Prise en compte du module factory pour créer et afficher des gameobjects dynamiquement #11

Merged
Nicolas merged 7 commits from feature/molecule into develop 2024-02-02 15:43:01 +00:00
19 changed files with 1889 additions and 19 deletions
Showing only changes of commit 8ca1aa7ad8 - Show all commits

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@ -3,6 +3,7 @@ using System.Collections.Generic;
using System.Linq;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class ActiveScoppedElements : MonoBehaviour
{
@ -20,13 +21,19 @@ public class ActiveScoppedElements : MonoBehaviour
public HashSet<GameObject> InstantiatesObject = new HashSet<GameObject>();
public TextMeshProUGUI textToUpdate;
public TextMeshProUGUI objectInstantiateText;
public ObjectToInstantiate[] objectToInstantiates;
/*public ObjectToInstantiate[] objectToInstantiates;*/
public HashSet<GameObject> DisableGameObjects = new HashSet<GameObject>();
public GameObject[] InformationObjs;
public GameObject[] DebugObjs;
public Button button;
void Start()
{
if (button != null)
{
button.onClick.AddListener(this.Center);
}
if (this.textToUpdate != null)
{
textToUpdate.text = "Scanner des Markers...";
@ -44,6 +51,27 @@ public class ActiveScoppedElements : MonoBehaviour
}
}
public void Center()
{
Debug.Log("Center called !");
foreach (var obj in InstantiatesObject)
{
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 * 0.35f;
//var instantiatedObj = Instantiate(objt.obj, position, cameraRotation);
obj.transform.position = position;
obj.transform.localScale = new Vector3(0.05f, 0.05f, 0.05f);
obj.transform.rotation = cameraRotation;
}
}
private void RefreshText()
{
if (this.textToUpdate != null)

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