2025-09-15 23:01:07 +02:00
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using System;
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2025-09-16 00:08:50 +02:00
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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2025-09-15 23:01:07 +02:00
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2025-09-16 00:08:50 +02:00
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[ExecuteAlways]
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2025-09-15 23:01:07 +02:00
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public class GameManager : MonoBehaviour
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{
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[HideInInspector]
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public static GameManager instance;
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2025-09-16 00:08:50 +02:00
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[SerializeField]
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private Transform NodeParent;
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[SerializeField]
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private GameObject NodePrefab;
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2025-09-15 23:01:07 +02:00
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[Header("Parameters")]
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[Range(0, 100)]
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public float maxConnectionLength;
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2025-09-16 00:08:50 +02:00
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private List<Node> nodes = new List<Node>();
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2025-09-15 23:01:07 +02:00
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[SerializeField]
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public List<Connection> connections = new List<Connection>();
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[Serializable]
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public struct Connection
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{
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public Node nodeA, nodeB;
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public bool allowed;
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}
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2025-09-16 00:08:50 +02:00
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[ContextMenu("Generate Along Sphere")]
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void GenerateAlongSphere()
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{
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connections.Clear();
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nodes.Clear();
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int pointCount = 100;
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float radius = 20f;
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float goldenRatio = (1f + Mathf.Sqrt(5f)) / 2f;
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float angleIncrement = 2f * Mathf.PI * goldenRatio;
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for (int i = 0; i < pointCount; i++)
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{
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float t = (float)i / pointCount; // von 0 bis 1
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float inclination = Mathf.Acos(1f - 2f * t);
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float azimuth = angleIncrement * i;
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float x = Mathf.Sin(inclination) * Mathf.Cos(azimuth);
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float y = Mathf.Sin(inclination) * Mathf.Sin(azimuth);
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float z = Mathf.Cos(inclination);
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Vector3 pos = new Vector3(x, y, z) * radius;
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var auto = Instantiate(NodePrefab, NodeParent);
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auto.transform.localPosition = pos;
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nodes.Add(auto.GetComponent<Node>());
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}
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}
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[ContextMenu("Generate Connections")]
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void GenerateConnections()
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{
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connections.Clear();
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foreach (Node nodeA in nodes)
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{
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if (nodeA == null) continue;
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foreach (Node nodeB in nodes)
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{
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if (nodeB == null) continue;
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bool conExists = false;
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if (nodeA == nodeB || Math.Abs(Vector3.Distance(nodeA.transform.position, nodeB.transform.position)) > maxConnectionLength)
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continue;
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foreach (Connection con in connections)
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{
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if ((con.nodeA == nodeA && con.nodeB == nodeB) || (con.nodeA == nodeB && con.nodeB == nodeA))
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{
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conExists = true;
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break;
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}
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}
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if (!conExists)
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connections.Add(new Connection { nodeA = nodeA, nodeB = nodeB });
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}
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}
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}
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// Start is called once before the first execution of Update after the MonoBehaviour is created
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void Start()
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{
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}
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#if UNITY_EDITOR
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void OnDrawGizmos()
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{
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if (connections == null) return;
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// Linien respektieren den Z-Buffer
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Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
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foreach (var con in connections)
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{
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Handles.color = con.allowed ? Color.green : Color.red;
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Handles.DrawLine(con.nodeA.transform.position, con.nodeB.transform.position);
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}
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}
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#endif
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2025-09-15 23:01:07 +02:00
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}
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