Compare commits
2 Commits
feat/molec
...
48d607dfdf
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48d607dfdf | |||
3217569320 |
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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 TMPro;
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using UnityEngine;
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public class ActiveScoppedElements : MonoBehaviour
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{
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[Serializable]
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public struct ObjectToInstantiate {
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public List<String> elements;
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public GameObject obj;
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}
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// Start is called before the first frame update
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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 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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void Start()
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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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}
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}
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public void AddScoppedElement(String name)
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{
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Debug.Log("Added " + name);
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if (!actives.Contains(name))
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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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}
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}
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private void RefreshText()
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{
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if (this.textToUpdate != null)
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{
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this.textToUpdate.text = String.Join(", ", this.actives);
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}
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}
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private void RefreshAtom()
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{
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foreach (var objt in objectToInstantiates)
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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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}
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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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{
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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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{
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disableGameObject.SetActive(true);
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}
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DisableGameObjects.Clear();
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}
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}
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}
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if (InstantiatesObject.Count > 0)
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{
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objectInstantiateText.text = String.Join(", ", InstantiatesObject.Select((s) => s.name));
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}
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else
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{
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objectInstantiateText.text = "En attente...";
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}
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}
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private void OnInstantiateObject(GameObject obj)
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{
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foreach (var informationObj in InformationObjs)
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{
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informationObj.SetActive(true);
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}
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foreach (var debugObj in DebugObjs)
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{
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debugObj.SetActive(false);
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}
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}
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private void OnDestroyObject(GameObject obj)
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{
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foreach (var informationObj in InformationObjs)
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{
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informationObj.SetActive(false);
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}
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foreach (var debugObj in DebugObjs)
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{
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debugObj.SetActive(true);
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}
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}
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public void RemoveUnscoppedElement(String elementName)
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{
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Debug.Log("Removed " + elementName);
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actives.Remove(elementName);
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RefreshText();
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RefreshAtom();
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}
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void Update()
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{
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}
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}
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@ -1,139 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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{
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// Start is called before the first frame update
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public String name;
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public String color;
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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{
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}
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assetBundleVariant:
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|
@ -1,60 +0,0 @@
|
|||||||
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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}
|
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}
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}
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user