowMessage() + { + Tooltip.ActivateWith(Message); + } + + /// + /// The coroutine that is started waits for the specified time and then displays the message + /// with a . + /// + /// + private IEnumerator StartTimer() + { + yield return new WaitForSeconds(waitTime); + ShowMessage(); + } + + /// + /// Sets the message. + /// + /// The message to be displayed. + public void SetMessage(string message) + { + Message = message; + } + + /// + /// Sets the time to wait. + /// + /// The time to wait before displaying the message. + public void SetWaitTime(float waitTime) + { + this.waitTime = waitTime; + } + } +} diff --git a/Assets/SEE/UI/Drawable/ButtonHoverTooltip.cs.meta b/Assets/SEE/UI/Drawable/ButtonHoverTooltip.cs.meta new file mode 100644 index 0000000000..659eba9156 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ButtonHoverTooltip.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b84a1b7a966579342ad761a15f87f36f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/CollisionController.cs b/Assets/SEE/UI/Drawable/CollisionController.cs new file mode 100644 index 0000000000..5e1eac7d4d --- /dev/null +++ b/Assets/SEE/UI/Drawable/CollisionController.cs @@ -0,0 +1,81 @@ +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// The controller for collisions between + /// objects and a drawable border. + /// + public class CollisionController : MonoBehaviour + { + /// + /// True if the object is in a collision. + /// + private bool isInCollision = false; + + /// + /// Sets the to true if a collision occurs. + /// Only the borders of the used Drawable can have a collision with the object. + /// This case is necessary, for example, if a sticky note is placed on a whiteboard. + /// + /// The object that causes the collision. + private void OnTriggerEnter(Collider other) + { + if (GameFinder.GetHighestParent(gameObject). + Equals(GameFinder.GetHighestParent(other.gameObject))) + { + isInCollision = true; + } + } + + /// + /// Is executed as long as the objects are colliding. + /// Ensures that the variable remains true. + /// + /// The object that causes the collision. + private void OnTriggerStay(Collider other) + { + if (GameFinder.GetHighestParent(gameObject). + Equals(GameFinder.GetHighestParent(other.gameObject))) + { + isInCollision = true; + } + } + + /// + /// Sets the isInCollision false when the collision is over. + /// Only the borders of the used Drawable can resolve a collision with the object. + /// This case is necessary, for example, if a sticky note is placed on a whiteboard. + /// + /// The object that causes the collision. + private void OnTriggerExit(Collider other) + { + if (GameFinder.GetHighestParent(gameObject). + Equals(GameFinder.GetHighestParent(other.gameObject))) + { + isInCollision = false; + } + } + + /// + /// Returns true if the object is in a collision. + /// + /// whether the object is in a collision + public bool IsInCollision() + { + return isInCollision; + } + + /// + /// Sets the to false. + /// It is necessary if a trigger exit was not properly registered. + /// If, nevertheless, they are still involved in a collision, will set this to true again. + /// + public void SetCollisionToFalse() + { + isInCollision = false; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/UI/Drawable/CollisionController.cs.meta b/Assets/SEE/UI/Drawable/CollisionController.cs.meta new file mode 100644 index 0000000000..2d5ae21037 --- /dev/null +++ b/Assets/SEE/UI/Drawable/CollisionController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4e642f7e7ba8fc947b319e2cd75bbe96 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ColorPickerMenuDisabler.cs b/Assets/SEE/UI/Drawable/ColorPickerMenuDisabler.cs new file mode 100644 index 0000000000..e44d604c1f --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPickerMenuDisabler.cs @@ -0,0 +1,35 @@ +using SEE.Controls.Actions; +using SEE.Controls.Actions.Drawable; +using SEE.UI.Menu.Drawable; +using SEE.Utils; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// This class ensures that the color picker menu is hidden when an action state change occurs. + /// (It is required to prevent a display error of the switch. See .) + /// + public class ColorPickerMenuDisabler : MonoBehaviour + { + /// + /// Checks every frame if the action has changed. + /// If yes, the component will be destroyed. + /// + private void Update() + { + if (GlobalActionHistory.Current() != ActionStateTypes.ColorPicker) + { + gameObject.Destroy(); + } + } + + /// + /// If this component will be destroyed, it destroys the color picker menu. + /// + private void OnDestroy() + { + ColorPickerMenu.Instance.Destroy(); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/UI/Drawable/ColorPickerMenuDisabler.cs.meta b/Assets/SEE/UI/Drawable/ColorPickerMenuDisabler.cs.meta new file mode 100644 index 0000000000..8b35079c6d --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPickerMenuDisabler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6a7068c74218c904d8d32f7f3b0aa61f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ColorPresetList.cs b/Assets/SEE/UI/Drawable/ColorPresetList.cs new file mode 100644 index 0000000000..24555c49e8 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPresetList.cs @@ -0,0 +1,87 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +namespace SEE.UI.Drawable +{ + /// + /// This class holds the colors for the preset boxes. + /// + /// The file comes from the HSVPicker package. + /// https://github.com/judah4/HSV-Color-Picker-Unity/blob/master/Packages/com.judahperez.hsvcolorpicker/UI/ColorPresetManager.cs + /// It has been extended to include the functionality of removing and modifying colors, + /// as well as loading and saving colors from the previous session. + /// + public class ColorPresetList + { + /// + /// The list name. + /// + public string ListId { get; private set; } + + /// + /// The colors of the preset boxes. + /// + public List Colors { get; private set; } + + /// + /// The action that will be called when the list were updated. + /// + public event UnityAction> OnColorsUpdated; + + /// + /// The constructor of ColorPresetList. + /// + /// is the id/name of the list. + /// are the colors that the list holds. + public ColorPresetList(string listId, List colors = null) + { + colors ??= new(); + Colors = colors; + ListId = listId; + } + + /// + /// Adds a new color to the list and updates the UI. + /// + /// is the color that should be added. + public void AddColor(Color color) + { + Colors.Add(color); + OnColorsUpdated?.Invoke(Colors); + } + + /// + /// Removes the given color from the list. + /// + /// is the color that should be removed. + public void RemoveColor(Color color) + { + Colors.Remove(color); + OnColorsUpdated?.Invoke(Colors); + } + + /// + /// This method change the color of an already existing color preset. + /// + /// is the index of the color preset that should be changed. + /// is the new color for the color preset. + public void ChangeColor(int index, Color newColor) + { + Colors[index] = newColor; + OnColorsUpdated?.Invoke(Colors); + } + + /// + /// Updates the list. + /// + /// are the new colors for the list. + public void UpdateList(IEnumerable colors) + { + Colors.Clear(); + Colors.AddRange(colors); + + OnColorsUpdated?.Invoke(Colors); + } + } +} diff --git a/Assets/SEE/UI/Drawable/ColorPresetList.cs.meta b/Assets/SEE/UI/Drawable/ColorPresetList.cs.meta new file mode 100644 index 0000000000..4f676c4114 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPresetList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06fa58436e73a9d46bd252ed760f04e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ColorPresets.cs b/Assets/SEE/UI/Drawable/ColorPresets.cs new file mode 100644 index 0000000000..d99af74431 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPresets.cs @@ -0,0 +1,148 @@ +using HSVPicker; +using SEE.Game.Drawable; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + +namespace SEE.UI.Drawable +{ + /// + /// This class holds the presets and an image button to create new presets. + /// + /// The file comes from the HSVPicker package. + /// https://github.com/judah4/HSV-Color-Picker-Unity/blob/master/Packages/com.judahperez.hsvcolorpicker/UI/ColorPresets.cs + /// It has been extended to include the functionality of removing and modifying colors, + /// as well as loading and saving colors from the previous session. + /// + public class ColorPresets : MonoBehaviour + { + /// + /// The picker will be needed for update the selected color to the HSVPicker. + /// + [FormerlySerializedAs("picker")] + public ColorPicker Picker; + + /// + /// This array holds the GameObjects for the up to eleven presets. + /// + [FormerlySerializedAs("presets")] + public GameObject[] Presets; + + /// + /// Is used as a button, to create new color presets. + /// + [FormerlySerializedAs("createPresetImage")] + public Image CreatePresetImage; + + /// + /// Is the used ColorPresetList. + /// + private ColorPresetList colors; + + /// + /// Adds a new onValueChangs Listener to the picker. + /// + private void Awake() + { + Picker.onValueChanged.AddListener(ColorChanged); + } + + /// + /// Loads the colors from the file, if the file exists. + /// Otherwise it loads the default colors. + /// It adds the OnColorsUpdate method to the ColorPresetList action onColorsUpdated. + /// Then this method will be called with the given colors. + /// + private void Start() + { + if (ColorPresetsConfigManager.IsFileExists()) + { + colors = ColorPresetManager.Get(ColorPresetsConfigManager.LoadColors().Colors); + } + else + { + colors = ColorPresetManager.Get(Picker.Setup.DefaultPresetColors, "default"); + } + + colors.OnColorsUpdated += OnColorsUpdate; + OnColorsUpdate(colors.Colors); + } + + /// + /// Assigns each color element from the to a preset box. + /// The respective preset box is made active and is assigned the respective color. + /// Once the eleventh preset box has been assigned, the Create button will be hidden. + /// In addition, each time this method is called, the list of color presets is saved to a file. + /// + /// are the passed list of colors. + private void OnColorsUpdate(List colors) + { + for (int cnt = 0; cnt < Presets.Length; cnt++) + { + /// Disables the unassigned presets. + if (colors.Count <= cnt) + { + Presets[cnt].SetActive(false); + continue; + } + /// Enables the assigned preset and assigns colors to them. + Presets[cnt].SetActive(true); + Presets[cnt].GetComponent().color = colors[cnt]; + + } + /// Enables the button for adding a color, or disables it if all eleven preset slots are filled. + CreatePresetImage.gameObject.SetActive(colors.Count < Presets.Length); + + /// Saves the presets. + ColorPresetsConfigManager.SaveColors(colors.ToArray()); + } + + /// + /// Add a new color to the list. + /// Will be used from the create preset button in the line configuration menu. + /// Warning: This method is used by a prefab (Picker 2.0) and therefore has 0 references! + /// + public void CreatePresetButton() + { + colors.AddColor(Picker.CurrentColor); + } + + /// + /// Assigns the chosen color to the color picker. + /// Will be used from the preset boxes in the line configuration menu. + /// Warning: This method is used by a prefab (Picker 2.0) and therefore has 0 references! + /// + public void PresetSelect(Image sender) + { + Picker.CurrentColor = sender.color; + } + + /// + /// Assigns the color picker color to the create preset button. + /// Will be used for the create preset button in the line configuration menu. + /// + private void ColorChanged(Color color) + { + CreatePresetImage.color = color; + } + + /// + /// Removes the chosen color from the list. + /// Warning: This method is used by a prefab (Picker 2.0) and therefore has 0 references! + /// + public void RemoveColor(Image sender) + { + colors.RemoveColor(sender.color); + } + + /// + /// Changes the chosen color from the list to the current color of the color picker. + /// Warning: This method is used by a prefab (Picker 2.0) and therefore has 0 references! + /// + public void ChangeColor(int index) + { + colors.ChangeColor(index, Picker.CurrentColor); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/UI/Drawable/ColorPresets.cs.meta b/Assets/SEE/UI/Drawable/ColorPresets.cs.meta new file mode 100644 index 0000000000..0620668a4f --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPresets.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 55380a2c17ece834c96a5c7bfa74d470 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ColorPresetsManager.cs b/Assets/SEE/UI/Drawable/ColorPresetsManager.cs new file mode 100644 index 0000000000..acac8a3050 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPresetsManager.cs @@ -0,0 +1,38 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// This class holds the color preset list with a name. + /// + /// The file comes from the HSVPicker package. + /// https://github.com/judah4/HSV-Color-Picker-Unity/blob/master/Packages/com.judahperez.hsvcolorpicker/UI/ColorPresetManager.cs + /// It has been extended to include the functionality of removing and modifying colors, + /// as well as loading and saving colors from the previous session. + /// + public static class ColorPresetManager + { + /// + /// The dictionary that currently holds the color preset list. + /// + private static Dictionary presets = new(); + + /// + /// Adds the created color preset list to the dictionary and returned the list. + /// + /// are the colors that should be load in the list. + /// is the name of the list. + /// The preset list + public static ColorPresetList Get(Color[] colors, string listId = "loaded") + { + if (!presets.TryGetValue(listId, out ColorPresetList preset)) + { + preset = new ColorPresetList(listId, colors.ToList()); + presets.Add(listId, preset); + } + return preset; + } + } +} diff --git a/Assets/SEE/UI/Drawable/ColorPresetsManager.cs.meta b/Assets/SEE/UI/Drawable/ColorPresetsManager.cs.meta new file mode 100644 index 0000000000..2bf73feb9f --- /dev/null +++ b/Assets/SEE/UI/Drawable/ColorPresetsManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 54753903af7b5ea438a9d4266e17caae +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/DrawableActionBar.cs b/Assets/SEE/UI/Drawable/DrawableActionBar.cs new file mode 100644 index 0000000000..e87ccde24c --- /dev/null +++ b/Assets/SEE/UI/Drawable/DrawableActionBar.cs @@ -0,0 +1,299 @@ +using Michsky.UI.ModernUIPack; +using SEE.Controls.Actions; +using SEE.Controls.Actions.Drawable; +using SEE.Game; +using SEE.Game.Drawable; +using SEE.GO.Menu; +using SEE.Utils; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// Creates the drawable action bar if the user opens a drawable action. + /// + public class DrawableActionBar : MonoBehaviour + { + /// + /// Prefab of the drawable action bar with toggler. + /// + private const string actionBarWithTogglerPrefab = "Prefabs/UI/Drawable/DrawableActionBarWithToggler"; + + /// + /// The instance of the action bar with toggle button. + /// + private GameObject actionBar; + + /// + /// The instance of the action bar. + /// + private GameObject barInstance; + + /// + /// The instance of the toggler. + /// + private GameObject togglerInstance; + + /// + /// Whether the user enables the bar with the toggler. + /// + private bool toggles = false; + + /// + /// The original position of the toggler. + /// + private Vector3 originTogglePos; + + /// + /// Instantiates the action bar. + /// + void Start() + { + actionBar = PrefabInstantiator.InstantiatePrefab(actionBarWithTogglerPrefab, + UICanvas.Canvas.transform, false); + barInstance = actionBar.transform.Find("DrawableActionBar").gameObject; + togglerInstance = actionBar.transform.Find("DrawableActionBarToggler").gameObject; + Init(); + barInstance.SetActive(false); + InitToggler(); + originTogglePos = togglerInstance.transform.position; + } + + /// + /// Displays the action bar if a drawable action will be used. + /// Otherwise it will be disabled. + /// + void Update() + { + if (GlobalActionHistory.Current().Parent == ActionStateTypes.Drawable) + { + barInstance.SetActive(true); + togglerInstance.SetActive(false); + } + else + { + if (!toggles) + { + barInstance.SetActive(false); + } + togglerInstance.SetActive(true); + } + if (toggles) + { + barInstance.SetActive(true); + } + } + + /// + /// Destroys the action bar. + /// + private void OnDestroy() + { + Destroyer.Destroy(barInstance); + } + + /// + /// Configurates the toggler for the action bar. + /// + private void InitToggler() + { + GameObject toggle = GameFinder.FindChild(togglerInstance, "Toggle"); + ButtonManagerBasic toggleBMB = toggle.GetComponent(); + toggleBMB.clickEvent.AddListener(() => + { + if (!toggles) + { + toggles = true; + toggle.transform.eulerAngles = new Vector3(0, 0, 180); + RectTransform barRect = (RectTransform)barInstance.transform; + RectTransform togglerRect = (RectTransform)togglerInstance.transform; + togglerRect.localPosition = new Vector3(togglerRect.localPosition.x, + togglerRect.localPosition.y + barRect.rect.height, + togglerRect.localPosition.z); + } + else + { + toggles = false; + toggle.transform.eulerAngles = new Vector3(0, 0, 0); + togglerInstance.transform.position = originTogglePos; + } + + }); + } + + /// + /// Configurates the action bar. + /// + private void Init() + { + LocalPlayer.TryGetPlayerMenu(out PlayerMenu menu); + GameObject drawFreehand = GameFinder.FindChild(barInstance, "DrawFreehand"); + drawFreehand.AddComponent().SetMessage("Draw Freehand"); + drawFreehand.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.DrawFreehand); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject drawShape = GameFinder.FindChild(barInstance, "DrawShape"); + drawShape.AddComponent().SetMessage("Draw Shape"); + drawShape.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.DrawShapes); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject writeText = GameFinder.FindChild(barInstance, "WriteText"); + writeText.AddComponent().SetMessage("Write Text"); + writeText.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.WriteText); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject addImage = GameFinder.FindChild(barInstance, "AddImage"); + addImage.AddComponent().SetMessage("Add An Image"); + addImage.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.AddImage); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject mindMap = GameFinder.FindChild(barInstance, "MindMap"); + mindMap.AddComponent().SetMessage("Create Mind Map"); + mindMap.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.MindMap); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject colorPicker = GameFinder.FindChild(barInstance, "ColorPicker"); + colorPicker.AddComponent().SetMessage("Color Picker"); + colorPicker.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.ColorPicker); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject edit = GameFinder.FindChild(barInstance, "Edit"); + edit.AddComponent().SetMessage("Edit"); + edit.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.Edit); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject moveRotator = GameFinder.FindChild(barInstance, "MoveRotator"); + moveRotator.AddComponent().SetMessage("Move Or Rotate"); + moveRotator.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.MoveRotator); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject scale = GameFinder.FindChild(barInstance, "Scale"); + scale.AddComponent().SetMessage("Scale"); + scale.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.Scale); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject layerChanger = GameFinder.FindChild(barInstance, "LayerChanger"); + layerChanger.AddComponent().SetMessage("Change The Sorting Layer."); + layerChanger.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.LayerChanger); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject cutCopyPaste = GameFinder.FindChild(barInstance, "CutCopyPaste"); + cutCopyPaste.AddComponent().SetMessage("Cut, Copy, Paste"); + cutCopyPaste.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.CutCopyPaste); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject movePoint = GameFinder.FindChild(barInstance, "MovePoint"); + movePoint.AddComponent().SetMessage("Move a Point"); + movePoint.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.MovePoint); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject lineSplit = GameFinder.FindChild(barInstance, "LineSplit"); + lineSplit.AddComponent().SetMessage("Line Split"); + lineSplit.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.LineSplit); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject save = GameFinder.FindChild(barInstance, "Save"); + save.AddComponent().SetMessage("Save"); + save.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.Save); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject load = GameFinder.FindChild(barInstance, "Load"); + load.AddComponent().SetMessage("Load"); + load.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.Load); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject linePointErase = GameFinder.FindChild(barInstance, "LinePointErase"); + linePointErase.AddComponent().SetMessage("Line Point Erase"); + linePointErase.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.LinePointErase); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject lineConnectionErase = GameFinder.FindChild(barInstance, "LineConnectionErase"); + lineConnectionErase.AddComponent().SetMessage("Line Connection Erase"); + lineConnectionErase.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.LineConnectionErase); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject erase = GameFinder.FindChild(barInstance, "Erase"); + erase.AddComponent().SetMessage("Erase"); + erase.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.Erase); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject cleaner = GameFinder.FindChild(barInstance, "Clear"); + cleaner.AddComponent().SetMessage("Clear"); + cleaner.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.Clear); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject stickyNote = GameFinder.FindChild(barInstance, "StickyNote"); + stickyNote.AddComponent().SetMessage("Sticky Note"); + stickyNote.GetComponent().clickEvent.AddListener(() => + { + GlobalActionHistory.Execute(ActionStateTypes.StickyNote); + menu.UpdateActiveEntry(ActionStateTypes.Drawable.Name); + }); + + GameObject manager = GameFinder.FindChild(barInstance, "Manager"); + manager.AddComponent().SetMessage("Drawable Surface Manager"); + manager.GetComponent().clickEvent.AddListener(() => + { + LocalPlayer.Instance.GetComponentInChildren().Toggle(); + } + ); + } + } +} \ No newline at end of file diff --git a/Assets/SEE/UI/Drawable/DrawableActionBar.cs.meta b/Assets/SEE/UI/Drawable/DrawableActionBar.cs.meta new file mode 100644 index 0000000000..134a8e4aec --- /dev/null +++ b/Assets/SEE/UI/Drawable/DrawableActionBar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6622d01bdd3d3fe4fbe0ca0f2e5856d1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/DrawableFileBrowser.cs b/Assets/SEE/UI/Drawable/DrawableFileBrowser.cs new file mode 100644 index 0000000000..96b776575e --- /dev/null +++ b/Assets/SEE/UI/Drawable/DrawableFileBrowser.cs @@ -0,0 +1,233 @@ +using SEE.Controls; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ActionHelpers; +using SEE.Utils; +using SimpleFileBrowser; +using System.Collections; +using UnityEngine; +using static SEE.Controls.Actions.Drawable.LoadAction; +using static SEE.Controls.Actions.Drawable.SaveAction; + +namespace SEE.UI.Drawable +{ + /// + /// The file browser which is used in different drawable actions. + /// + public class DrawableFileBrowser : MonoBehaviour + { + /// + /// Whether this class has a file path in store that wasn't yet fetched. + /// + private static bool gotFilePath; + + /// + /// If is true, this contains the file path which the player selected. + /// + private static string path; + + /// + /// The init file path for the file browser + /// + private string initPath; + + /// + /// Ensures that the configuration path exists and sets the init path to the configuration path. + /// + private void Awake() + { + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.configurationPath); + initPath = DrawableConfigManager.configurationPath; + } + + /// + /// Loads a drawable configuration. + /// + /// The chosen load state (regular/specific) + public void LoadDrawableConfiguration(LoadState loadState) + { + SEEInput.KeyboardShortcutsEnabled = false; + StartCoroutine(ShowLoadDialogCoroutine(loadState)); + } + + /// + /// Coroutine that enables the file browser to chose a file for loading. + /// + /// The chosen load state (regular/specific) + /// nothing + private IEnumerator ShowLoadDialogCoroutine(LoadState loadState) + { + string title = ""; + switch (loadState) + { + /// Block for load on a specific drawable. + case LoadState.Specific: + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.configurationPath); + initPath = DrawableConfigManager.configurationPath; + title = "Load on specific Drawable"; + break; + /// Block for load on the regular drawable. + case LoadState.Regular: + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.configurationPath); + initPath = DrawableConfigManager.configurationPath; + title = "Load Drawable(s)"; + break; + } + + /// Ensures that only configuration files can be selected. + FileBrowser.SetFilters(false, Filenames.ConfigExtension); + + /// Opens the file browser. + yield return FileBrowser.WaitForLoadDialog(FileBrowser.PickMode.Files, false, initPath, null, title, "Load"); + + /// Enables the short cuts again. + SEEInput.KeyboardShortcutsEnabled = true; + + if (FileBrowser.Success) + { + /// Sets the file path upon success. + SetPath(FileBrowser.Result[0]); + } + + /// Refreshes the UI canvas to prevent display issues. + UICanvas.Refresh(); + } + + /// + /// Method to save a drawable configuration + /// + /// The chosen save state (one/more/all) + public void SaveDrawableConfiguration(SaveState saveState) + { + SEEInput.KeyboardShortcutsEnabled = false; + StartCoroutine(ShowSaveDialogCoroutine(saveState)); + } + + /// + /// Coroutine that enables the file browser to chose a file for saving. + /// + /// The chosen save state (one/more/all) + /// nothing + private IEnumerator ShowSaveDialogCoroutine(SaveState saveState) + { + string title = ""; + switch (saveState) + { + /// Block for save only one drawable. + case SaveState.One: + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.singleConfPath); + initPath = DrawableConfigManager.singleConfPath; + title = "Save Drawable"; + break; + + /// Block for save more drawables. + case SaveState.Multiple: + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.multipleConfPath); + initPath = DrawableConfigManager.multipleConfPath; + title = "Save specific Drawables"; + break; + + /// Block for save all drawables of the game world. + case SaveState.All: + DrawableConfigManager.EnsureDrawableDirectoryExists(DrawableConfigManager.multipleConfPath); + initPath = DrawableConfigManager.multipleConfPath; + title = "Save all Drawables"; + break; + } + + /// Ensures that only configuration files can be selected. + FileBrowser.SetFilters(false, Filenames.ConfigExtension); + + /// Opens the file browser. + yield return FileBrowser.WaitForSaveDialog(FileBrowser.PickMode.Files, false, initPath, null, title, "Save"); + + /// Enables the short cuts again. + SEEInput.KeyboardShortcutsEnabled = true; + + if (FileBrowser.Success) + { + /// Sets the file path upon success. + SetPath(FileBrowser.Result[0]); + } + + /// Refreshes the UI canvas to prevent display issues. + UICanvas.Refresh(); + } + + /// + /// Method to load an image + /// + public void LoadImage() + { + SEEInput.KeyboardShortcutsEnabled = false; + StartCoroutine(ShowLoadImageDialogCoroutine()); + } + + /// + /// Coroutine that enables the file browser to chose a file. + /// + /// nothing + private IEnumerator ShowLoadImageDialogCoroutine() + { + DrawableConfigManager.EnsureDrawableDirectoryExists(ValueHolder.ImagePath); + initPath = ValueHolder.ImagePath; + string title = "Load an image"; + + /// Ensures that only PNG or JPG files can be selected. + FileBrowser.SetFilters(true, Filenames.PNGExtension, Filenames.JPGExtension); + + /// Opens the file browser. + yield return FileBrowser.WaitForLoadDialog(FileBrowser.PickMode.Files, false, initPath, null, title, "Load"); + + /// Enables the short cuts again. + SEEInput.KeyboardShortcutsEnabled = true; + + if (FileBrowser.Success) + { + /// Sets the file path upon success. + SetPath(FileBrowser.Result[0]); + } + + /// Refreshes the UI canvas to prevent display issues. + UICanvas.Refresh(); + } + + /// + /// Returns true if the file browser is open. + /// + /// Whether file browser is open. + public bool IsOpen() + { + return FileBrowser.IsOpen; + } + + /// + /// Sets the chosen path. + /// + /// The chosen path + private void SetPath(string newPath) + { + path = newPath; + gotFilePath = true; + } + + /// + /// If is true, the will be the file path chosen by the + /// player. Otherwise it will be some dummy value. + /// + /// The file path the player confirmed, if that doesn't exist, some dummy value + /// + public bool TryGetFilePath(out string filePath) + { + if (gotFilePath) + { + filePath = path; + gotFilePath = false; + Destroy(this); + return true; + } + + filePath = ""; + return false; + } + } +} \ No newline at end of file diff --git a/Assets/SEE/UI/Drawable/DrawableFileBrowser.cs.meta b/Assets/SEE/UI/Drawable/DrawableFileBrowser.cs.meta new file mode 100644 index 0000000000..ee85330a74 --- /dev/null +++ b/Assets/SEE/UI/Drawable/DrawableFileBrowser.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0f7646b4648d20943b6e98a10f5ba2cf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/FloatValueSliderController.cs b/Assets/SEE/UI/Drawable/FloatValueSliderController.cs new file mode 100644 index 0000000000..b1e0cd97d2 --- /dev/null +++ b/Assets/SEE/UI/Drawable/FloatValueSliderController.cs @@ -0,0 +1,138 @@ +using Michsky.UI.ModernUIPack; +using System; +using TMPro; +using UnityEngine; +using UnityEngine.Events; + +namespace SEE.UI.Drawable +{ + /// + /// A controller for a slider that uses a float value. + /// + public class FloatValueSliderController : MonoBehaviour + { + /// + /// The slider manager. + /// It contains the slider in manager.mainSlider. + /// When the value of the main slider changes (meaning the player moved the slider), the value + /// will be set to the value of this slider. + /// + private SliderManager manager; + + /// + /// The tmp text that shows the value of the slider. + /// + private TMP_Text tmpText; + + /// + /// Configuration for the decimal places for this slider. + /// Allows a range from 0 to 4. + /// + [SerializeField, Range(0, 4)] + private int decimalPlaces = 0; + + /// + /// Option to normalize the value of the slider. + /// + [SerializeField] + private bool valueNormalized = true; + + /// + /// Option if the slider should be aligned left. + /// Otherwise the handler is in the middle of the slider. + /// + [SerializeField] + private bool sliderLeftAligned = true; + + /// + /// Action that is executed when the value of the slider changes. + /// + [Header("Event")] + public UnityEvent onValueChanged = new(); + + /// + /// Initializes the slider controller. + /// + private void Awake() + { + manager = GetComponentInChildren(); + tmpText = GetComponentsInChildren()[1]; + manager.mainSlider.onValueChanged.AddListener(SliderChanged); + tmpText.text = manager.mainSlider.value.ToString("F" + decimalPlaces); + + } + + /// + /// Removes the handler of the slider. + /// + private void OnDestroy() + { + manager.mainSlider.onValueChanged.RemoveListener(SliderChanged); + } + + /// + /// Handler method for changing the slider value. + /// + /// the new selected value + private void SliderChanged(float newValue) + { + /// Normalizes the value of the slider when the option is enabled. + if (valueNormalized) + { + newValue = manager.mainSlider.normalizedValue; + } + else + { + /// Does not normalize the value. + decimal value = (decimal)manager.mainSlider.value; + newValue = (float)decimal.Round(value, decimalPlaces); + } + + /// If the slider should be centered. + if (!sliderLeftAligned) + { + newValue /= 100f; + } + + /// Assigns the value to the text. + tmpText.text = manager.mainSlider.value.ToString("F" + decimalPlaces); + + /// Executes the action. + onValueChanged.Invoke(newValue); + } + + /// + /// Assigns a value to the slider and to the text. + /// + /// the value that should be assigned + public void AssignValue(float value) + { + tmpText.text = value.ToString(); + manager.mainSlider.value = value; + } + + /// + /// Resets the slider to its minimum based on . + /// + public void ResetToMin() + { + if (sliderLeftAligned) + { + manager.mainSlider.value = manager.mainSlider.minValue; + } + else + { + manager.mainSlider.value = 0f; + } + } + + /// + /// Gets the current value of the slider. + /// + /// the slider value. + public float GetValue() + { + return manager.mainSlider.value; + } + } +} diff --git a/Assets/SEE/UI/Drawable/FloatValueSliderController.cs.meta b/Assets/SEE/UI/Drawable/FloatValueSliderController.cs.meta new file mode 100644 index 0000000000..1540dad549 --- /dev/null +++ b/Assets/SEE/UI/Drawable/FloatValueSliderController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a05e6d443a27ca74c82d837577e9a261 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/GUIClickController.cs b/Assets/SEE/UI/Drawable/GUIClickController.cs new file mode 100644 index 0000000000..3ccf8d6607 --- /dev/null +++ b/Assets/SEE/UI/Drawable/GUIClickController.cs @@ -0,0 +1,56 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// This class provides a controller for buttons, + /// which allows the use of both left-click, right-click, and mouse wheel click. + /// + /// author: @braur + /// found at: https://forum.unity.com/threads/can-the-ui-buttons-detect-a-right-mouse-click.279027/#post-3344931 + /// + public class GUIClickController : MonoBehaviour, IPointerClickHandler + { + /// + /// The event that should be executed if the left mouse button is clicked. + /// + [FormerlySerializedAs("onLeft")] + public UnityEvent OnLeft; + + /// + /// The event that should be executed if the right mouse button is clicked. + /// + [FormerlySerializedAs("onRight")] + public UnityEvent OnRight; + + /// + /// The event that should be executed if the middle mouse button is clicked. + /// + [FormerlySerializedAs("onMiddle")] + public UnityEvent OnMiddle; + + /// + /// Registers the mouse button click and will execute the right action for the click. + /// + /// Contains the information about which button was pressed. + public void OnPointerClick(PointerEventData eventData) + { + /// Block for a left click + if (eventData.button == PointerEventData.InputButton.Left) + { + OnLeft.Invoke(); + } + else if (eventData.button == PointerEventData.InputButton.Right) + { + OnRight.Invoke(); + } + else if (eventData.button == PointerEventData.InputButton.Middle) + { + OnMiddle.Invoke(); + } + } + } +} diff --git a/Assets/SEE/UI/Drawable/GUIClickController.cs.meta b/Assets/SEE/UI/Drawable/GUIClickController.cs.meta new file mode 100644 index 0000000000..9a5bf257ac --- /dev/null +++ b/Assets/SEE/UI/Drawable/GUIClickController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4882e00b93564544db6c1eab368566c1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/InputFieldEventTriggerController.cs b/Assets/SEE/UI/Drawable/InputFieldEventTriggerController.cs new file mode 100644 index 0000000000..e039962e17 --- /dev/null +++ b/Assets/SEE/UI/Drawable/InputFieldEventTriggerController.cs @@ -0,0 +1,57 @@ +using SEE.Controls; +using TMPro; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// Locks the shortcuts as long as input is entered in an input field. + /// Used in the menu's prefabs. + /// + [RequireComponent(typeof(TMP_InputField))] + public class InputFieldEventTriggerController : MonoBehaviour + { + /// + /// The input field being edited. + /// + private TMP_InputField inputField; + + /// + /// Initializes the component. + /// + private void Awake() + { + inputField = GetComponent(); + inputField.onDeselect.AddListener(ActivateInput); + inputField.onSelect.AddListener(DeactivateInput); + } + + /// + /// Deactivates the keyboard shortcuts of SEE. + /// + /// Simply a placeholder, not used. + /// However, must be specified as AddListener expects a string UnityAction. + private void DeactivateInput(string hex) + { + SEEInput.KeyboardShortcutsEnabled = false; + } + + /// + /// Enables the keyboard shortcuts of SEE. + /// + /// Simply a placeholder, not used. + /// However, must be specified as AddListener expects a string UnityAction. + private void ActivateInput(string hex) + { + SEEInput.KeyboardShortcutsEnabled = true; + } + + /// + /// When the menu will be destroyed, enable the shortcuts. + /// + private void OnDestroy() + { + SEEInput.KeyboardShortcutsEnabled = true; + } + } +} diff --git a/Assets/SEE/UI/Drawable/InputFieldEventTriggerController.cs.meta b/Assets/SEE/UI/Drawable/InputFieldEventTriggerController.cs.meta new file mode 100644 index 0000000000..c47e3126ed --- /dev/null +++ b/Assets/SEE/UI/Drawable/InputFieldEventTriggerController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 803a2c08c9d53d146bf740ad6088c765 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/InputFieldWithButtons.cs b/Assets/SEE/UI/Drawable/InputFieldWithButtons.cs new file mode 100644 index 0000000000..6dbd6b3dc0 --- /dev/null +++ b/Assets/SEE/UI/Drawable/InputFieldWithButtons.cs @@ -0,0 +1,211 @@ +using Michsky.UI.ModernUIPack; +using SEE.UI.Notification; +using TMPro; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// This class provides a controller for a combination + /// of an input field with an up and a down button. + /// + public class InputFieldWithButtons : MonoBehaviour + { + /// + /// Is the input field of this component. + /// + private TMP_InputField inputField; + + /// + /// Is the button up of this component. + /// + private ButtonManagerBasic upBtn; + + /// + /// Is the button down of this component. + /// + private ButtonManagerBasic downBtn; + + /// + /// Is the current value of the input field. + /// + private float value; + + /// + /// The value with wich the up and down button should calculate. + /// + [SerializeField] + private float upAndDownValue = 0.01f; + + /// + /// The minimum value for the input field. + /// + [SerializeField] + private float minValue = 0.15f; + + /// + /// The maximum value for the input field. + /// + [SerializeField] + private float maxValue = 3f; + + /// + /// The action to be executed when the input field is edited. + /// + [Header("Event")] + [FormerlySerializedAs("onValueChanged")] + public UnityEvent OnValueChanged = new(); + + /// + /// The action event for another input field. + /// When the fields are intended to increase proportionally. + /// + [Header("Event")] + [FormerlySerializedAs("onProportionalValueChanged")] + public UnityEvent OnProportionalValueChanged = null; + + /// + /// Get and sets up the input field and the buttons. + /// + private void Awake() + { + inputField = GetComponentInChildren(); + GameObject up = transform.Find("UpDown").Find("UpBtn").gameObject; + upBtn = up.GetComponent(); + + GameObject down = transform.Find("UpDown").Find("DownBtn").gameObject; + downBtn = down.GetComponent(); + /// Adds the handler for the normal left click. + upBtn.clickEvent.AddListener(ClickUp); + /// Adds the component for the option that the button can be holded (right click). + up.AddComponent().SetAction(ClickUp); + /// Adds the handler for the normal left click. + downBtn.clickEvent.AddListener(ClickDown); + /// Adds the component for the option that the button can be holded (right click). + down.AddComponent().SetAction(ClickDown); + /// Adds a hover tool tip to the buttons. + up.AddComponent().SetMessage("Left mouse button for a single click, " + + "right mouse button can be held down (performs multiple steps)."); + down.AddComponent().SetMessage("Left mouse button for a single click, " + + "right mouse button can be held down (performs multiple steps)."); + + inputField.onEndEdit.AddListener(ValueChanged); + } + + /// + /// The initial onEndEditEvent for the input field. + /// It displayed the value and invoke the specific onValueChanged Event + /// + /// is the new value for the input field. It must be between the minimum and maximum range. + /// Otherwise it is set of the respective limit. + private void ValueChanged(string newValue) + { + float oldValue = value; + newValue = inputField.text.Replace(".", ","); + /// If the new value can't be parse in a float, then show a notification and + /// set the default value. + if (!float.TryParse(newValue, out value)) + { + ShowNotification.Warn("Wrong format", "The input field only allows float format."); + value = 0.5f; + } + + /// If the value would be less then the . + /// Set to . + if (value < minValue) + { + value = minValue; + inputField.text = value.ToString(); + } + + /// If the value would be greater then the . + /// Set to . + if (value > maxValue) + { + value = maxValue; + inputField.text = value.ToString(); + } + + /// If an action for proportional increase is provided, execute it. + OnProportionalValueChanged?.Invoke(value - oldValue); + OnValueChanged.Invoke(value); + } + + /// + /// Assigns a value to the input field. + /// + /// The value that should assigned. + public void AssignValue(float assignValue) + { + /// If the value would be less then the . + /// Set to . + if (assignValue < minValue) + { + assignValue = minValue; + } + + /// If the value would be greater then the . + /// Set to . + if (assignValue > maxValue) + { + assignValue = maxValue; + } + + value = assignValue; + inputField.text = value.ToString(); + } + + /// + /// OnClick event for the up button. + /// + private void ClickUp() + { + /// Assigns the new value. + /// Increase by . + value += upAndDownValue; + value = (float)decimal.Round((decimal)value, 2); + + /// If the maximum is exceeded, set it to the maximum. + if (value > maxValue) { value = maxValue; } + + /// Assigns the value. + AssignValue(value); + + /// If an action for proportional increase is provided, execute it. + OnProportionalValueChanged?.Invoke(+upAndDownValue); + OnValueChanged.Invoke(value); + } + + /// + /// OnClick event for the down button. + /// + private void ClickDown() + { + /// Assigns the new value. + /// Decrease by . + value -= upAndDownValue; + value = (float)decimal.Round((decimal)value, 2); + + /// If the minimum is undershot, set it to the minimum. + if (value < minValue) { value = minValue; } + + /// Assigns the value + AssignValue(value); + + /// If an action for proportional increase is provided, execute it. + OnProportionalValueChanged?.Invoke(-upAndDownValue); + OnValueChanged.Invoke(value); + } + + /// + /// Gets the current value. + /// + /// The value. + public float GetValue() + { + return value; + } + } +} diff --git a/Assets/SEE/UI/Drawable/InputFieldWithButtons.cs.meta b/Assets/SEE/UI/Drawable/InputFieldWithButtons.cs.meta new file mode 100644 index 0000000000..8e52898d56 --- /dev/null +++ b/Assets/SEE/UI/Drawable/InputFieldWithButtons.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 722a4465e27f0f54bb0018647f484963 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/IntValueSliderController.cs b/Assets/SEE/UI/Drawable/IntValueSliderController.cs new file mode 100644 index 0000000000..14b1380728 --- /dev/null +++ b/Assets/SEE/UI/Drawable/IntValueSliderController.cs @@ -0,0 +1,92 @@ +using Michsky.UI.ModernUIPack; +using TMPro; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// A controller for a slider that uses an int value. + /// + public class IntValueSliderController : MonoBehaviour + { + /// + /// The slider manager. + /// It contains the slider in manager.mainSlider. + /// When the value of the main slider changes (meaning the player moved the slider), the value + /// will be set to the value of this slider. + /// + private SliderManager manager; + + /// + /// The tmp text that shows the value of the slider. + /// + private TMP_Text tmpText; + + /// + /// Action that is executed when the value of the slider changes. + /// + [Header("Event")] + [FormerlySerializedAs("onValueChanged")] + public UnityEvent OnValueChanged = new(); + + /// + /// Initializes the slider controller. + /// + private void Awake() + { + manager = GetComponentInChildren(); + tmpText = GetComponentsInChildren()[1]; + tmpText.text = manager.mainSlider.value.ToString(); + manager.mainSlider.onValueChanged.AddListener(SliderChanged); + manager.mainSlider.wholeNumbers = true; + } + + /// + /// Removes the handler of the slider. + /// + private void OnDestroy() + { + manager.mainSlider.onValueChanged.RemoveListener(SliderChanged); + } + + /// + /// Handler method for changing the slider value. + /// + /// the new selected value + private void SliderChanged(float newValue) + { + newValue = manager.mainSlider.value; + tmpText.text = ((int)newValue).ToString(); + OnValueChanged.Invoke((int)newValue); + } + + /// + /// Assigns a value to the slider and to the text. + /// + /// the value that should be assigned + public void AssignValue(int value) + { + tmpText.text = value.ToString(); + manager.mainSlider.value = value; + } + + /// + /// Resets the slider to its minimum. + /// + public void ResetToMin() + { + manager.mainSlider.value = manager.mainSlider.minValue; + } + + /// + /// Gets the current value of the slider. + /// + /// the slider value. + public int GetValue() + { + return (int)manager.mainSlider.value; + } + } +} diff --git a/Assets/SEE/UI/Drawable/IntValueSliderController.cs.meta b/Assets/SEE/UI/Drawable/IntValueSliderController.cs.meta new file mode 100644 index 0000000000..42aac15705 --- /dev/null +++ b/Assets/SEE/UI/Drawable/IntValueSliderController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5b91206615c6f834597e338125611bfd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/LayerSliderController.cs b/Assets/SEE/UI/Drawable/LayerSliderController.cs new file mode 100644 index 0000000000..443e72cb98 --- /dev/null +++ b/Assets/SEE/UI/Drawable/LayerSliderController.cs @@ -0,0 +1,95 @@ +using Michsky.UI.ModernUIPack; +using SEE.Game.Drawable; +using TMPro; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// The slider controller for the order in layer. + /// + public class LayerSliderController : MonoBehaviour + { + /// + /// The slider manager. + /// It contains the slider in manager.mainSlider. + /// When the value of the main slider changes (meaning the player moved the slider), the value + /// will be set to the value of this slider. + /// + [SerializeField] + private SliderManager manager; + + /// + /// The tmp text that show's the value of the slider. + /// + [SerializeField] + private TMP_Text tmpText; + + /// + /// Action that is executed when the value of the slider changes. + /// + [Header("Event")] + [FormerlySerializedAs("onValueChanged")] + public UnityEvent OnValueChanged = new(); + + /// + /// Initializes the slider controller. + /// + private void Awake() + { + manager = GetComponentInChildren(); + tmpText = GetComponentsInChildren()[1]; + manager.mainSlider.onValueChanged.AddListener(SliderChanged); + manager.mainSlider.minValue = 0; + } + + /// + /// Sets the slider maximum to the current maximum order in layer value. + /// + private void Start() + { + manager.mainSlider.maxValue = ValueHolder.MaxOrderInLayer; + } + + /// + /// Removes the handler of the slider. + /// + private void OnDestroy() + { + manager.mainSlider.onValueChanged.RemoveListener(SliderChanged); + } + + /// + /// Handler method for changing the slider value. + /// + /// the new selected value + private void SliderChanged(float newValue) + { + newValue = manager.mainSlider.value; + tmpText.text = ((int)newValue).ToString(); + OnValueChanged.Invoke((int)newValue); + } + + /// + /// Assigns a value to the slider and to the text. + /// + /// the value that should be assigned. + public void AssignValue(int value) + { + tmpText.text = value.ToString(); + manager.mainSlider.value = value; + } + + /// + /// Assigns a new max value to the slider. + /// + /// The new maximum value that should be assigned. + public void AssignMaxOrder(int value) + { + manager.mainSlider.maxValue = value; + manager.UpdateUI(); + } + } +} diff --git a/Assets/SEE/UI/Drawable/LayerSliderController.cs.meta b/Assets/SEE/UI/Drawable/LayerSliderController.cs.meta new file mode 100644 index 0000000000..8c32a144b8 --- /dev/null +++ b/Assets/SEE/UI/Drawable/LayerSliderController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 812a314f7534e054ab1c48aca152052a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/LineMenuUpdater.cs b/Assets/SEE/UI/Drawable/LineMenuUpdater.cs new file mode 100644 index 0000000000..71d884af66 --- /dev/null +++ b/Assets/SEE/UI/Drawable/LineMenuUpdater.cs @@ -0,0 +1,31 @@ +using Michsky.UI.ModernUIPack; +using SEE.UI.Menu.Drawable; +using System.Collections; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// This class resolves a display issue with the . + /// During the initial execution, default values are otherwise displayed + /// because the selectors update too late. + /// + public class LineMenuUpdater : MonoBehaviour + { + /// The update is only performed during the initial use of the menu. + private void Start() + { + StartCoroutine(Updater()); + } + + /// + /// Performs the update. + /// + /// waits 100 ms. + private IEnumerator Updater() + { + yield return new WaitForSeconds(0.1f); + LineMenu.RefreshHorizontalSelectors(); + } + } +} diff --git a/Assets/SEE/UI/Drawable/LineMenuUpdater.cs.meta b/Assets/SEE/UI/Drawable/LineMenuUpdater.cs.meta new file mode 100644 index 0000000000..53131c24fb --- /dev/null +++ b/Assets/SEE/UI/Drawable/LineMenuUpdater.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e55fc14ccaca7024eb037a3c2a73ec2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/MenuHelper.cs b/Assets/SEE/UI/Drawable/MenuHelper.cs new file mode 100644 index 0000000000..2e4ec94dd7 --- /dev/null +++ b/Assets/SEE/UI/Drawable/MenuHelper.cs @@ -0,0 +1,66 @@ +using SEE.Game.Drawable; +using UnityEngine; +using UnityEngine.UI; + +namespace SEE.UI.Drawable +{ + /// + /// This class provides methods intended to assist menus. + /// + public static class MenuHelper + { + /// + /// Calculates the rect height for a dynamic UI menu. + /// + /// The instance of the menu + /// Indicates whether the menu should be shifted to maintain the original appearance. + public static void CalculateHeight(GameObject menuInstance, bool movePosition = false) + { + /// Gets the three transforms of a menu. + /// The whole menu transform + RectTransform menuTransform = menuInstance.GetComponent(); + /// The content transform + RectTransform contentTransform = GameFinder.FindChild(menuInstance, "Content") + .GetComponent(); + /// The dragger transform + RectTransform draggerTransform = GameFinder.FindChild(menuInstance, "Dragger") + .GetComponent(); + + /// The old height of the menu. + float oldHeight = contentTransform.rect.height; + + /// Forces the menu canvas to update so that the correct sizes are calculated. + Canvas.ForceUpdateCanvases(); + + /// Updates the Content Size Fitter of the content object. + /// This is needed for it to recalculate its size. + ContentSizeFitter csf = GameFinder.FindChild(menuInstance, "Content").GetComponent(); + csf.verticalFit = ContentSizeFitter.FitMode.Unconstrained; + csf.verticalFit = ContentSizeFitter.FitMode.PreferredSize; + + /// The new height of the menu. + float newHeight = contentTransform.rect.height; + + /// The offset of the change. + float diffHeight = oldHeight - newHeight; + + /// Calculates the new whole menu height. + menuTransform.sizeDelta = new Vector2(contentTransform.rect.width, + contentTransform.rect.height + draggerTransform.rect.height); + + /// It is necessary for the correct representation to update the parent and the position. + Transform parent = menuTransform.parent; + Vector3 position = menuTransform.position; + menuTransform.SetParent(null); + menuTransform.SetParent(parent); + menuTransform.position = position; + + if (movePosition) + { + /// Moves the local position of the menu by the offset, divided by 2. + Vector3 locPos = menuTransform.localPosition; + menuTransform.localPosition = new Vector3(locPos.x, locPos.y + diffHeight / 2, locPos.z); + } + } + } +} diff --git a/Assets/SEE/UI/Drawable/MenuHelper.cs.meta b/Assets/SEE/UI/Drawable/MenuHelper.cs.meta new file mode 100644 index 0000000000..07ff695671 --- /dev/null +++ b/Assets/SEE/UI/Drawable/MenuHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 56dd62b6a25497d4887261556f344a71 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/RotationSliderController.cs b/Assets/SEE/UI/Drawable/RotationSliderController.cs new file mode 100644 index 0000000000..77031ff1c0 --- /dev/null +++ b/Assets/SEE/UI/Drawable/RotationSliderController.cs @@ -0,0 +1,124 @@ +using Michsky.UI.ModernUIPack; +using RTG; +using SEE.UI.Notification; +using System.Globalization; +using TMPro; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// The controller for the rotation slider. + /// + public class RotationSliderController : MonoBehaviour + { + /// + /// The slider manager. + /// It contains the slider in manager.mainSlider. + /// When the value of the main slider changes (meaning the player moved the slider), the value + /// will be set to the value of this slider. + /// + [SerializeField] + private SliderManager manager; + + /// + /// The input field that show's the value of the slider. + /// The rotation can also be changed through the input field. + /// + [SerializeField] + private TMP_InputField inputField; + + /// + /// Action that is executed when the value of the slider changes. + /// + [Header("Event")] + [FormerlySerializedAs("onValueChanged")] + public UnityEvent OnValueChanged = new(); + + /// + /// Initializes the slider controller. + /// + private void Awake() + { + manager = GetComponentInChildren(); + inputField = GetComponentInChildren(); + /// Adds the slider change method + manager.mainSlider.onValueChanged.AddListener(SliderChanged); + /// Adds the input field change method. + inputField.onValueChanged.AddListener(InputChanged); + /// Minimum degree + manager.mainSlider.minValue = 0f; + /// Maximum degree + manager.mainSlider.maxValue = 359.9f; + } + + /// + /// Removes the handler of the slider and the input field. + /// + private void OnDestroy() + { + manager.mainSlider.onValueChanged.RemoveListener(SliderChanged); + inputField.onValueChanged.RemoveListener(InputChanged); + } + + /// + /// Handler method for changing the slider value. + /// + /// the new selected value + private void SliderChanged(float newValue) + { + newValue = manager.mainSlider.value; + if (newValue % 1 == 0) + { + inputField.text = newValue.ToString(); + } + else + { + inputField.text = newValue.ToString("F1"); + } + OnValueChanged.Invoke(newValue); + } + + /// + /// Handler for changing the input of the input field. + /// It invokes a . + /// + /// The new value. + private void InputChanged(string text) + { + text = text.Replace(",", "."); + /// Try to parse the text into a float. + if (text.LastChar() != '.' && float.TryParse(text, NumberStyles.Float, CultureInfo.InvariantCulture, out float value)) + { + manager.mainSlider.value = value; + SliderChanged(value); + } + else + { + if (text.LastChar() != '.') + { + ShowNotification.Warn("Wrong format!", "The given text is no degree format."); + } + } + } + + /// + /// Assigns a value to the slider and to the input field. + /// + /// the value that should be assigned + public void AssignValue(float value) + { + if (value % 1 == 0) + { + inputField.text = value.ToString(); + } + else + { + inputField.text = value.ToString("F1"); + } + manager.mainSlider.value = value; + } + } +} diff --git a/Assets/SEE/UI/Drawable/RotationSliderController.cs.meta b/Assets/SEE/UI/Drawable/RotationSliderController.cs.meta new file mode 100644 index 0000000000..c6985320dc --- /dev/null +++ b/Assets/SEE/UI/Drawable/RotationSliderController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 12825afb97bf1434d9dda2b5fcb1a197 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/SurfacePageController.cs b/Assets/SEE/UI/Drawable/SurfacePageController.cs new file mode 100644 index 0000000000..d232d4825f --- /dev/null +++ b/Assets/SEE/UI/Drawable/SurfacePageController.cs @@ -0,0 +1,178 @@ +using Michsky.UI.ModernUIPack; +using SEE.Game.Drawable; +using SEE.Game.Drawable.ValueHolders; +using SEE.Net.Actions.Drawable; +using SEE.UI.Notification; +using SEE.UI.PopupMenu; +using SEE.Utils; +using System.Collections.Generic; +using System.Linq; +using TMPro; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// Controller for managing the buttons used to switch pages of a surface. + /// + public class SurfacePageController : MonoBehaviour + { + /// + /// Button for increasing the currently selected page. + /// + private ButtonManagerBasic forward; + + /// + /// Button for decreasing the currently selected page. + /// + private ButtonManagerBasic backward; + + /// + /// Button for opening a to select a page. + /// + private ButtonManagerBasic display; + + /// + /// Text for displaying the currentl< selected page. + /// + private TextMeshProUGUI displayMesh; + + /// + /// The popup menu for chosing a page. + /// + private PopupMenu.PopupMenu popupMenu; + + /// + /// The drawable holder of the depending surface. + /// + private DrawableHolder holder; + + /// + /// Initializes the Surface Page Controller. + /// + private void Awake() + { + forward = transform.Find("ForwardButton").GetComponent(); + backward = transform.Find("BackButton").GetComponent(); + display = transform.Find("CurrentButton").GetComponent(); + displayMesh = transform.Find("CurrentButton").GetComponentInChildren(); + popupMenu = gameObject.AddComponent(); + holder = GameFinder.GetDrawableSurface(gameObject).GetComponent(); + + displayMesh.text = holder.CurrentPage.ToString(); + + /// Register handler for the back button. + backward.clickEvent.AddListener(() => + { + int page; + if (holder.CurrentPage > 0) + { + page = holder.CurrentPage - 1; + } else + { + page = holder.MaxPageSize - 1; + }; + Notification(); + GameDrawableManager.ChangeCurrentPage(gameObject, page); + new SynchronizeSurface(DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(gameObject))).Execute(); + }); + + /// Register handler for the forward button. + forward.clickEvent.AddListener(() => + { + int page; + if (holder.CurrentPage < holder.MaxPageSize-1) + { + page = holder.CurrentPage+ 1; + } else + { + page = 0; + } + Notification(); + GameDrawableManager.ChangeCurrentPage(gameObject, page); + new SynchronizeSurface(DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(gameObject))).Execute(); + }); + + /// Register handler for the middle button (popup menu button) + display.clickEvent.AddListener(PopupMenu); + } + + /// + /// Displays a notification indicating that an additional page must be added before the page can be switched. + /// + private void Notification() + { + if (holder.MaxPageSize == 1) + { + ShowNotification.Info("Add a new page", + "Currently, this surface has only one page. " + + "\nFirst, add a new page via the popup menu. " + + "\nYou can open this menu by clicking the middle button from the page selection."); + } + } + + /// + /// Prepares the popup menu and makes it available. + /// + private void PopupMenu() + { + List entries = new(); + + List pages = new(); + for (int i = 0; i < holder.MaxPageSize; i++) + { + pages.Add(i); + } + entries.AddRange(pages.Select(CreatePopupEntries)); + entries.Add(new PopupMenuAction("+", () => + { + holder.MaxPageSize++; + new SynchronizeSurface(DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(gameObject))).Execute(); + PopupMenu(); + }, ' ', CloseAfterClick: false)); + + popupMenu.ClearEntries(); + popupMenu.AddEntries(entries); + popupMenu.ShowWith(position: UICanvas.Canvas.transform.position); + UICanvas.Refresh(); + } + + /// + /// Creates a for each page. + /// + /// The page number + /// The created for the page number entry. + private PopupMenuAction CreatePopupEntries(int pageNumber) + { + return new PopupMenuAction(pageNumber.ToString(), () => SetPage(pageNumber), GetIcon(pageNumber), CloseAfterClick: true); + } + + /// + /// Gets the depending icon for the entry. + /// + /// The entry number. + /// The corresponding icon. + private char GetIcon(int i) + { + return i == holder.CurrentPage ? Icons.CheckedRadio : Icons.EmptyRadio; + } + + /// + /// Sets the page of the surface. + /// + /// The page to switch to. + public void SetPage(int page) + { + GameDrawableManager.ChangeCurrentPage(gameObject, page); + new SynchronizeSurface(DrawableConfigManager.GetDrawableConfig(GameFinder.GetDrawableSurface(gameObject))).Execute(); + } + + /// + /// Updates the displayed page number. + /// + public void UpdatePage() + { + displayMesh.text = holder.CurrentPage.ToString(); + } + } +} diff --git a/Assets/SEE/UI/Drawable/SurfacePageController.cs.meta b/Assets/SEE/UI/Drawable/SurfacePageController.cs.meta new file mode 100644 index 0000000000..96eba6a33c --- /dev/null +++ b/Assets/SEE/UI/Drawable/SurfacePageController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dcb3b643a59dbf846b5a1ef4206b1aba +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ThicknessSliderController.cs b/Assets/SEE/UI/Drawable/ThicknessSliderController.cs new file mode 100644 index 0000000000..557783e249 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ThicknessSliderController.cs @@ -0,0 +1,80 @@ +using Michsky.UI.ModernUIPack; +using TMPro; +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.Serialization; + +namespace SEE.UI.Drawable +{ + /// + /// Provides the controller for the line thickness. + /// + public class ThicknessSliderController : MonoBehaviour + { + /// + /// The slider manager. + /// It contains the slider in manager.mainSlider. + /// When the value of the main slider changes (meaning the player moved the slider), the value + /// will be set to the value of this slider. + /// + [SerializeField] + private SliderManager manager; + + /// + /// The text which shows the slider value. + /// + [SerializeField] + private TMP_Text tmpText; + + /// + /// The unity event which will executed when the slider value changes. + /// + [Header("Event")] + [FormerlySerializedAs("onValueChanged")] + public UnityEvent OnValueChanged = new(); + + /// + /// Initializes the Thickness Slider Controller + /// and sets the values for the minimum and maximum values. + /// + private void Awake() + { + manager = GetComponentInChildren(); + tmpText = GetComponentsInChildren()[1]; + manager.mainSlider.onValueChanged.AddListener(SliderChanged); + manager.mainSlider.minValue = 0.001f; + manager.mainSlider.maxValue = 0.3f; + } + + /// + /// Removes the handler for the slider. + /// + private void OnDestroy() + { + manager.mainSlider.onValueChanged.RemoveListener(SliderChanged); + } + + /// + /// Executed when the slider value changes. + /// The new value is added to the text to represent + /// the slider value, and the associated event is invoked with this value. + /// + /// The new slider value. + private void SliderChanged(float newValue) + { + newValue = manager.mainSlider.value; + tmpText.text = newValue.ToString("F2"); + OnValueChanged.Invoke(newValue); + } + + /// + /// Assigns the value will be assigned to the slider and the text. + /// + /// The value to be assign. + public void AssignValue(float value) + { + tmpText.text = value.ToString("F2"); + manager.mainSlider.value = value; + } + } +} diff --git a/Assets/SEE/UI/Drawable/ThicknessSliderController.cs.meta b/Assets/SEE/UI/Drawable/ThicknessSliderController.cs.meta new file mode 100644 index 0000000000..5aa8a0adf0 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ThicknessSliderController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9eda79bb3df29ce4c9230d0d66a720ce +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Drawable/ValueResetter.cs b/Assets/SEE/UI/Drawable/ValueResetter.cs new file mode 100644 index 0000000000..93e716077d --- /dev/null +++ b/Assets/SEE/UI/Drawable/ValueResetter.cs @@ -0,0 +1,74 @@ +using SEE.Controls.Actions; +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; + +namespace SEE.UI.Drawable +{ + /// + /// This class ensures that the static attributes of an action will be resetted after + /// an actionstate type change. + /// + public class ValueResetter : MonoBehaviour + { + /// + /// The allowed state type for the action. + /// + private ActionStateType allowedState; + + /// + /// Sets the allowed state. + /// + /// the allowed state + public void SetAllowedState(ActionStateType state) + { + allowedState = state; + } + + /// + /// Checks every frame if the action state has changes. + /// If it changes and it's not the allowed state, this component will be destroyed. + /// + private void Update() + { + if (GlobalActionHistory.Current() != allowedState) + { + Destroy(gameObject.GetComponent()); + } + } + + /// + /// If this component will be destroyed, it calls the reset method for the + /// appropriate action. + /// The static attributes are needed in the actions to select a new + /// object directly after the action. + /// + private void OnDestroy() + { + if (allowedState == ActionStateTypes.WriteText) + { + WriteTextAction.Reset(); + } + + if (allowedState == ActionStateTypes.Edit) + { + EditAction.Reset(); + } + + if (allowedState == ActionStateTypes.CutCopyPaste) + { + CutCopyPasteAction.Reset(); + } + + if (allowedState == ActionStateTypes.Scale) + { + ScaleAction.Reset(); + } + + if (allowedState == ActionStateTypes.LayerChanger) + { + LayerChangeAction.Reset(); + } + } + } +} diff --git a/Assets/SEE/UI/Drawable/ValueResetter.cs.meta b/Assets/SEE/UI/Drawable/ValueResetter.cs.meta new file mode 100644 index 0000000000..b4e9ffb6b3 --- /dev/null +++ b/Assets/SEE/UI/Drawable/ValueResetter.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f3393578b3febdd48ad7d4da7ac497e0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Menu/Drawable.meta b/Assets/SEE/UI/Menu/Drawable.meta new file mode 100644 index 0000000000..359ecd7650 --- /dev/null +++ b/Assets/SEE/UI/Menu/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dc1208bcbe5eedf41afaa9d30d87f600 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Menu/Drawable/ClearMenu.cs b/Assets/SEE/UI/Menu/Drawable/ClearMenu.cs new file mode 100644 index 0000000000..fcd00c3f84 --- /dev/null +++ b/Assets/SEE/UI/Menu/Drawable/ClearMenu.cs @@ -0,0 +1,73 @@ +using Michsky.UI.ModernUIPack; +using SEE.Game.Drawable; +using TMPro; + +namespace SEE.UI.Menu.Drawable +{ + /// + /// This class provides a menu, with which the player can + /// configure the clear action. + /// + public class ClearMenu : Menu + { + /// + /// The location where the menu prefeb is placed. + /// + private const string clearMenuPrefab = "Prefabs/UI/Drawable/ClearMenu"; + + /// + /// The types of clearing. + /// + internal enum Type + { + Current, + All + } + + /// + /// Constructor. + /// + public ClearMenu() + { + Instantiate(clearMenuPrefab); + TextMeshProUGUI text = GameFinder.FindChild(gameObject, "DeleteText") + .GetComponent(); + + SwitchManager typeManager = GameFinder.FindChild(gameObject, "TypeSwitch") + .GetComponent(); + + typeManager.OnEvents.AddListener(() => + { + CurrentType = Type.All; + text.text = "Delete Pages"; + }); + + typeManager.OffEvents.AddListener(() => + { + CurrentType = Type.Current; + text.text = "Delete Page"; + }); + + SwitchManager deleteManager = GameFinder.FindChild(gameObject, "DeleteSwitch") + .GetComponent(); + deleteManager.OnEvents.AddListener(() => ShouldDeletePage = true); + deleteManager.OffEvents.AddListener(() => ShouldDeletePage = false); + } + + /// + /// The currently selected . + /// + internal Type CurrentType + { + get; private set; + } + + /// + /// The currently selected deleting state. + /// + public bool ShouldDeletePage + { + get; private set; + } + } +} diff --git a/Assets/SEE/UI/Menu/Drawable/ClearMenu.cs.meta b/Assets/SEE/UI/Menu/Drawable/ClearMenu.cs.meta new file mode 100644 index 0000000000..da936e2a62 --- /dev/null +++ b/Assets/SEE/UI/Menu/Drawable/ClearMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eb9820fb4a25ca442a26cc987f4b5c91 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Menu/Drawable/ColorPickerMenu.cs b/Assets/SEE/UI/Menu/Drawable/ColorPickerMenu.cs new file mode 100644 index 0000000000..ee25970b9d --- /dev/null +++ b/Assets/SEE/UI/Menu/Drawable/ColorPickerMenu.cs @@ -0,0 +1,96 @@ +using HSVPicker; +using Michsky.UI.ModernUIPack; +using SEE.Controls.Actions.Drawable; +using SEE.Game.Drawable; +using UnityEngine; + +namespace SEE.UI.Menu.Drawable +{ + /// + /// This singleton class provides the color picker menu for the . + /// + public class ColorPickerMenu : SingletonMenu + { + /// + /// The location where the color picker menu prefeb is placed. + /// + private const string colorPickerMenuPrefab = "Prefabs/UI/Drawable/ColorPickerMenu"; + + /// + /// We do not want to create an instance of this singleton class outside of this class. + /// + private ColorPickerMenu() { } + + /// + /// The only instance of this singleton class. + /// + public static ColorPickerMenu Instance { get; private set; } + + /// + /// The selection for which color the picker should pick the color. + /// Primary or secondary color. + /// + private static readonly SwitchManager switchManager; + + /// + /// The HSV color picker to show the selected primary color. + /// + private static readonly ColorPicker pickerForPrimaryColor; + + /// + /// The HSV color picker to show the selected second color. + /// + private static readonly ColorPicker pickerForSecondColor; + + /// + /// The init constructor that create the instance for the color picker menu. + /// It hides the text menu by default. + /// + static ColorPickerMenu() + { + Instance = new ColorPickerMenu(); + + Instance.Instantiate(colorPickerMenuPrefab); + + switchManager = GameFinder.FindChild(Instance.gameObject, "Switch").GetComponent(); + + /// Gets and assign the color picker for the primary color. + pickerForPrimaryColor = GameFinder.FindChild(Instance.gameObject, "Primary").GetComponent(); + pickerForPrimaryColor.AssignColor(ValueHolder.CurrentPrimaryColor); + + /// Gets and assign the color picker for the secondary color. + pickerForSecondColor = GameFinder.FindChild(Instance.gameObject, "Second").GetComponent(); + pickerForSecondColor.AssignColor(ValueHolder.CurrentSecondaryColor); + + /// Hides the menu. + Instance.Enable(); + } + + /// + /// Assigns a color to the primary HSV color picker. + /// + /// The color that should be assigned. + public static void AssignPrimaryColor(Color color) + { + pickerForPrimaryColor.AssignColor(color); + } + + /// + /// Assigns a color to the secondary HSV color picker. + /// + /// The color that should be assigned. + public static void AssignSecondaryColor(Color color) + { + pickerForSecondColor.AssignColor(color); + } + + /// + /// Returns the state of the switch. + /// + /// The switch status. + public static bool GetSwitchStatus() + { + return switchManager.isOn; + } + } +} diff --git a/Assets/SEE/UI/Menu/Drawable/ColorPickerMenu.cs.meta b/Assets/SEE/UI/Menu/Drawable/ColorPickerMenu.cs.meta new file mode 100644 index 0000000000..1ddb5df91f --- /dev/null +++ b/Assets/SEE/UI/Menu/Drawable/ColorPickerMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7de35bef7f01e0c419552349496ac59c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Menu/Drawable/ColorPickerMindMapMenu.cs b/Assets/SEE/UI/Menu/Drawable/ColorPickerMindMapMenu.cs new file mode 100644 index 0000000000..febee7aff8 --- /dev/null +++ b/Assets/SEE/UI/Menu/Drawable/ColorPickerMindMapMenu.cs @@ -0,0 +1,189 @@ +using Michsky.UI.ModernUIPack; +using SEE.Game.Drawable; +using SEE.Game.Drawable.Configurations; +using UnityEngine; +using UnityEngine.UI; + +namespace SEE.UI.Menu.Drawable +{ + /// + /// This singleton class provides a menu for the color picking of mind-map nodes. + /// + public class ColorPickerMindMapMenu : SingletonMenu + { + /// + /// The location where the menu prefeb is placed. + /// + private const string menuPrefab = "Prefabs/UI/Drawable/ColorPickerMindMap"; + + /// + /// We do not want to create an instance of this singleton class outside of this class. + /// + private ColorPickerMindMapMenu() { } + + /// + /// The only instance of this singleton class. + /// + public static ColorPickerMindMapMenu Instance { get; set; } + + static ColorPickerMindMapMenu() + { + Instance = new ColorPickerMindMapMenu(); + } + + /// + /// Whether this class has a color in store that has not been fetched yet. + /// + private static bool gotColor; + + /// + /// If is true, this contains the button kind which the player selected. + /// + private static Color chosenColor; + + /// + /// Creates the menu and registers the needed handler. + /// + /// The selected node + /// Indicates whether the primary or secondary color should be chosen + public static void Enable(GameObject node, bool primaryColor) + { + if (Instance.gameObject == null) + { + MindMapNodeConf conf = MindMapNodeConf.GetNodeConf(node); + Instance.Instantiate(menuPrefab); + + /// Initialize the button to obtain the color of the border. + InitializeColorOfBorderButton(conf, primaryColor); + + /// Initialize the button to obtain the color of the text. + InitializeColorOfTextButton(conf, primaryColor); + + /// Initialize the button to obtain the color of the branch line. + /// If there is no branch line for the node, this button becomes inactive. + InitializeColorOfBranchLine(conf, primaryColor); + } + } + + /// + /// Initialize the button to obtain the color of the border. + /// Selects the color based on the . + /// If it is true, the primary color is chosen. + /// Otherwise, the secondary color is chosen. + /// (For monochromatic lines, the primary color is also chosen.) + /// + /// The configuration of the selected node. + /// Option whether the primary color is being sought. + private static void InitializeColorOfBorderButton(MindMapNodeConf conf, bool primaryColor) + { + ButtonManagerBasic border = GameFinder.FindChild(Instance.gameObject, "Border").GetComponent(); + border.clickEvent.AddListener(() => + { + if (primaryColor) + { + chosenColor = conf.BorderConf.PrimaryColor; + } + else + { + chosenColor = conf.BorderConf.SecondaryColor; + /// For monochromatic lines, the secondary color is clear; + /// therefore, the primary color is taken instead. + if (conf.BorderConf.ColorKind == GameDrawer.ColorKind.Monochrome) + { + chosenColor = conf.BorderConf.PrimaryColor; + } + } + gotColor = true; + }); + } + + /// + /// Initialize the button to obtain the color of the text. + /// Selects the color based on the . + /// If it is true, the primary color is chosen. + /// Otherwise, the secondary (outline) color is chosen. + /// + /// The configuration of the selected node. + /// Option whether the primary color is being sought. + private static void InitializeColorOfTextButton(MindMapNodeConf conf, bool primaryColor) + { + ButtonManagerBasic text = GameFinder.FindChild(Instance.gameObject, "NodeText").GetComponent(); + text.clickEvent.AddListener(() => + { + if (primaryColor) + { + chosenColor = conf.TextConf.FontColor; + } + else + { + chosenColor = conf.TextConf.OutlineColor; + } + gotColor = true; + }); + } + + /// + /// Initialize the button to obtain the color of the branch line. + /// Selects the color based on the . + /// If it is true, the primary color is chosen. + /// Otherwise, the secondary color is chosen. + /// (For monochromatic lines, the primary color is also chosen.) + /// + /// The configuration of the selected node. + /// Option whether the primary color is being sought. + private static void InitializeColorOfBranchLine(MindMapNodeConf conf, bool primaryColor) + { + /// Checks if the node has a parent. If not this area will be disabled. + GameObject branchLineButtonArea = GameFinder.FindChild(Instance.gameObject, "BranchLine"); + if (conf.BranchLineToParent != "") + { + ButtonManagerBasic branchButton = branchLineButtonArea.GetComponent(); + branchButton.clickEvent.AddListener(() => + { + if (primaryColor) + { + chosenColor = conf.BranchLineConf.PrimaryColor; + } + else + { + chosenColor = conf.BranchLineConf.SecondaryColor; + /// For monochromatic lines, the secondary color is clear; + /// therefore, the primary color is taken instead. + if (conf.BranchLineConf.ColorKind == GameDrawer.ColorKind.Monochrome) + { + chosenColor = conf.BranchLineConf.PrimaryColor; + } + } + gotColor = true; + }); + } + else + { + /// If the node has no parent, there is consequently no branch line to the parent. + /// Therefore, in this case, the button will be disabled. + branchLineButtonArea.GetComponent().enabled = false; + branchLineButtonArea.GetComponent - public bool ResetLevelOnClose = true; + public bool ResetLevelOnClose = false; /// /// All leaf-entries of the nestedMenu. @@ -134,8 +134,13 @@ private void DescendLevel(NestedMenuEntry nestedEntry, bool withBreadcrumb = Description = nestedEntry.Description + (breadcrumb.Length > 0 ? $"\n{GetBreadcrumb()}" : ""); Icon = nestedEntry.MenuIconSprite; nestedEntry.InnerEntries.ForEach(AddEntry); - KeywordListener.Unregister(HandleKeyword); - KeywordListener.Register(HandleKeyword); + /// The null check must be performed due to the . + /// When switching to a drawable action via the bar without opening the menu, the KeywordListener is null. + if (KeywordListener != null) + { + KeywordListener.Unregister(HandleKeyword); + KeywordListener.Register(HandleKeyword); + } Tooltip.Deactivate(); } @@ -231,7 +236,6 @@ protected override void StartDesktop() { searchInput.text = string.Empty; } - ResetToBase(); } }; } diff --git a/Assets/SEE/UI/PropertyDialog/Drawable.meta b/Assets/SEE/UI/PropertyDialog/Drawable.meta new file mode 100644 index 0000000000..15d83f03d4 --- /dev/null +++ b/Assets/SEE/UI/PropertyDialog/Drawable.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a2a8572cc84efd042aa05057b925fe22 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/PropertyDialog/Drawable/WebImageDialog.cs b/Assets/SEE/UI/PropertyDialog/Drawable/WebImageDialog.cs new file mode 100644 index 0000000000..7daa194679 --- /dev/null +++ b/Assets/SEE/UI/PropertyDialog/Drawable/WebImageDialog.cs @@ -0,0 +1,103 @@ +using SEE.Controls; +using SEE.UI.PropertyDialog.HolisticMetrics; +using UnityEngine; + +namespace SEE.UI.PropertyDialog.Drawable +{ + /// + /// This class manages the dialog for adding and downloading an image from the web. + /// + internal class WebImageDialog : HolisticMetricsDialog + { + /// + /// The URL contained in the dialog. + /// + private string url = ""; + + /// + /// The filename contained in the dialog. + /// + private string filename = ""; + + /// + /// The input field where the player can enter a URL. + /// + private StringProperty urlTextProperty; + + /// + /// The input field where the player can enter a filename for saving the + /// downloaded image. + /// + private StringProperty fileNameTextProperty; + + /// + /// This method instantiates and then displays the dialog to the player. + /// + internal void Open() + { + Dialog = new GameObject("Download image from web dialog"); + PropertyGroup group = Dialog.AddComponent(); + group.Name = "Web image dialog"; + + urlTextProperty = Dialog.AddComponent(); + urlTextProperty.Name = "URL"; + urlTextProperty.Description = "Insert the URL of the image"; + + group.AddProperty(urlTextProperty); + + fileNameTextProperty = Dialog.AddComponent(); + fileNameTextProperty.Name = "Filename"; + fileNameTextProperty.Description = "Insert a desired filename for the image to be saved. " + + "If the name is already in use, a suffix will be added."; + + group.AddProperty(fileNameTextProperty); + + PropertyDialog = Dialog.AddComponent(); + PropertyDialog.Title = "Download an image from the web"; + PropertyDialog.Description = "Insert the URL of the image and a desired filename; " + + "then hit the OK button."; + PropertyDialog.Icon = Resources.Load("Materials/ModernUIPack/Document"); + PropertyDialog.AddGroup(group); + + PropertyDialog.OnConfirm.AddListener(TransmitText); + PropertyDialog.OnCancel.AddListener(Cancel); + + SEEInput.KeyboardShortcutsEnabled = false; + PropertyDialog.DialogShouldBeShown = true; + } + + /// + /// This method gets called when the player confirms the dialog. It will transmit + /// the written text and then closes the dialog and re-enables the keyboard shortcuts. + /// + private void TransmitText() + { + GotInput = true; + url = urlTextProperty.Value; + filename = fileNameTextProperty.Value; + Close(); + } + + /// + /// Fetches the input the player gave us. + /// + /// If , this will be the + /// URL the user provided. Otherwise it is empty. + /// If , this will be the + /// filename the user provided. Otherwise it is empty. + /// + internal bool TryGetUserInput(out string url, out string filename) + { + if (GotInput) + { + GotInput = false; + url = this.url; + filename = this.filename; + return true; + } + url = ""; + filename = ""; + return false; + } + } +} diff --git a/Assets/SEE/UI/PropertyDialog/Drawable/WebImageDialog.cs.meta b/Assets/SEE/UI/PropertyDialog/Drawable/WebImageDialog.cs.meta new file mode 100644 index 0000000000..039254c6e0 --- /dev/null +++ b/Assets/SEE/UI/PropertyDialog/Drawable/WebImageDialog.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36f26a38b66ef4144a0689f1e93b2bd4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/PropertyDialog/Drawable/WriteEditTextDialog.cs b/Assets/SEE/UI/PropertyDialog/Drawable/WriteEditTextDialog.cs new file mode 100644 index 0000000000..0803b7857c --- /dev/null +++ b/Assets/SEE/UI/PropertyDialog/Drawable/WriteEditTextDialog.cs @@ -0,0 +1,111 @@ +using SEE.Controls; +using SEE.UI.PropertyDialog.HolisticMetrics; +using UnityEngine; +using UnityEngine.Events; + +namespace SEE.UI.PropertyDialog.Drawable +{ + /// + /// This class manages the dialog for adding/editing a text drawable type. + /// + internal class WriteEditTextDialog : HolisticMetricsDialog + { + /// + /// The text provided in the dialog. + /// + private string text = ""; + + /// + /// The input field where the player can enter a text for a drawable text type. + /// + private StringProperty textProperty; + + /// + /// The action to be executed when the text has been edited. + /// + private UnityAction stringAction; + + /// + /// This method instantiates and then displays the dialog to the player. + /// + internal void Open(UnityAction stringAction = null) + { + /// Sets the string action, if it's not null. + if (stringAction != null) + { + this.stringAction = stringAction; + } + + /// Creates the dialog. + Dialog = new GameObject("Write/Edit Text dialog"); + PropertyGroup group = Dialog.AddComponent(); + group.Name = "Write/Edit Text dialog"; + + /// Adds a text property to the dialog. + textProperty = Dialog.AddComponent(); + textProperty.Name = "Text"; + textProperty.Description = "Write or edit the text that should be transmitted."; + if (text != "") + { + textProperty.Value = text; + } + + group.AddProperty(textProperty); + + /// Adds the property dialog to the dialog. + PropertyDialog = Dialog.AddComponent(); + PropertyDialog.Title = "Write/Edit Text"; + PropertyDialog.Description = "Write or edit the text; then hit the OK button."; + PropertyDialog.Icon = Resources.Load("Materials/ModernUIPack/Document"); + PropertyDialog.AddGroup(group); + + PropertyDialog.OnConfirm.AddListener(TransmitText); + PropertyDialog.OnCancel.AddListener(Cancel); + + SEEInput.KeyboardShortcutsEnabled = false; + PropertyDialog.DialogShouldBeShown = true; + } + + /// + /// This method gets called when the player confirms the dialog. It will transmit the + /// written text and then close the dialog and re-enable the keyboard shortcuts. + /// + private void TransmitText() + { + GotInput = true; + text = textProperty.Value; + text = text.Replace("\\n", "\n"); + text = text.Replace("\\t", "\t"); + stringAction?.Invoke(text); + Close(); + } + + /// + /// Fetches the input the player gave us. + /// + /// If , this will be the + /// the text provided by the user. Otherwise it is empty. + /// + internal bool TryGetUserInput(out string text) + { + if (GotInput) + { + GotInput = false; + text = this.text; + return true; + } + text = ""; + return false; + } + + /// + /// Initializes the input field by the given . + /// + /// The text that should be displayed in the input field when the + /// dialog is started. + internal void SetStringInit(string initText) + { + text = initText; + } + } +} diff --git a/Assets/SEE/UI/PropertyDialog/Drawable/WriteEditTextDialog.cs.meta b/Assets/SEE/UI/PropertyDialog/Drawable/WriteEditTextDialog.cs.meta new file mode 100644 index 0000000000..0b09f4f807 --- /dev/null +++ b/Assets/SEE/UI/PropertyDialog/Drawable/WriteEditTextDialog.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ff0bc5d735a1fd24bbfeb150f6caa78a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/UICanvas.cs b/Assets/SEE/UI/UICanvas.cs new file mode 100644 index 0000000000..187820ca9a --- /dev/null +++ b/Assets/SEE/UI/UICanvas.cs @@ -0,0 +1,40 @@ +using UnityEngine; + +namespace SEE.UI +{ + /// + /// Offers the game object for the UI canvas. + /// + internal static class UICanvas + { + /// + /// The canvas on which the drawable menus are displayed. + /// Set by lazy initialization. + /// + private static GameObject canvas; + + /// + /// The canvas on which the drawable menus are displayed. + /// + internal static GameObject Canvas + { + get + { + if (canvas == null) + { + canvas = GameObject.Find("UI Canvas"); + } + return canvas; + } + } + + /// + /// Refreshes the UI canvas, necessary to prevent an error with canvas movement. + /// + public static void Refresh() + { + Canvas.SetActive(false); + Canvas.SetActive(true); + } + } +} diff --git a/Assets/SEE/UI/UICanvas.cs.meta b/Assets/SEE/UI/UICanvas.cs.meta new file mode 100644 index 0000000000..45ab47d010 --- /dev/null +++ b/Assets/SEE/UI/UICanvas.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 961c30d08783e88448d1a27127414c01 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/SEE/UI/Window/BaseWindow.cs b/Assets/SEE/UI/Window/BaseWindow.cs index ccbe9b6fe5..c7308ca5fb 100644 --- a/Assets/SEE/UI/Window/BaseWindow.cs +++ b/Assets/SEE/UI/Window/BaseWindow.cs @@ -4,6 +4,7 @@ using SEE.Utils; using TMPro; using UnityEngine; +using UnityEngine.UI; namespace SEE.UI.Window { @@ -75,6 +76,18 @@ protected override void StartDesktop() // TODO: Disable IDE Button if unused } + /// + /// Disables all window dragger buttons. + /// dd + public void DisableWindowDraggerButtons() + { + Button[] buttons = Window.transform.Find("Dragger").GetComponentsInChildren protected const string AlphaLabel = "Alpha"; + /// + /// Label for the X coordinate of a Vector3. + /// + protected const string XLabel = "X"; + + /// + /// Label for the Y coordinate of a Vector3. + /// + protected const string YLabel = "Y"; + + /// + /// Label for the Z coordinate of a Vector3. + /// + protected const string ZLabel = "Z"; + /// /// Looks up the in using the /// key . If no such exists, false @@ -237,6 +252,51 @@ internal static bool Restore(Dictionary attributes, string label } } + /// + /// Looks up the in using the + /// key . If no such exists, false + /// is returned and remains unchanged. Otherwise + /// receives the looked up value. Note that only those parts of the Vector3 (x, y, z) + /// will be updated in that are actually found in ; + /// all others remain unchanged. + /// + /// Note: This method is intended specifically for Vector3. For enums use + /// and for all other types, use instead. + /// + /// where to look up the + /// the label to look up + /// the value of the looked up if the + /// exists + /// true if the was found + internal static bool Restore(Dictionary attributes, string label, ref Vector3 value) + { + if (attributes.TryGetValue(label, out object dictionary)) + { + Dictionary values = dictionary as Dictionary; + if (values == null) + { + throw new InvalidCastException($"Types are not assignment compatible for attribute {label}. Expected type: Dictionary. Actual type: {dictionary.GetType()}"); + } + if (values.TryGetValue(XLabel, out object x)) + { + value.x = (float)x; + } + if (values.TryGetValue(YLabel, out object y)) + { + value.y = (float)y; + } + if (values.TryGetValue(ZLabel, out object z)) + { + value.z = (float)z; + } + return true; + } + else + { + return false; + } + } + internal static bool Restore(Dictionary attributes, string label, ref HashSet value) { if (attributes.TryGetValue(label, out object storedValue)) diff --git a/Assets/SEE/Utils/Config/ConfigWriter.cs b/Assets/SEE/Utils/Config/ConfigWriter.cs index fc817f5271..76437ed94f 100644 --- a/Assets/SEE/Utils/Config/ConfigWriter.cs +++ b/Assets/SEE/Utils/Config/ConfigWriter.cs @@ -230,11 +230,11 @@ internal void SaveAsStrings(Dictionary dictionary, string label = "") } /// - /// Writes and its to + /// Writes and its to /// as a composite value of its constituents (Red, Green, Blue, Alpha). /// /// label to be emitted - /// value to be emitted + /// value to be emitted internal void Save(Color color, string label = "") { BeginGroup(label); @@ -245,6 +245,21 @@ internal void Save(Color color, string label = "") EndGroup(); } + /// + /// Writes and its to + /// as a composite value of its constituents (X, Y, Z). + /// + /// label to be emitted + /// value to be emitted + internal void Save(Vector3 vector, string label = "") + { + BeginGroup(label); + Save(vector.x, XLabel); + Save(vector.y, YLabel); + Save(vector.z, ZLabel); + EndGroup(); + } + /// /// Returns where every quote " has been replaced by a double quote "". /// diff --git a/Assets/SEE/Utils/Destroyer.cs b/Assets/SEE/Utils/Destroyer.cs index f8e66159af..c20d6ac440 100644 --- a/Assets/SEE/Utils/Destroyer.cs +++ b/Assets/SEE/Utils/Destroyer.cs @@ -84,5 +84,19 @@ public static void Destroy(Object @object) } } } + + /// + /// If has a component of type , + /// this component will be destroyed. If there is no such component, nothing happens. + /// + /// type of component to be destroyed + /// game object whose component is to be destroyed + public static void Destroy(this GameObject gameObject) where T : Component + { + if (gameObject.TryGetComponent(out T component)) + { + Destroy(component); + } + } } } diff --git a/Assets/SEE/Utils/Filenames.cs b/Assets/SEE/Utils/Filenames.cs index d95a3dd37c..4a8c867936 100644 --- a/Assets/SEE/Utils/Filenames.cs +++ b/Assets/SEE/Utils/Filenames.cs @@ -75,6 +75,16 @@ public abstract class Filenames /// public const string CompressedExtension = ".xz"; + /// + /// File extension of PNG filenames. + /// + public const string PNGExtension = ".png"; + + /// + /// File extension of JPG filenames. + /// + public const string JPGExtension = ".jpg"; + /// /// Returns the last part of the given /// without the period. diff --git a/Assets/SEE/Utils/Icons.cs b/Assets/SEE/Utils/Icons.cs index eed78475d6..5b2bb28df6 100644 --- a/Assets/SEE/Utils/Icons.cs +++ b/Assets/SEE/Utils/Icons.cs @@ -13,6 +13,7 @@ public static class Icons public const char ArrowRotateLeft = '\uF0E2'; public const char Bars = '\uF0C9'; public const char Broadcast = '\uF519'; + public const char Brush = '\uF1FC'; public const char Chalkboard = '\uF51B'; public const char CheckedCheckbox = '\uF14A'; public const char CheckedRadio = '\uF192'; @@ -24,42 +25,58 @@ public static class Icons public const char Crosshairs = '\uF05B'; public const char Code = '\uF121'; public const char Compare = '\uE13A'; + public const char Cut = '\uF0C4'; + public const char Edit = '\uF31C'; public const char Edge = '\uF542'; + public const char Empty = ' '; public const char EmptyCheckbox = '\uF0C8'; public const char EmptyRadio = '\uF111'; + public const char Erase = '\uF12D'; public const char Export = '\uF56E'; public const char Eye = '\uF06E'; + public const char EyeDropper = '\uF1FB'; public const char EyeSlash = '\uF070'; + public const char FolderTree = '\uF802'; public const char Gear = '\uF013'; public const char Hashtag = '#'; public const char Hide = '\uF070'; + public const char Image = '\uF03E'; public const char Import = '\uF56F'; public const char IncomingEdge = '\uF2F6'; public const char Info = '\uF05A'; + public const char Layer = '\uF5FD'; public const char LiftedIncomingEdge = '\uF090'; public const char LiftedOutgoingEdge = '\uF08B'; public const char LightBulb = '\uF0EB'; public const char Link = '\uF0C1'; public const char List = '\uF03A'; + public const char Load = '\uF56F'; public const char MagnifyingGlass = '\uF002'; public const char MinusCheckbox = '\uF146'; public const char Move = '\uF0B2'; + public const char MoveAPoint = '\uF4D7'; public const char Node = '\uF1B2'; public const char OutgoingEdge = '\uF2F5'; + public const char Palette = '\uF53f'; public const char PenToSquare = '\uF044'; public const char Pencil = '\uF303'; public const char QuestionMark = '?'; public const char Rotate = '\uF2F1'; + public const char Save = '\uF0C7'; public const char Scale = '\uF424'; + public const char Shapes = '\uF61F'; public const char Show = '\uF06E'; public const char Sitemap = '\uF0E8'; public const char SortAlphabeticalDown = '\uF15D'; public const char SortAlphabeticalUp = '\uF15E'; public const char SortNumericDown = '\uF162'; public const char SortNumericUp = '\uF163'; + public const char Split = '\uE4BC'; + public const char StickyNote = '\uF249'; public const char Text = '\uF031'; public const char Trash = '\uF1F8'; public const char TreeView = '\uF802'; public const char VR = '\uF729'; + public const char Whiteboard = '\uF51B'; } } diff --git a/Assets/SEE/Utils/Raycasting.cs b/Assets/SEE/Utils/Raycasting.cs index 3bbbd93761..ab4a7a4583 100644 --- a/Assets/SEE/Utils/Raycasting.cs +++ b/Assets/SEE/Utils/Raycasting.cs @@ -104,6 +104,7 @@ public static HitGraphElement RaycastGraphElement(out RaycastHit raycastHit, out public static bool RaycastAnything(out RaycastHit raycastHit, float maxDistance = float.PositiveInfinity) { raycastHit = new RaycastHit(); + Physics.queriesHitBackfaces = true; return !IsMouseOverGUI() && Physics.Raycast(UserPointsTo(), out raycastHit, maxDistance); } diff --git a/Assets/SEETests/TestActionStateType.cs b/Assets/SEETests/TestActionStateType.cs index 638d535bcb..9fd346c080 100644 --- a/Assets/SEETests/TestActionStateType.cs +++ b/Assets/SEETests/TestActionStateType.cs @@ -1,6 +1,8 @@ -using System.Collections.Generic; +using System; +using System.Collections.Generic; using System.Linq; using System.Reflection; +using System.Text; using NUnit.Framework; using SEE.Utils; @@ -20,6 +22,13 @@ public void SetUp() allRootTypes = ActionStateTypes.AllRootTypes; } + /// + /// Returns the types of all public static fields of + /// whose type is a subclass of . This method + /// basically returns the types of "public static readonly ActionStateType Move" and + /// its siblings. + /// + /// uses of in private static IEnumerable GetAbstractActionStateTypes() { return typeof(ActionStateTypes).GetFields(BindingFlags.Public | BindingFlags.Static) @@ -41,8 +50,39 @@ private static List GetAllTypes() public void AllActionsPresent() { Assert.AreEqual(GetAllTypes(), allRootTypes.AllElements(), - "ActionStateTypes.AllRootTypes.AllElements() must contain all action types and only those!" - + " And the order must be preserved."); + "ActionStateTypes.AllRootTypes.AllElements() must contain all action types and only those!\n" + + " And the order must be preserved.\n" + + DumpDiff(GetAllTypes(), allRootTypes.AllElements()) + + "\n"); + } + + private string DumpDiff(List expected, IList actual) + { + bool areDifferent = false; + StringBuilder sb = new(); + foreach (AbstractActionStateType type in expected.Except(actual)) + { + sb.AppendLine($"Expected {type.Name} not found!\n"); + areDifferent = true; + } + foreach (AbstractActionStateType type in actual.Except(expected)) + { + sb.AppendLine($"Actual {type.Name} not expected!\n"); + areDifferent = true; + } + if (areDifferent) + { + return sb.ToString(); + } + // The difference lies in the order. + for (int i = 0; i < expected.Count; i++) + { + if (!expected[i].Equals(actual[i])) + { + return $"Expected {expected[i].Name} at index {i}, but got {actual[i].Name}!\n"; + } + } + return string.Empty; } [Test] diff --git a/Assets/Scenes/SEENewWorld.unity b/Assets/Scenes/SEENewWorld.unity index f5956c5d9f..a6b547c91e 100644 --- a/Assets/Scenes/SEENewWorld.unity +++ b/Assets/Scenes/SEENewWorld.unity @@ -417,8 +417,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 48650346} serializedVersion: 2 - m_LocalRotation: {x: -0.027065504, y: 0.25297463, z: -0.06663085, w: -0.9647962} - m_LocalPosition: {x: -0.02941714, y: 0.00000010132018, z: -0.000000046394277} + m_LocalRotation: {x: -0.027065402, y: 0.2529746, z: -0.0666308, w: -0.9647962} + m_LocalPosition: {x: -0.02941714, y: 0.0000001013202, z: -0.000000046394277} m_LocalScale: {x: 0.99999976, y: 0.9999999, z: 0.9999998} m_ConstrainProportionsScale: 0 m_Children: @@ -831,7 +831,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 81516335} serializedVersion: 2 - m_LocalRotation: {x: 0.019979108, y: -0.08762808, z: -0.0070953574, w: 0.9959277} + m_LocalRotation: {x: 0.019979032, y: -0.08762815, z: -0.007095445, w: 0.99592763} m_LocalPosition: {x: -0.44173002, y: -0.00000007173158, z: 0.000000029000836} m_LocalScale: {x: 0.99999976, y: 0.99999994, z: 0.9999999} m_ConstrainProportionsScale: 0 @@ -864,8 +864,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 82449184} serializedVersion: 2 - m_LocalRotation: {x: -0.05050219, y: 0.19991642, z: -0.036003094, w: -0.977848} - m_LocalPosition: {x: -0.019071646, y: -0.00000007582672, z: -0.000000002319714} + m_LocalRotation: {x: -0.050502114, y: 0.19991642, z: -0.03600313, w: -0.97784805} + m_LocalPosition: {x: -0.019071646, y: -0.000000075826726, z: -0.000000002319714} m_LocalScale: {x: 0.9999998, y: 0.99999976, z: 1.0000001} m_ConstrainProportionsScale: 0 m_Children: [] @@ -1162,7 +1162,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 145013812} serializedVersion: 2 - m_LocalRotation: {x: -0.41746414, y: 0.000000022351738, z: 0.90869343, w: 0} + m_LocalRotation: {x: -0.41746414, y: 0.00000004470348, z: 0.90869343, w: 0.000000029802319} m_LocalPosition: {x: -0.04889738, y: -0.00009102993, z: 0.03809568} m_LocalScale: {x: 0.984891, y: 0.9848911, z: 0.9848911} m_ConstrainProportionsScale: 0 @@ -1202,7 +1202,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 150797813} serializedVersion: 2 - m_LocalRotation: {x: -0.21691802, y: 0.10752079, z: -0.41999924, w: 0.8746351} + m_LocalRotation: {x: -0.21691807, y: 0.10752084, z: -0.41999936, w: 0.87463504} m_LocalPosition: {x: -0.12266766, y: -0.00007851965, z: 0.000026953752} m_LocalScale: {x: 1.0236676, y: 1.0236675, z: 1.0236677} m_ConstrainProportionsScale: 0 @@ -1691,8 +1691,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 201091164} serializedVersion: 2 - m_LocalRotation: {x: -0.14769822, y: -0.06301456, z: -0.08059365, w: 0.98372716} - m_LocalPosition: {x: -0.09022801, y: 0.03149609, z: 0.00107835} + m_LocalRotation: {x: -0.14769822, y: -0.06301459, z: -0.08059366, w: 0.98372716} + m_LocalPosition: {x: -0.09022801, y: 0.031496085, z: 0.00107835} m_LocalScale: {x: 0.9999998, y: 0.9999997, z: 1} m_ConstrainProportionsScale: 0 m_Children: @@ -1844,8 +1844,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 221778133} serializedVersion: 2 - m_LocalRotation: {x: -0.0013470015, y: -0.29872668, z: -0.07116851, w: 0.9516805} - m_LocalPosition: {x: -0.028636824, y: 0.000000020590866, z: -0.00000007290531} + m_LocalRotation: {x: -0.0013470666, y: -0.29872668, z: -0.07116852, w: 0.9516805} + m_LocalPosition: {x: -0.028636824, y: 0.000000020590868, z: -0.00000007290531} m_LocalScale: {x: 1, y: 0.99999994, z: 1.0000001} m_ConstrainProportionsScale: 0 m_Children: [] @@ -1881,8 +1881,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 228457460} serializedVersion: 2 - m_LocalRotation: {x: -0.03318416, y: 0.1774246, z: 0.013663707, w: -0.98347986} - m_LocalPosition: {x: -0.03154189, y: -0.000000037913363, z: 0.00000014846168} + m_LocalRotation: {x: -0.033184182, y: 0.1774246, z: 0.013663714, w: -0.9834799} + m_LocalPosition: {x: -0.03154189, y: -0.000000037913367, z: 0.00000014846168} m_LocalScale: {x: 0.99999964, y: 0.99999946, z: 0.9999999} m_ConstrainProportionsScale: 0 m_Children: [] @@ -4393,8 +4393,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 311288987} serializedVersion: 2 - m_LocalRotation: {x: -0.052314006, y: -0.28044808, z: -0.055634275, w: 0.9568265} - m_LocalPosition: {x: -0.0190717, y: 0.000000007925853, z: -0.00000031216726} + m_LocalRotation: {x: -0.052313942, y: -0.2804481, z: -0.05563421, w: 0.9568265} + m_LocalPosition: {x: -0.0190717, y: 0.000000007925854, z: -0.00000031216726} m_LocalScale: {x: 1, y: 0.99999994, z: 1} m_ConstrainProportionsScale: 0 m_Children: [] @@ -4591,8 +4591,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 325795082} serializedVersion: 2 - m_LocalRotation: {x: 0.047853228, y: 0.2087551, z: 0.05713694, w: -0.97512394} - m_LocalPosition: {x: -0.038383927, y: 0.000000053601646, z: 0.00000004109207} + m_LocalRotation: {x: 0.047853254, y: 0.20875509, z: 0.057136934, w: -0.975124} + m_LocalPosition: {x: -0.038383927, y: 0.00000005360165, z: 0.00000004109207} m_LocalScale: {x: 0.9999999, y: 1.0000002, z: 1.0000004} m_ConstrainProportionsScale: 0 m_Children: @@ -8549,7 +8549,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 373395492} serializedVersion: 2 - m_LocalRotation: {x: -0.06786285, y: 0.2561351, z: 0.0573678, w: -0.9625479} + m_LocalRotation: {x: -0.067862906, y: 0.2561351, z: 0.057367794, w: -0.96254784} m_LocalPosition: {x: -0.04944699, y: 0.00000012485262, z: -0.00000025914514} m_LocalScale: {x: 0.9999995, y: 0.99999994, z: 0.99999994} m_ConstrainProportionsScale: 0 @@ -8810,7 +8810,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 389502053} serializedVersion: 2 - m_LocalRotation: {x: 0.0348555, y: 0.14176802, z: 0.0031385943, w: 0.9892811} + m_LocalRotation: {x: 0.034855492, y: 0.14176798, z: 0.0031387352, w: 0.98928106} m_LocalPosition: {x: -0.26411504, y: -0.0000008867418, z: -0.00000008256315} m_LocalScale: {x: 1.0078583, y: 1.0078585, z: 1.0078589} m_ConstrainProportionsScale: 0 @@ -8934,7 +8934,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 397525882} serializedVersion: 2 - m_LocalRotation: {x: -0.012533891, y: 0.0840639, z: -0.08471686, w: -0.99277353} + m_LocalRotation: {x: -0.012533853, y: 0.08406391, z: -0.08471686, w: -0.9927735} m_LocalPosition: {x: -0.095846, y: 0.009588142, z: 0.012485812} m_LocalScale: {x: 0.99999994, y: 0.9999998, z: 1.0000002} m_ConstrainProportionsScale: 0 @@ -9129,7 +9129,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 406595746} serializedVersion: 2 - m_LocalRotation: {x: 0.58837867, y: -0.036457162, z: 0.39575356, w: -0.7041737} + m_LocalRotation: {x: 0.5883788, y: -0.03645715, z: 0.39575356, w: -0.7041736} m_LocalPosition: {x: -0.039707847, y: 0.03904563, z: -0.021918526} m_LocalScale: {x: 1.0000004, y: 1.0000002, z: 1} m_ConstrainProportionsScale: 0 @@ -9987,7 +9987,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 467350947} serializedVersion: 2 - m_LocalRotation: {x: -0.14543791, y: 0.07245363, z: -0.09246307, w: -0.98236907} + m_LocalRotation: {x: -0.145438, y: 0.07245363, z: -0.09246306, w: -0.982369} m_LocalPosition: {x: -0.09022877, y: -0.031496245, z: 0.0010786656} m_LocalScale: {x: 0.9999999, y: 1, z: 0.99999994} m_ConstrainProportionsScale: 0 @@ -10347,7 +10347,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 529013749} serializedVersion: 2 - m_LocalRotation: {x: 0.07879805, y: -0.07117018, z: 0.8612139, w: 0.49702737} + m_LocalRotation: {x: 0.07879804, y: -0.07117019, z: 0.861214, w: 0.4970274} m_LocalPosition: {x: -0.17375474, y: -0.0715072, z: 0.0032270448} m_LocalScale: {x: 1.0099998, y: 1.0000001, z: 1} m_ConstrainProportionsScale: 0 @@ -10460,7 +10460,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 551143612} serializedVersion: 2 - m_LocalRotation: {x: 0.03632735, y: -0.12648483, z: 0.019341378, w: 0.99111444} + m_LocalRotation: {x: 0.036327336, y: -0.1264848, z: 0.019341387, w: 0.9911145} m_LocalPosition: {x: -0.17674594, y: 0.00000007126134, z: -0.00000009501514} m_LocalScale: {x: 1.0000001, y: 1.0000001, z: 1} m_ConstrainProportionsScale: 0 @@ -13330,8 +13330,8 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 554349512} serializedVersion: 2 - m_LocalRotation: {x: -0.047800574, y: 0.21995065, z: -0.05983803, w: -0.9725} - m_LocalPosition: {x: -0.03838456, y: -0.000000017322488, z: -0.000000106375424} + m_LocalRotation: {x: -0.047800563, y: 0.21995063, z: -0.059838038, w: -0.9725} + m_LocalPosition: {x: -0.03838456, y: -0.00000001732249, z: -0.000000106375424} m_LocalScale: {x: 0.9999997, y: 0.99999994, z: 0.9999997} m_ConstrainProportionsScale: 0 m_Children: @@ -13426,7 +13426,7 @@ Transform: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 563726547} serializedVersion: 2 - 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m_EnablePackageDependencies: 0 m_AdvancedSettingsExpanded: 1 m_ScopedRegistriesSettingsExpanded: 1 m_SeeAllPackageVersions: 0 + m_DismissPreviewPackagesInUse: 0 oneTimeWarningShown: 0 m_Registries: - m_Id: main @@ -40,6 +40,6 @@ MonoBehaviour: m_RegistryInfoDraft: m_Modified: 0 m_ErrorMessage: - m_UserModificationsInstanceId: -824 - m_OriginalInstanceId: -826 + m_UserModificationsInstanceId: -834 + m_OriginalInstanceId: -836 m_LoadAssets: -1 diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index 941cc5df60..f761c92d2c 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -6,7 +6,7 @@ QualitySettings: serializedVersion: 5 m_CurrentQuality: 3 m_QualitySettings: - - serializedVersion: 2 + - serializedVersion: 3 name: Fastest pixelLightCount: 0 shadows: 0 @@ -14,22 +14,48 @@ QualitySettings: shadowProjection: 1 shadowCascades: 1 shadowDistance: 15 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} - blendWeights: 1 - textureQuality: 1 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 + skinWeights: 1 + globalTextureMipmapLimit: 1 + textureMipmapLimitSettings: [] anisotropicTextures: 0 antiAliasing: 0 softParticles: 0 softVegetation: 0 realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 + useLegacyDetailDistribution: 1 vSyncCount: 0 - lodBias: .300000012 + realtimeGICPUUsage: 25 + lodBias: 0.3 maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 particleRaycastBudget: 4 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 2 + - serializedVersion: 3 name: Fast pixelLightCount: 0 shadows: 0 @@ -37,22 +63,48 @@ QualitySettings: shadowProjection: 1 shadowCascades: 1 shadowDistance: 20 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} - blendWeights: 2 - textureQuality: 0 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 + skinWeights: 2 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] anisotropicTextures: 0 antiAliasing: 0 softParticles: 0 softVegetation: 0 realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 + useLegacyDetailDistribution: 1 vSyncCount: 0 - lodBias: .400000006 + realtimeGICPUUsage: 25 + lodBias: 0.4 maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 particleRaycastBudget: 16 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 2 + - serializedVersion: 3 name: Simple pixelLightCount: 1 shadows: 1 @@ -60,22 +112,48 @@ QualitySettings: shadowProjection: 1 shadowCascades: 1 shadowDistance: 20 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} - blendWeights: 2 - textureQuality: 0 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 0 + skinWeights: 2 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] anisotropicTextures: 1 antiAliasing: 0 softParticles: 0 softVegetation: 0 realtimeReflectionProbes: 0 billboardsFaceCameraPosition: 0 + useLegacyDetailDistribution: 1 vSyncCount: 0 - lodBias: .699999988 + realtimeGICPUUsage: 25 + lodBias: 0.7 maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 particleRaycastBudget: 64 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 2 + - serializedVersion: 3 name: Good pixelLightCount: 2 shadows: 2 @@ -83,22 +161,48 @@ QualitySettings: shadowProjection: 1 shadowCascades: 2 shadowDistance: 40 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} - blendWeights: 2 - textureQuality: 0 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 + skinWeights: 2 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] anisotropicTextures: 1 antiAliasing: 0 softParticles: 0 softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 + useLegacyDetailDistribution: 1 vSyncCount: 1 + realtimeGICPUUsage: 50 lodBias: 1 maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 particleRaycastBudget: 256 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 2 + - serializedVersion: 3 name: Beautiful pixelLightCount: 3 shadows: 2 @@ -106,22 +210,48 @@ QualitySettings: shadowProjection: 1 shadowCascades: 2 shadowDistance: 70 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} - blendWeights: 4 - textureQuality: 0 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 + skinWeights: 4 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] anisotropicTextures: 2 antiAliasing: 2 softParticles: 1 softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 + useLegacyDetailDistribution: 1 vSyncCount: 1 + realtimeGICPUUsage: 50 lodBias: 1.5 maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 particleRaycastBudget: 1024 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] - - serializedVersion: 2 + - serializedVersion: 3 name: Fantastic pixelLightCount: 4 shadows: 2 @@ -129,21 +259,48 @@ QualitySettings: shadowProjection: 1 shadowCascades: 4 shadowDistance: 150 - shadowCascade2Split: .333333343 - shadowCascade4Split: {x: .0666666701, y: .200000003, z: .466666669} - blendWeights: 4 - textureQuality: 0 + shadowNearPlaneOffset: 3 + shadowCascade2Split: 0.33333334 + shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667} + shadowmaskMode: 1 + skinWeights: 4 + globalTextureMipmapLimit: 0 + textureMipmapLimitSettings: [] anisotropicTextures: 2 antiAliasing: 2 softParticles: 1 softVegetation: 1 realtimeReflectionProbes: 1 billboardsFaceCameraPosition: 1 + useLegacyDetailDistribution: 1 vSyncCount: 1 + realtimeGICPUUsage: 100 lodBias: 2 maximumLODLevel: 0 + enableLODCrossFade: 1 + streamingMipmapsActive: 0 + streamingMipmapsAddAllCameras: 1 + streamingMipmapsMemoryBudget: 512 + streamingMipmapsRenderersPerFrame: 512 + streamingMipmapsMaxLevelReduction: 2 + streamingMipmapsMaxFileIORequests: 1024 particleRaycastBudget: 4096 + asyncUploadTimeSlice: 2 + asyncUploadBufferSize: 16 + asyncUploadPersistentBuffer: 1 + resolutionScalingFixedDPIFactor: 1 + customRenderPipeline: {fileID: 0} + terrainQualityOverrides: 0 + terrainPixelError: 1 + terrainDetailDensityScale: 1 + terrainBasemapDistance: 1000 + terrainDetailDistance: 80 + terrainTreeDistance: 5000 + terrainBillboardStart: 50 + terrainFadeLength: 5 + terrainMaxTrees: 50 excludedTargetPlatforms: [] + m_TextureMipmapLimitGroupNames: [] m_PerPlatformDefaultQuality: Android: 2 BlackBerry: 2 @@ -154,6 +311,7 @@ QualitySettings: PSM: 3 PSP2: 3 Samsung TV: 2 + Server: 0 Standalone: 3 Tizen: 2 WP8: 3 diff --git a/ProjectSettings/TagManager.asset b/ProjectSettings/TagManager.asset index 0b2dbd97d6..ccd7370ec7 100644 --- a/ProjectSettings/TagManager.asset +++ b/ProjectSettings/TagManager.asset @@ -23,6 +23,24 @@ TagManager: - Erosion - ChartContainer - Chart + - CCAnimation + - TabButton + - Tooltip + - UMAIgnore + - videoCollider + - VideoPlayer + - Drawable + - Line + - Top + - Bottom + - Left + - Right + - AttachedObjects + - DText + - Image + - MindMapNode + - Whiteboard + - Sticky Note layers: - Default - TransparentFX