feat: files ausgelagert + contextmenu connect nodes
This commit is contained in:
parent
227d017bec
commit
9a5b06387d
7 changed files with 108234 additions and 108176 deletions
File diff suppressed because it is too large
Load diff
8
Assets/Editor.meta
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8
Assets/Editor.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: e2cbe02f0d4576345b0b3821bc75b2d7
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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271
Assets/Editor/EditorCustom.cs
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271
Assets/Editor/EditorCustom.cs
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@ -0,0 +1,271 @@
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using UnityEditor;
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using UnityEngine;
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using System.Linq;
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[InitializeOnLoad]
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public static class EditorCustom
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{
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static EditorCustom()
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{
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SceneView.duringSceneGui += OnSceneGUI;
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}
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private static void OnSceneGUI(SceneView sceneView)
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{
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Event e = Event.current;
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if (e.type == EventType.MouseDown && e.button == 1)
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{
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// Nodes prüfen
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GameManager gm = GameObject.FindFirstObjectByType<GameManager>();
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if (!gm) return;
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Node[] selectedNodes = Selection.gameObjects
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.Select(g => g.GetComponent<Node>())
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.Where(n => n != null)
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.ToArray();
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GenericMenu menu = new GenericMenu();
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if (selectedNodes.Length == 2)
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{
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menu.AddItem(new GUIContent("Connect Selected Nodes"), false, () =>
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{
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GameManager.Connection con = gm.connections.Find(con =>
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(con.nodeA == selectedNodes[0] && con.nodeB == selectedNodes[1]) ||
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(con.nodeA == selectedNodes[1] && con.nodeB == selectedNodes[0]));
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if (con != null)
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con.allowed = true;
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else
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gm.AddConnection(selectedNodes[0], selectedNodes[1]);
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});
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menu.ShowAsContext();
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e.Use(); // verhindert, dass Unity sein eigenes Menü anzeigt
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}
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}
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}
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[CustomEditor(typeof(GameManager))]
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public class GameManagerEditor : Editor
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{
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int clickedConIdx = -1;
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// Custom Inspector
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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GameManager gm = (GameManager)target;
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GUILayout.Label("Generation Parameters", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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gm.nodeCount = EditorGUILayout.IntSlider("Node Count", gm.nodeCount, 0, 200);
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if (EditorGUI.EndChangeCheck() && gm.regenerateOnChange)
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{
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gm.GenerateAlongSphere();
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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EditorGUI.BeginChangeCheck();
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gm.maxConnectionLength = EditorGUILayout.Slider("Max Connection Length", gm.maxConnectionLength, 0, 100);
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if (EditorGUI.EndChangeCheck() && gm.regenerateOnChange)
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{
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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GUILayout.Space(10);
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GUILayout.Label("Connection Gizmos", EditorStyles.boldLabel);
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gm.hoverRadiusCon = EditorGUILayout.IntSlider("Hover Radius (Connection)", gm.hoverRadiusCon, 0, 100);
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gm.hoverRadiusNode = EditorGUILayout.IntSlider("Hover Radius (Node)", gm.hoverRadiusNode, 0, 100);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Distribute Nodes"))
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{
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gm.GenerateAlongSphere();
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SceneView.RepaintAll();
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}
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if (GUILayout.Button("Generate Connections"))
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{
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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if (GUILayout.Button("Generate Both"))
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{
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gm.GenerateAlongSphere();
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Fetch all Nodes"))
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{
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Node[] allNodes = gm.NodeParent.GetComponentsInChildren<Node>();
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Debug.Log("Added " + (allNodes.Length - gm.nodeCount) + " new nodes");
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gm.nodes = allNodes.ToList();
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gm.nodeCount = allNodes.Length;
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
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GUILayout.BeginVertical();
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for (int i = 0; i < gm.levels.Count; i++)
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{
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if (gm.selectedLevel == i)
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GUILayout.Label("▷ Level " + i, EditorStyles.boldLabel);
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else
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GUILayout.Label(" Level " + i);
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical();
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for (int i = 0; i < gm.levels.Count; i++)
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{
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if (GUILayout.Button("Load"))
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gm.LoadLevelData(i);
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical();
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for (int i = 0; i < gm.levels.Count; i++)
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{
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GUILayout.BeginHorizontal();
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if (gm.selectedLevel == i)
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if (GUILayout.Button("Save"))
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gm.SaveLevelData(i);
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if (GUILayout.Button("Delete"))
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{
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gm.levels.Remove(gm.levels[i]);
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if (gm.selectedLevel == i)
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gm.selectedLevel = -1;
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if (gm.selectedLevel > i)
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gm.selectedLevel--;
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if (gm.levels.Count <= 0)
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gm.selectedLevel = -1;
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}
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GUILayout.EndHorizontal();
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}
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GUILayout.EndVertical();
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GUILayout.EndHorizontal();
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if (GUILayout.Button("Save as new"))
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gm.SaveLevelData();
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}
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// Custom Scene Interaction while GameManager selected
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private void OnSceneGUI()
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{
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Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
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GameManager gm = FindFirstObjectByType<GameManager>();
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if (gm == null) return;
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GameObject selected = Selection.activeGameObject;
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bool allowHover = false;
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if (selected == gm.gameObject)
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allowHover = true;
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else
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{
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Node node = selected?.GetComponent<Node>();
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if (node != null && gm.nodes.Contains(node))
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allowHover = true;
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}
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if (!allowHover) return;
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if (gm.connections == null || gm.connections.Count == 0) return;
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Camera cam = SceneView.lastActiveSceneView.camera;
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if (cam == null) return;
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Vector2 mouse = Event.current.mousePosition;
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mouse.y = cam.pixelHeight - mouse.y;
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Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
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int closestIdx = -1;
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float closestDist = float.MaxValue;
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bool cancelHover = false;
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// Hover-Ermittlung Connections
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for (int i = 0; i < gm.connections.Count; i++)
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{
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gm.connections[i].hovered = false;
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if (cancelHover)
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continue;
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var con = gm.connections[i];
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Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
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Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
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Vector3 ab = b - a;
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Vector3 am = mousePos - a;
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float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
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Vector3 proj = a + t * ab;
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float dist = Vector3.Distance(mousePos, proj);
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if (Vector3.Distance(a, mousePos) <= gm.hoverRadiusNode || Vector3.Distance(b, mousePos) <= gm.hoverRadiusNode)
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cancelHover = true;
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if (dist < closestDist && dist < gm.hoverRadiusCon)
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{
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closestDist = dist;
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closestIdx = i;
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}
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}
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if (closestIdx < 0)
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cancelHover = true;
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if (!cancelHover)
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gm.connections[closestIdx].hovered = true;
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// Klick-Behandlung
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Event e = Event.current;
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if (e.type == EventType.MouseDown && e.button == 0 && !cancelHover)
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{
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clickedConIdx = closestIdx;
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}
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if (e.type == EventType.MouseUp && e.button == 0)
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{
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if (closestIdx == clickedConIdx && !cancelHover)
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{
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gm.connections[closestIdx].allowed = !gm.connections[closestIdx].allowed;
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e.Use(); // Event als verarbeitet markieren
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}
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clickedConIdx = -1;
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}
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// SceneView kontinuierlich aktualisieren
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SceneView.RepaintAll();
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}
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}
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}
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2
Assets/Editor/EditorCustom.cs.meta
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2
Assets/Editor/EditorCustom.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: ac51d1251f4305d46910678898892e6a
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38
Assets/Scripts/Extensions.cs
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38
Assets/Scripts/Extensions.cs
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using UnityEngine;
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public static class Extensions
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{
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// Zeichnet eine Quadratic Bezier Kurve (Start, Control, End) mit N Punkten
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public static void SetQuadraticBezier(this LineRenderer line, Vector3 start, Vector3 control, Vector3 end, int segments)
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{
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line.positionCount = segments + 1;
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for (int i = 0; i <= segments; i++)
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{
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float t = i / (float)segments;
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// Quadratic Bezier Formel
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Vector3 point = (1 - t) * (1 - t) * start +
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2 * (1 - t) * t * control +
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t * t * end;
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line.SetPosition(i, point);
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}
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}
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public static void SetGreatCircleArc(this LineRenderer line, Vector3 start, Vector3 end, int segments, float radius)
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{
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// Normalize to sphere radius
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Vector3 startNorm = start.normalized * radius;
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Vector3 endNorm = end.normalized * radius;
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line.positionCount = segments + 1;
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for (int i = 0; i <= segments; i++)
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{
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float t = i / (float)segments;
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// spherical linear interpolation (slerp) between start and end
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Vector3 point = Vector3.Slerp(startNorm, endNorm, t);
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line.SetPosition(i, point);
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}
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}
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}
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2
Assets/Scripts/Extensions.cs.meta
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2
Assets/Scripts/Extensions.cs.meta
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fileFormatVersion: 2
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guid: 231c1aaa581b73946a007e5fc1af6669
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@ -7,7 +7,6 @@ using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.UIElements;
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using static UnityEditor.PlayerSettings;
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using static UnityEngine.GraphicsBuffer;
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[ExecuteAlways]
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@ -40,6 +39,29 @@ public class GameManager : MonoBehaviour
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public LineRenderer lineRenderer;
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}
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[Serializable]
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public class LevelData
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{
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[Serializable]
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public class NodeData
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{
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public Vector3 position;
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public int owner;
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}
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[Serializable]
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public class ConnectionData
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{
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public int nodeAIndex;
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public int nodeBIndex;
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public bool allowed = true;
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}
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public float maxConnectionLength = 0;
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public List<NodeData> nodes = new List<NodeData>();
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public List<ConnectionData> connections = new List<ConnectionData>();
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}
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void Awake()
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{
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if (Instance != null && Instance != this)
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@ -112,20 +134,7 @@ public class GameManager : MonoBehaviour
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}
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if (!conExists)
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{
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var dummy = new GameObject("dummy");
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dummy.transform.SetParent(ConnectionParent);
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var newCon = new Connection
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{
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nodeA = nodeA,
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nodeB = nodeB,
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lineRenderer = dummy.AddComponent<LineRenderer>()
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};
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newCon.lineRenderer.enabled = false;
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newCon.lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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newCon.lineRenderer.positionCount = 3;
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connections.Add(newCon);
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AddConnection(nodeA, nodeB);
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}
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}
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@ -154,6 +163,25 @@ public class GameManager : MonoBehaviour
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}
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}
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public void AddConnection(Node nodeA, Node nodeB, bool allowed = true)
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{
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var dummy = new GameObject("dummy");
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dummy.transform.SetParent(ConnectionParent);
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var newCon = new Connection
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{
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nodeA = nodeA,
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nodeB = nodeB,
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allowed = allowed,
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lineRenderer = dummy.AddComponent<LineRenderer>()
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};
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newCon.lineRenderer.enabled = false;
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newCon.lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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newCon.lineRenderer.positionCount = 3;
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connections.Add(newCon);
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}
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public void LoadLevelData(int index)
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{
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if(index >= levels.Count)
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@ -182,21 +210,7 @@ public class GameManager : MonoBehaviour
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foreach (LevelData.ConnectionData conData in levels[index].connections)
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{
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var dummy = new GameObject("dummy");
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dummy.transform.SetParent(ConnectionParent);
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var newCon = new Connection
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{
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nodeA = nodes[conData.nodeAIndex],
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nodeB = nodes[conData.nodeBIndex],
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allowed = conData.allowed,
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lineRenderer = dummy.AddComponent<LineRenderer>()
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};
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newCon.lineRenderer.enabled = false;
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newCon.lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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newCon.lineRenderer.positionCount = 3;
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connections.Add(newCon);
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AddConnection(nodes[conData.nodeAIndex], nodes[conData.nodeBIndex]);
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}
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selectedLevel = index;
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maxConnectionLength = levels[index].maxConnectionLength;
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@ -248,280 +262,3 @@ public class GameManager : MonoBehaviour
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Debug.Log("Saved Level " + newIndex);
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}
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}
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[Serializable]
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public class LevelData
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{
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[Serializable]
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public class NodeData
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{
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public Vector3 position;
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public int owner;
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}
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[Serializable]
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public class ConnectionData
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{
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public int nodeAIndex;
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public int nodeBIndex;
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public bool allowed = true;
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}
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public float maxConnectionLength = 0;
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public List<NodeData> nodes = new List<NodeData>();
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public List<ConnectionData> connections = new List<ConnectionData>();
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(GameManager))]
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public class GameManagerEditor : Editor
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{
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int clickedConIdx = -1;
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public override void OnInspectorGUI()
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{
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DrawDefaultInspector();
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GameManager gm = (GameManager)target;
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GUILayout.Label("Generation Parameters", EditorStyles.boldLabel);
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EditorGUI.BeginChangeCheck();
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gm.nodeCount = EditorGUILayout.IntSlider("Node Count", gm.nodeCount, 0, 200);
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gm.maxConnectionLength = EditorGUILayout.Slider("Max Connection Length", gm.maxConnectionLength, 0, 100);
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if (EditorGUI.EndChangeCheck() && gm.regenerateOnChange)
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{
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gm.GenerateAlongSphere();
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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GUILayout.Space(10);
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GUILayout.Label("Connection Gizmos", EditorStyles.boldLabel);
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gm.hoverRadiusCon = EditorGUILayout.IntSlider("Hover Radius (Connection)", gm.hoverRadiusCon, 0, 100);
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gm.hoverRadiusNode = EditorGUILayout.IntSlider("Hover Radius (Node)", gm.hoverRadiusNode, 0, 100);
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GUILayout.BeginHorizontal();
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if (GUILayout.Button("Distribute Nodes"))
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{
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gm.GenerateAlongSphere();
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SceneView.RepaintAll();
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}
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if (GUILayout.Button("Generate Connections"))
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{
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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if (GUILayout.Button("Generate Both"))
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{
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gm.GenerateAlongSphere();
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gm.GenerateConnections();
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SceneView.RepaintAll();
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}
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GUILayout.EndHorizontal();
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GUILayout.BeginHorizontal();
|
||||
|
||||
|
||||
if (GUILayout.Button("Fetch all Nodes"))
|
||||
{
|
||||
Node[] allNodes = gm.NodeParent.GetComponentsInChildren<Node>();
|
||||
|
||||
Debug.Log("Added " + (allNodes.Length - gm.nodeCount) + " new nodes");
|
||||
|
||||
gm.nodes = allNodes.ToList();
|
||||
gm.nodeCount = allNodes.Length;
|
||||
}
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.BeginHorizontal();
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
for(int i = 0; i < gm.levels.Count; i++)
|
||||
{
|
||||
if (gm.selectedLevel == i)
|
||||
GUILayout.Label("▷ Level " + i, EditorStyles.boldLabel);
|
||||
else
|
||||
GUILayout.Label(" Level " + i);
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
for (int i = 0; i < gm.levels.Count; i++)
|
||||
{
|
||||
if (GUILayout.Button("Load"))
|
||||
gm.LoadLevelData(i);
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.BeginVertical();
|
||||
for (int i = 0; i < gm.levels.Count; i++)
|
||||
{
|
||||
GUILayout.BeginHorizontal();
|
||||
if (gm.selectedLevel == i)
|
||||
if (GUILayout.Button("Save"))
|
||||
gm.SaveLevelData(i);
|
||||
|
||||
if (GUILayout.Button("Delete"))
|
||||
{
|
||||
gm.levels.Remove(gm.levels[i]);
|
||||
if (gm.selectedLevel == i)
|
||||
gm.selectedLevel = -1;
|
||||
if (gm.selectedLevel > i)
|
||||
gm.selectedLevel--;
|
||||
if(gm.levels.Count <= 0)
|
||||
gm.selectedLevel = -1;
|
||||
}
|
||||
GUILayout.EndHorizontal();
|
||||
}
|
||||
GUILayout.EndVertical();
|
||||
|
||||
GUILayout.EndHorizontal();
|
||||
|
||||
if (GUILayout.Button("Save as new"))
|
||||
gm.SaveLevelData();
|
||||
|
||||
}
|
||||
|
||||
private void OnSceneGUI()
|
||||
{
|
||||
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
|
||||
|
||||
GameManager gm = FindFirstObjectByType<GameManager>();
|
||||
if (gm == null) return;
|
||||
|
||||
GameObject selected = Selection.activeGameObject;
|
||||
bool allowHover = false;
|
||||
|
||||
if (selected == gm.gameObject)
|
||||
allowHover = true;
|
||||
else
|
||||
{
|
||||
Node node = selected?.GetComponent<Node>();
|
||||
if (node != null && gm.nodes.Contains(node))
|
||||
allowHover = true;
|
||||
}
|
||||
|
||||
if (!allowHover) return;
|
||||
|
||||
if (gm.connections == null || gm.connections.Count == 0) return;
|
||||
Camera cam = SceneView.lastActiveSceneView.camera;
|
||||
if (cam == null) return;
|
||||
|
||||
Vector2 mouse = Event.current.mousePosition;
|
||||
mouse.y = cam.pixelHeight - mouse.y;
|
||||
Vector3 mousePos = new Vector3(mouse.x, mouse.y, 0);
|
||||
|
||||
int closestIdx = -1;
|
||||
float closestDist = float.MaxValue;
|
||||
bool cancelHover = false;
|
||||
|
||||
// Hover-Ermittlung Connections
|
||||
for (int i = 0; i < gm.connections.Count; i++)
|
||||
{
|
||||
gm.connections[i].hovered = false;
|
||||
|
||||
if (cancelHover)
|
||||
continue;
|
||||
|
||||
var con = gm.connections[i];
|
||||
Vector3 a = cam.WorldToScreenPoint(con.nodeA.transform.position);
|
||||
Vector3 b = cam.WorldToScreenPoint(con.nodeB.transform.position);
|
||||
|
||||
Vector3 ab = b - a;
|
||||
Vector3 am = mousePos - a;
|
||||
float t = Mathf.Clamp01(Vector3.Dot(am, ab) / ab.sqrMagnitude);
|
||||
Vector3 proj = a + t * ab;
|
||||
float dist = Vector3.Distance(mousePos, proj);
|
||||
|
||||
if (Vector3.Distance(a, mousePos) <= gm.hoverRadiusNode || Vector3.Distance(b, mousePos) <= gm.hoverRadiusNode)
|
||||
cancelHover = true;
|
||||
|
||||
if (dist < closestDist && dist < gm.hoverRadiusCon)
|
||||
{
|
||||
closestDist = dist;
|
||||
closestIdx = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (closestIdx < 0)
|
||||
cancelHover = true;
|
||||
|
||||
|
||||
if (!cancelHover)
|
||||
gm.connections[closestIdx].hovered = true;
|
||||
|
||||
|
||||
// Klick-Behandlung
|
||||
Event e = Event.current;
|
||||
|
||||
|
||||
if (e.type == EventType.MouseDown && e.button == 0 && !cancelHover)
|
||||
{
|
||||
clickedConIdx = closestIdx;
|
||||
}
|
||||
|
||||
if (e.type == EventType.MouseUp && e.button == 0)
|
||||
{
|
||||
if (closestIdx == clickedConIdx && !cancelHover)
|
||||
{
|
||||
gm.connections[closestIdx].allowed = !gm.connections[closestIdx].allowed;
|
||||
e.Use(); // Event als verarbeitet markieren
|
||||
}
|
||||
|
||||
clickedConIdx = -1;
|
||||
}
|
||||
|
||||
// SceneView kontinuierlich aktualisieren
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
public static class LineRendererExtensions
|
||||
{
|
||||
// Zeichnet eine Quadratic Bezier Kurve (Start, Control, End) mit N Punkten
|
||||
public static void SetQuadraticBezier(this LineRenderer line, Vector3 start, Vector3 control, Vector3 end, int segments)
|
||||
{
|
||||
line.positionCount = segments + 1;
|
||||
|
||||
for (int i = 0; i <= segments; i++)
|
||||
{
|
||||
float t = i / (float)segments;
|
||||
// Quadratic Bezier Formel
|
||||
Vector3 point = (1 - t) * (1 - t) * start +
|
||||
2 * (1 - t) * t * control +
|
||||
t * t * end;
|
||||
|
||||
line.SetPosition(i, point);
|
||||
}
|
||||
}
|
||||
|
||||
public static void SetGreatCircleArc(this LineRenderer line, Vector3 start, Vector3 end, int segments, float radius)
|
||||
{
|
||||
// Normalize to sphere radius
|
||||
Vector3 startNorm = start.normalized * radius;
|
||||
Vector3 endNorm = end.normalized * radius;
|
||||
|
||||
line.positionCount = segments + 1;
|
||||
|
||||
for (int i = 0; i <= segments; i++)
|
||||
{
|
||||
float t = i / (float)segments;
|
||||
// spherical linear interpolation (slerp) between start and end
|
||||
Vector3 point = Vector3.Slerp(startNorm, endNorm, t);
|
||||
line.SetPosition(i, point);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Reference in a new issue