Fixed return button coding and scene setup.

This commit is contained in:
FlorianSpeicher
2025-05-05 23:18:57 +02:00
parent 9a4274104d
commit 9d23a70770
11 changed files with 427 additions and 128 deletions

View File

@@ -1,7 +1,9 @@
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<attachedFolders />
<attachedFolders>
<Path>../../vr-configurator</Path>
</attachedFolders>
<explicitIncludes />
<explicitExcludes />
</component>

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@@ -22686,6 +23023,6 @@ SceneRoots:
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View File

@@ -18,7 +18,6 @@ public class BaseModelBehaviour : ModelBehaviour
set
{
model = value;
}
}

View File

@@ -97,6 +97,7 @@ public class ModelManager : MonoBehaviour
public void LoadSelectedModel(BaseModel baseModel)
{
//create if doesnt exist
if (this.baseModel == null)
{
// Neues GameObject für das BaseModel erstellen
@@ -114,7 +115,15 @@ public class ModelManager : MonoBehaviour
this.baseModel.GetComponent<BaseModelBehaviour>().baseModel = baseModel;
this.baseModel.name = baseModel.nameId;
this.baseModel.SetActive(true);
Debug.Log($"Modell {baseModel.nameHuman} geladen und platziert.");
Debug.Log($"Modell {baseModel.nameHuman} lock and loaded.");
}
public void openSelector()
{
Debug.Log("Open Selector");
//TODO: make work
baseModel.SetActive(false);
baseModelSelector.Activate(); //actimel aktiviert ausw'hlkrafte
}

View File

@@ -14,12 +14,18 @@ public class BaseModelSelector : MonoBehaviour
private BaseModel selectedModel = null; // Gemerkte Auswahl!
public ModelManager modelManager; // <-- ziehen wir im Inspector rein
public ReturnButtonBehaviour returnButton;
void Start()
{
SetupEventSystem();
SetupCanvas();
CreatePrefabButtons();
if(returnButton == null)
{
returnButton = FindAnyObjectByType<ReturnButtonBehaviour>();
}
}
void SetupEventSystem()
@@ -34,7 +40,7 @@ public class BaseModelSelector : MonoBehaviour
}
else
{
Debug.Log("EventSystem existiert bereits neues wird nicht erstellt.");
Debug.Log("EventSystem existiert bereits - neues wird nicht erstellt.");
}
}
@@ -42,6 +48,7 @@ public class BaseModelSelector : MonoBehaviour
void SetupCanvas()
{
GameObject canvasGO = new GameObject("ModelSelectorCanvas");
canvasGO.transform.SetParent(gameObject.transform);
canvas = canvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
@@ -91,31 +98,30 @@ public class BaseModelSelector : MonoBehaviour
// Wenn ein Button geklickt wird
public void OnModelButtonClicked(BaseModel model)
{
selectedModel = model;
Debug.Log($"Ausgewähltes Modell: {selectedModel.nameHuman}");
Debug.Log($"Ausgewähltes Modell: {model.nameHuman}");
if (modelManager != null)
{
modelManager.LoadSelectedModel(selectedModel);
ReturnButtonSpawner.SpawnReturnButton(modelManager.transform, this.canvas.gameObject);
}
else
if (modelManager == null)
{
Debug.LogError("ModelManager ist nicht zugewiesen!");
return;
}
// --> Canvas unsichtbar machen!
if (canvas != null)
modelManager.LoadSelectedModel(model);
if (returnButton == null)
{
canvas.gameObject.SetActive(false);
Debug.LogError("ReturnButton is null!");
return;
}
returnButton.Activate(); //aktiviere actimel kräfte
if (canvas == null)
{
Debug.LogError("Canvas doesn't exist");
return;
}
gameObject.SetActive(false);
}
// Öffentliche Funktion: Aktuell gewähltes Modell zurückgeben
public BaseModel GetSelectedModel()
{
return selectedModel;
}
public static GameObject SetupPrefab(BaseModel model)
{
// Hauptobjekt
@@ -166,6 +172,11 @@ public class BaseModelSelector : MonoBehaviour
return buttonGO;
}
public void Activate()
{
gameObject.SetActive(true);
}
}

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@@ -1,16 +0,0 @@
using UnityEngine;
public class ReifenAuswahl : MonoBehaviour
{
public GameObject Viewport_Reifen;
public GameObject Viewport_Farbe;
public void SetVisibility(bool visible)
{
if (Viewport_Reifen != null)
{
Viewport_Reifen.SetActive(visible);
Viewport_Farbe.SetActive(!visible);
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 03a7672b5a6935948bf534bfd16ad8b9

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@@ -0,0 +1,34 @@
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class ReturnButtonBehaviour : MonoBehaviour
{
public BaseModelSelector bms;
public ModelManager mm;
void Start()
{
gameObject.SetActive(false);
GetComponent<Button>().onClick.AddListener(OnClick);
}
private void OnClick()
{
Debug.Log("Return to Menu clicked");
mm.openSelector();
gameObject.SetActive(false);
}
public void Activate()
{
gameObject.SetActive(true);
//black magic
var cameraTf = GameObject.Find("[BuildingBlock] Camera Rig").transform;
//gameObject.transform.position = cameraTf.position + new Vector3(5f,-0.5f,5f);
//gameObject.transform.rotation = Quaternion.LookRotation(gameObject.transform.position - cameraTf.position);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6090c3d0202faa84bb7bbf94c1cceec8

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@@ -1,75 +0,0 @@
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;
public class ReturnButtonSpawner : MonoBehaviour
{
public static void SpawnReturnButton(Transform nearTarget, GameObject modelSelectorCanvas)
{
var returnCanvasGO = new GameObject("ReturnCanvas");
var canvas = returnCanvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.WorldSpace;
returnCanvasGO.AddComponent<CanvasScaler>().uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
returnCanvasGO.AddComponent<GraphicRaycaster>();
returnCanvasGO.AddComponent<OVRRaycaster>();
returnCanvasGO.transform.position = nearTarget.position + Vector3.right * 2;
returnCanvasGO.transform.rotation = Quaternion.LookRotation(returnCanvasGO.transform.position - Camera.main.transform.position);
var buttonGO = new GameObject("ReturnButton");
buttonGO.transform.SetParent(returnCanvasGO.transform, false);
var rt = buttonGO.AddComponent<RectTransform>();
rt.sizeDelta = new Vector2(300, 100);
rt.localScale = Vector3.one * 0.005f;
var image = buttonGO.AddComponent<Image>();
var backgroundSprite = Resources.Load<Sprite>("sprites/default");
image.sprite = backgroundSprite ?? null;
image.color = backgroundSprite ? Color.white : new Color(0.2f, 0.2f, 0.2f, 0.8f);
var button = buttonGO.AddComponent<Button>();
var collider = buttonGO.AddComponent<BoxCollider>();
collider.size = new Vector3(300, 100, 1);
// === Titel ===
var titleGO = new GameObject("TitleText");
titleGO.transform.SetParent(buttonGO.transform, false);
var titleText = titleGO.AddComponent<TextMeshProUGUI>();
titleText.text = "Zurück ins Menü";
titleText.fontSize = 24;
var titleRT = titleGO.GetComponent<RectTransform>();
titleRT.anchorMin = new Vector2(0, 1);
titleRT.anchorMax = new Vector2(1, 1);
titleRT.pivot = new Vector2(0, 1);
titleRT.anchoredPosition = new Vector2(60, -10);
titleRT.sizeDelta = new Vector2(-70, 30);
button.onClick.AddListener(() =>
{
modelSelectorCanvas.SetActive(true);
// Altes BaseModel zerstören und ein neues leeres erstellen
var modelManager = FindObjectOfType<ModelManager>();
if (modelManager != null && modelManager.baseModel != null)
{
Destroy(modelManager.baseModel); // Altes BaseModel zerstören
modelManager.baseModel = new GameObject("BaseModel");
modelManager.baseModel.AddComponent<BaseModelBehaviour>();
modelManager.baseModel.transform.position = new Vector3(0,0,1); // Optional: Position setzen
Debug.Log("Neues leeres BaseModel erstellt.");
}
Destroy(returnCanvasGO);
Debug.Log("Zurück ins Menü");
});
}
}

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