UI components completed
added button functionality and mesh grid to scene
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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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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class AgentButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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{
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[SerializeField] private Image _img;
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[SerializeField] private Sprite _default, _pressed;
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public void OnPointerDown(PointerEventData eventData)
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{
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_img.sprite = _pressed;
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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_img.sprite = _default;
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}
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public void IWasClicked()
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{
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Debug.Log("Placing Mode: Agent");
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}
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}
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@@ -0,0 +1,11 @@
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@@ -31,7 +31,7 @@ public class ClickButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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public void IWasClicked()
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{
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Debug.Log("Clicked");
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Debug.Log("Playing Simulation");
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}
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@@ -0,0 +1,38 @@
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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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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class ResetButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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{
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[SerializeField] private Image _img;
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[SerializeField] private Sprite _default, _pressed;
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[SerializeField] private AudioClip _compressClip, _uncompressClip;
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[SerializeField] private AudioSource _source;
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public void OnPointerDown(PointerEventData eventData)
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{
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_img.sprite = _pressed;
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_source.PlayOneShot(_compressClip);
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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_img.sprite = _default;
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_source.PlayOneShot(_uncompressClip);
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}
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public void IWasClicked()
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{
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Debug.Log("Reseting World");
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,36 @@
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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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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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public class SampleButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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{
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[SerializeField] private Image _img;
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[SerializeField] private Sprite _default, _pressed;
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public void OnPointerDown(PointerEventData eventData)
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{
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_img.sprite = _pressed;
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}
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public void OnPointerUp(PointerEventData eventData)
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{
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_img.sprite = _default;
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}
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public void IWasClicked()
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{
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Debug.Log("Placing Mode: Sample");
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}
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}
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@@ -0,0 +1,11 @@
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@@ -29,7 +29,7 @@ public class WallsButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
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public void IWasClicked()
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{
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Debug.Log("O pressed, placing Walls");
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Debug.Log("Placing Mode: Obstacles");
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}
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@@ -0,0 +1,101 @@
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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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public class nMain : MonoBehaviour
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{
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[SerializeField] private CellMesh cellMesh;
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public LogicGrid world;
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char placementMode;
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int placementValue;
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// Start is called before the first frame update
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void Start()
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{
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// Create world
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world = new LogicGrid(32, 16, 5f, new Vector3(-76, -34));
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// Set default placement to Obstacle
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placementValue = 1;
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placementMode = 'o';
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cellMesh.SetGrid(world);
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Debug.Log("Loaded. Placing Mode: Obstacle");
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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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// Change Placement Modes:
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// Place Obstacle in grid
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if (Input.GetKeyDown("o"))
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{
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Debug.Log("Placing Mode: Obstacle");
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placementMode = 'o';
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placementValue = 1;
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}
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// Place Sample in cell
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if(Input.GetKeyDown("s"))
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{
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Debug.Log("Placing Mode: Sample");
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placementMode = 's';
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placementValue = 2;
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}
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// Place agent in cell
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if (Input.GetKeyDown("a"))
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{
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Debug.Log("Placing Mode: Agent");
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placementMode = 'a';
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placementValue = 3;
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}
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// Reset Canvas
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if (Input.GetKeyDown("r"))
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{
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}
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// Update Cell:
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// Change cell to obstacle
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if (Input.GetMouseButton(0))
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{
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world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), placementValue);
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}
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// Clear cell
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if (Input.GetMouseButton(1))
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{
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world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 0);
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}
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// Make functionality for when "start" button is pressed.
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// should call some sort of function that will take in the world
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// and perform the selected algorithm
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}
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public void SetModeObstacle()
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{
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placementValue = 1;
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}
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public void SetModeSample()
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{
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placementValue = 2;
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}
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public void SetModeAgent()
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{
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placementValue = 3;
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}
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public void ResetGrid()
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{
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world.reset();
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}
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}
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