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0c4b59e577 | |||
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597a45de9f | |||
7ac0ed4581 |
@ -1,8 +1,11 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using TMPro;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.UI;
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public class ActiveScoppedElements : MonoBehaviour
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{
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@ -13,19 +16,40 @@ public class ActiveScoppedElements : MonoBehaviour
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public GameObject obj;
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}
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public enum AnimationState
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{
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IDLE,
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GORIGHT,
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GOLEFT
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}
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// Start is called before the first frame update
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public TextAsset jsonFile;
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public TextAsset atomJsonFile;
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public HashSet<String> actives = new HashSet<String>();
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public HashSet<GameObject> InstantiatesObject = new HashSet<GameObject>();
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public HashSet<GameObject> AtomInstantiatesObjects = new HashSet<GameObject>();
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public TextMeshProUGUI textToUpdate;
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public TextMeshProUGUI objectInstantiateText;
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public ObjectToInstantiate[] objectToInstantiates;
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public HashSet<GameObject> DisableGameObjects = new HashSet<GameObject>();
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public GameObject[] InformationObjs;
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public GameObject[] DebugObjs;
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private AnimationState _animationState = AnimationState.IDLE;
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private float _animationSpeed = 1.0f;
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public GameObject atomPrefabToInstantiate;
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private bool IsLock = false;
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private AtomeFactory _atomFactory;
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void Start()
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{
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_atomFactory = new AtomeFactory(this.atomJsonFile);
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Debug.Log("AtomFactory created !");
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/*if (button != null)
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{
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button.onClick.AddListener(this.Center);
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}*/
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if (this.textToUpdate != null)
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{
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textToUpdate.text = "Scanner des Markers...";
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@ -39,7 +63,91 @@ public class ActiveScoppedElements : MonoBehaviour
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{
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actives.Add(name);
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RefreshText();
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RefreshAtom();
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RefreshAtom(name, true);
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}
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}
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public void Center()
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{
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Debug.Log("Center called !");
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foreach (var obj in InstantiatesObject)
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{
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if (Camera.main == null)
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{
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throw new Exception("NO MAIN CAMERA DEFINED ");
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}
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Vector3 cameraPosition = Camera.main.transform.position;
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// Obtenez la rotation de la caméra sans inclure la rotation autour de l'axe Y
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
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// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
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Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
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//var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
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obj.transform.position = position;
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obj.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
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obj.transform.rotation = cameraRotation;
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}
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}
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public void onClickStopAnimation()
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{
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
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this._animationState = AnimationState.IDLE;
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foreach (var obj in InstantiatesObject)
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{
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obj.transform.rotation = cameraRotation;
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}
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}
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public void onClickPauseAnimation()
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{
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this._animationState = AnimationState.IDLE;
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}
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public void onClickStartAnimation()
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{
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this._animationState = AnimationState.GORIGHT;
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}
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public void onClickRightAnimation()
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{
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this._animationState = AnimationState.GORIGHT;
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}
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public void onClickGoLeftAnimation()
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{
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this._animationState = AnimationState.GOLEFT;
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}
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public void onClickSpeedUp()
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{
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this._animationSpeed += 0.5f;
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}
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public void onClickSpeedDown()
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{
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this._animationSpeed -= 0.5f;
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}
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public void onClickToggleLockMode()
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{
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this.IsLock = !this.IsLock;
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}
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void Update()
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{
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if (this._animationState == AnimationState.GORIGHT)
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{
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foreach (var obj in InstantiatesObject)
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{
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obj.transform.Rotate(0, this._animationSpeed, 0, Space.Self);
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/*Vector3 position = obj.GetComponent<SphereCollider>().bounds.center;
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obj.transform.RotateAround(position, new Vector3(0, 0.1f, 0), 30 * Time.deltaTime);*/
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}
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}
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}
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@ -51,62 +159,210 @@ public class ActiveScoppedElements : MonoBehaviour
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}
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}
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private void RefreshAtom()
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static IEnumerable<string> GetPermutations(List<string> list)
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{
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foreach (var objt in objectToInstantiates)
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if (list.Count == 1)
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{
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if (objt.elements.TrueForAll((s => actives.Contains(s))))
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{
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foreach (var objName in objt.elements)
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{
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var a = GameObject.Find("OBJ_" + objName);
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if (a != null)
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{
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a.SetActive(false);
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DisableGameObjects.Add(a);
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}
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}
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// Obtenez la position de la caméra
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Vector3 cameraPosition = Camera.main.transform.position;
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// Obtenez la rotation de la caméra sans inclure la rotation autour de l'axe Y
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
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// Calculez la position finale en ajoutant la direction vers l'avant multipliée par la distance désirée
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Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
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var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
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instantiatedObj.name = "[N] " + objt.obj.name;
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InstantiatesObject.Add(instantiatedObj);
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this.OnInstantiateObject(instantiatedObj);
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Debug.Log("Instantiate " + instantiatedObj.name);
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// Cas de base : une seule chaîne
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yield return list[0];
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}
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else
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{
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var a = InstantiatesObject.FirstOrDefault(s => s.name == ("[N] " + objt.obj.name));
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if (a != null)
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// Récursion pour obtenir les permutations du reste de la liste
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foreach (var item in list)
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{
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Debug.Log("Destroy " + a.name);
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InstantiatesObject.Remove(a);
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OnDestroyObject(a);
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Destroy(a);
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foreach (var disableGameObject in DisableGameObjects)
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var remaining = new List<string>(list);
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remaining.Remove(item);
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foreach (var subPermutation in GetPermutations(remaining))
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{
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disableGameObject.SetActive(true);
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// Concaténer l'élément actuel avec les permutations du reste
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yield return item + subPermutation;
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}
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}
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}
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}
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private void DisableAllMarkerModel()
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{
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foreach (var o in GameObject.FindGameObjectsWithTag("OBJ"))
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{
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o.SetActive(false);
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DisableGameObjects.Add(o);
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}
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}
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private void EnableAllMarkerModel()
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{
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foreach (var o in DisableGameObjects)
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{
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o.SetActive(true);
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}
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DisableGameObjects.Clear();
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}
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private GameObject FindGameObjectWithFormula()
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{
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var factory = MoleculeFactory.getInstrance(this.jsonFile);
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factory.setAtomFactory(this._atomFactory);
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Debug.Log("ACTIVES ELEMENTS:");
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Debug.Log(this.actives);
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foreach (var formula in GetPermutations(this.actives.ToList()))
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{
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Debug.Log("FORMULA: " + String.Join("", formula));
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if (factory.hasMolecule(String.Join("", formula)))
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{
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return factory.createMolecule(String.Join("", formula));
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}
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}
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return null;
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}
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private String GetFormula()
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{
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var factory = MoleculeFactory.getInstrance(this.jsonFile);
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factory.setAtomFactory(this._atomFactory);
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foreach (var formula in GetPermutations(this.actives.ToList()))
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{
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Debug.Log("FORMULA: " + String.Join("", formula));
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if (factory.hasMolecule(String.Join("", formula)))
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{
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return String.Join("", formula);
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}
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}
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return null;
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}
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private void RenderAtom(String elementName, bool toAdd)
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{
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var cleanedElement = CleanStringOfDigits(elementName);
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if (!toAdd)
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{
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try
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{
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var a = AtomInstantiatesObjects.First(t => t.name == ("ATOM_" + cleanedElement));
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if (a != null)
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{
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AtomInstantiatesObjects.Remove(a);
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Destroy(a);
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Debug.Log("AtomInstantiatesObjects.Remove(a) called !");
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return;
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}
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}
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catch (Exception ex)
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{
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Debug.Log("pas trouvé");
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return;
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}
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}
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var atomObject = GameObject.Find(elementName);
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if (atomObject == null) {
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Debug.Log("atomObject=null");
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return;
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}
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if (atomObject.transform.childCount >= 1) {
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//atomObject.transform.GetChild(0).GetComponent<GameObject>().SetActive(true);
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Debug.Log("Object already created !");
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return;
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}
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var factory = MoleculeFactory.getInstrance(this.jsonFile);
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factory.setAtomFactory(this._atomFactory);
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if (!factory.GetAtomFactory().hasAtome(cleanedElement))
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{
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Debug.Log("No atom found with this formula '" + cleanedElement + "'");
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return;
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}
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var obj = this._atomFactory.createAnimatedAtome(cleanedElement);
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obj.name = "ATOM_" + cleanedElement;
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obj.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f);
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
|
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obj.transform.localPosition = new Vector3(0, 0, 0);
|
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obj.transform.SetParent(atomObject.transform, false);
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obj.transform.rotation = cameraRotation;
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AtomInstantiatesObjects.Add(obj);
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//var obj = Instantiate(atomPrefabToInstantiate, new Vector3(0, 0, 0), Quaternion.identity);
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//AtomPrefab objPrefab = obj.GetComponent<AtomPrefab>();
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//AtomeInformation info = factory.GetAtomFactory().createAtome(cleanedElement);
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//objPrefab.Render(info);
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}
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private void RefreshAtom(String elementName, bool toAdd)
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{
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var objToFind = FindGameObjectWithFormula();
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if (objToFind != null)
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{
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Debug.Log("Object to instantiate found !");
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if (Camera.main == null)
|
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{
|
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throw new Exception("NO MAIN CAMERA DEFINED ");
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}
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foreach (var atomInstantiatesObject in AtomInstantiatesObjects)
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{
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Destroy(atomInstantiatesObject);
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}
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AtomInstantiatesObjects.Clear();
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Vector3 cameraPosition = Camera.main.transform.position;
|
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Quaternion cameraRotation = Quaternion.Euler(0, Camera.main.transform.rotation.eulerAngles.y, 0);
|
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Vector3 position = cameraPosition + cameraRotation * Vector3.forward * 0.35f;
|
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|
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objToFind.transform.position = position;
|
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objToFind.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
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objToFind.transform.rotation = cameraRotation;
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|
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MeshRenderer meshRenderer = objToFind.GetComponent<MeshRenderer>();
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if (meshRenderer != null)
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{
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float sizeInDirection = meshRenderer.bounds.size.x; // Pour la hauteur, ajustez selon votre besoin
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Debug.Log("SizeInDirection: " + sizeInDirection);
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objToFind.transform.position -= objToFind.transform.right * sizeInDirection * 0.175f;
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}
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Debug.Log("RefreshAtom(): Created " + objToFind.name);
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objToFind.name = "[N] " + objToFind.name;
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InstantiatesObject.Add(objToFind);
|
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this.OnInstantiateObject(objToFind);
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Debug.Log("Instantiate " + objToFind.name);
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DisableAllMarkerModel();
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} else {
|
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foreach (var o in InstantiatesObject) {
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Destroy(o);
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OnDestroyObject(o);
|
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}
|
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InstantiatesObject.Clear();
|
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EnableAllMarkerModel();
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RenderAtom(elementName, toAdd);
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}
|
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|
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if (InstantiatesObject.Count > 0 && objectInstantiateText != null) {
|
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objectInstantiateText.text = String.Join(", ", InstantiatesObject.Select((s) => s.name));
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} else if (objectInstantiateText != null) {
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objectInstantiateText.text = "En attente...";
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}
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}
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|
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if (InstantiatesObject.Count > 0)
|
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private void SetMoleculeInfo(String formula)
|
||||
{
|
||||
objectInstantiateText.text = String.Join(", ", InstantiatesObject.Select((s) => s.name));
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}
|
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else
|
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{
|
||||
objectInstantiateText.text = "En attente...";
|
||||
if (formula == null) {
|
||||
return;
|
||||
}
|
||||
var factory = MoleculeFactory.getInstrance(this.jsonFile);
|
||||
factory.setAtomFactory(this._atomFactory);
|
||||
Molecule mol = factory.GetMoleculeByFormula(formula);
|
||||
var descriptionGO = GameObject.Find("TXT_DESC").GetComponent<TextMeshProUGUI>();
|
||||
var atomNbGO = GameObject.Find("TXT_ATOM_NB").GetComponent<TextMeshProUGUI>();
|
||||
var symGO = GameObject.Find("TXT_SYM").GetComponent<TextMeshProUGUI>();
|
||||
var nameGO = GameObject.Find("TXT_NAME").GetComponent<TextMeshProUGUI>();
|
||||
nameGO.text = mol.name;
|
||||
symGO.text = mol.formula;
|
||||
descriptionGO.text = "Masse moleculaire: ";
|
||||
atomNbGO.text = mol.atoms.Length + " Atomes";
|
||||
}
|
||||
|
||||
private void OnInstantiateObject(GameObject obj)
|
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@ -115,6 +371,7 @@ public class ActiveScoppedElements : MonoBehaviour
|
||||
{
|
||||
informationObj.SetActive(true);
|
||||
}
|
||||
SetMoleculeInfo(GetFormula());
|
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foreach (var debugObj in DebugObjs)
|
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{
|
||||
debugObj.SetActive(false);
|
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@ -133,16 +390,35 @@ public class ActiveScoppedElements : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private string CleanStringOfNonDigits( string s )
|
||||
{
|
||||
if (string.IsNullOrEmpty(s)) return s;
|
||||
StringBuilder sb = new StringBuilder(s.Length) ;
|
||||
for (int i = 0; i < s.Length; ++i)
|
||||
{
|
||||
char c = s[i];
|
||||
if ( c < '0' ) continue ;
|
||||
if ( c > '9' ) continue ;
|
||||
sb.Append(s[i]);
|
||||
}
|
||||
string cleaned = sb.ToString();
|
||||
return cleaned;
|
||||
}
|
||||
|
||||
private string CleanStringOfDigits(string s)
|
||||
{
|
||||
return new String(s.Where(Char.IsLetter).ToArray());
|
||||
}
|
||||
|
||||
public void RemoveUnscoppedElement(String elementName)
|
||||
{
|
||||
if (this.IsLock)
|
||||
{
|
||||
return;
|
||||
}
|
||||
Debug.Log("Removed " + elementName);
|
||||
actives.Remove(elementName);
|
||||
RefreshText();
|
||||
RefreshAtom();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
RefreshAtom(elementName, false);
|
||||
}
|
||||
}
|
||||
|
24
Assets/AtomPrefab.cs
Normal file
24
Assets/AtomPrefab.cs
Normal file
@ -0,0 +1,24 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AtomPrefab : MonoBehaviour
|
||||
{
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
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Reference in New Issue
Block a user