Affichage des molécules unitairement et en mode fusion
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This commit is contained in:
Nicolas 2024-01-11 11:26:53 +01:00
parent 84136dcc5c
commit afa265dd31
18 changed files with 777 additions and 18 deletions

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@ -49,5 +49,39 @@ jobs:
# Output
- uses: actions/upload-artifact@v3
with:
name: Build
path: build
name: build-Android
path: build
releaseToGooglePlay:
name: Release to the Google Play Store
runs-on: ubuntu-latest
needs: build
env:
GOOGLE_PLAY_KEY_FILE: ${{ secrets.GOOGLE_PLAY_KEY_FILE }}
GOOGLE_PLAY_KEY_FILE_PATH:
${{ format('{0}/fastlane/google-fastlane.json', github.workspace) }}
ANDROID_BUILD_FILE_PATH: ${{ format('{0}/build/Android/Android.aab', github.workspace) }}
ANDROID_PACKAGE_NAME: ${{ secrets.ANDROID_PACKAGE_NAME }}
steps:
- name: Checkout Repository
uses: actions/checkout@v4
- name: Download Android Artifact
uses: actions/download-artifact@v3
with:
name: build-Android
path: build
- name: Add Authentication
run: echo "$GOOGLE_PLAY_KEY_FILE" > $GOOGLE_PLAY_KEY_FILE_PATH
- name: Set up Fastlane
uses: ruby/setup-ruby@v1
with:
ruby-version: 3.2
bundler-cache: true
- name: Upload to Google Play Internal
uses: maierj/fastlane-action@v3.0.0
with:
lane: 'android internal' # Change to upload to a different lane
- name: Cleanup to avoid storage limit
if: always()
uses: geekyeggo/delete-artifact@v2
with:
name: build-Android

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@ -12,13 +12,15 @@ public class ActiveScoppedElements : MonoBehaviour
public List<String> elements;
public GameObject obj;
}
// Start is called before the first frame update
public HashSet<String> actives = new HashSet<String>();
public HashSet<GameObject> InstantiatesObject = new HashSet<GameObject>();
public TextMeshProUGUI textToUpdate;
public TextMeshProUGUI objectInstantiateText;
public ObjectToInstantiate[] objectToInstantiates;
public HashSet<GameObject> DisableGameObjects = new HashSet<GameObject>();
void Start()
{
@ -35,7 +37,7 @@ public class ActiveScoppedElements : MonoBehaviour
{
actives.Add(name);
RefreshText();
RefreshAtom();
RefreshAtom();
}
}
@ -53,6 +55,15 @@ public class ActiveScoppedElements : MonoBehaviour
{
if (objt.elements.TrueForAll((s => actives.Contains(s))))
{
foreach (var objName in objt.elements)
{
var a = GameObject.Find("OBJ_" + objName);
if (a != null)
{
a.SetActive(false);
DisableGameObjects.Add(a);
}
}
// Obtenez la position de la caméra
Vector3 cameraPosition = Camera.main.transform.position;
@ -60,7 +71,7 @@ public class ActiveScoppedElements : MonoBehaviour
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.5f;
Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
instantiatedObj.name = "[N] " + objt.obj.name;
@ -75,6 +86,11 @@ public class ActiveScoppedElements : MonoBehaviour
Debug.Log("Destroy " + a.name);
InstantiatesObject.Remove(a);
Destroy(a);
foreach (var disableGameObject in DisableGameObjects)
{
disableGameObject.SetActive(true);
}
DisableGameObjects.Clear();
}
}
}
@ -92,7 +108,7 @@ public class ActiveScoppedElements : MonoBehaviour
public void RemoveUnscoppedElement(String name)
{
Debug.Log("Removed " + name);
actives.Clear();
actives.Remove(name);
RefreshText();
RefreshAtom();
////if (actives.Contains(name))

139
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@ -0,0 +1,60 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;
public class ObjReferentials : MonoBehaviour
{
[Serializable]
public struct ObjToRender
{
public String name;
public GameObject objToRender;
}
public ObjToRender[] ObjToRenders;
public HashSet<ObjToRender> InstantiatesElements = new HashSet<ObjToRender>();
public void EnableElementRender(String elementName)
{
foreach (var objToRender in ObjToRenders)
{
if (objToRender.name == elementName)
{
if (InstantiatesElements.Any(render => render.name == elementName))
{
// element are already instantiate !
}
else
{
Vector3 cameraPosition = Camera.main.transform.position;
// Obtenez la rotation de la caméra sans inclure la rotation autour de l'axe Y
Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.2f;
var instantiatedObj = Instantiate(objToRender.objToRender, position, cameraRotation);
instantiatedObj.name = objToRender.name;
InstantiatesElements.Add(new ObjToRender() {name = objToRender.name, objToRender = instantiatedObj});
}
}
}
}
public void DisableElementRender(String elementName)
{
foreach (var objToRender in InstantiatesElements)
{
if (objToRender.name == elementName)
{
InstantiatesElements.Remove(objToRender);
Destroy(objToRender.objToRender);
return;
}
}
}
}

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