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diff --git a/Assets/Resources/Fonts/freshmarker SDF.asset b/Assets/Resources/Fonts/freshmarker SDF.asset
index 5b2c3c758c..4ac3ff5014 100644
--- a/Assets/Resources/Fonts/freshmarker SDF.asset
+++ b/Assets/Resources/Fonts/freshmarker SDF.asset
@@ -12,15 +12,21 @@ Texture2D:
Hash: 00000000000000000000000000000000
m_ForcedFallbackFormat: 4
m_DownscaleFallback: 0
+ m_IsAlphaChannelOptional: 0
serializedVersion: 2
m_Width: 512
m_Height: 512
m_CompleteImageSize: 262144
+ m_MipsStripped: 0
m_TextureFormat: 1
m_MipCount: 1
m_IsReadable: 1
+ m_IsPreProcessed: 0
+ m_IgnoreMipmapLimit: 0
+ m_MipmapLimitGroupName:
m_StreamingMipmaps: 0
m_StreamingMipmapsPriority: 0
+ m_VTOnly: 0
m_AlphaIsTransparency: 0
m_ImageCount: 1
m_TextureDimension: 2
@@ -34,28 +40,35 @@ Texture2D:
m_WrapW: 0
m_LightmapFormat: 0
m_ColorSpace: 0
+ m_PlatformBlob:
image data: 262144
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new file mode 100644
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new file mode 100644
index 0000000000..d9107e0bde
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new file mode 100644
index 0000000000..571a508a66
--- /dev/null
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diff --git a/Assets/Resources/Textures/Drawable/Triangle.png.meta b/Assets/Resources/Textures/Drawable/Triangle.png.meta
new file mode 100644
index 0000000000..8dea48b923
--- /dev/null
+++ b/Assets/Resources/Textures/Drawable/Triangle.png.meta
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diff --git a/Assets/Resources/Textures/plain-circle.png b/Assets/Resources/Textures/plain-circle.png
new file mode 100644
index 0000000000..31bb438f3b
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diff --git a/Assets/Resources/Textures/plain-circle.png.meta b/Assets/Resources/Textures/plain-circle.png.meta
new file mode 100644
index 0000000000..e32d708eaa
--- /dev/null
+++ b/Assets/Resources/Textures/plain-circle.png.meta
@@ -0,0 +1,127 @@
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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
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