UI components completed

added button functionality and mesh grid to scene
This commit is contained in:
dereelatwit
2023-08-08 15:30:55 -04:00
parent 3ac2b11494
commit aec4fc6d37
15 changed files with 3511 additions and 254 deletions
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class AgentButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
[SerializeField] private Image _img;
[SerializeField] private Sprite _default, _pressed;
public void OnPointerDown(PointerEventData eventData)
{
_img.sprite = _pressed;
}
public void OnPointerUp(PointerEventData eventData)
{
_img.sprite = _default;
}
public void IWasClicked()
{
Debug.Log("Placing Mode: Agent");
}
}
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@@ -31,7 +31,7 @@ public class ClickButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
public void IWasClicked() public void IWasClicked()
{ {
Debug.Log("Clicked"); Debug.Log("Playing Simulation");
} }
@@ -0,0 +1,38 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ResetButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
[SerializeField] private Image _img;
[SerializeField] private Sprite _default, _pressed;
[SerializeField] private AudioClip _compressClip, _uncompressClip;
[SerializeField] private AudioSource _source;
public void OnPointerDown(PointerEventData eventData)
{
_img.sprite = _pressed;
_source.PlayOneShot(_compressClip);
}
public void OnPointerUp(PointerEventData eventData)
{
_img.sprite = _default;
_source.PlayOneShot(_uncompressClip);
}
public void IWasClicked()
{
Debug.Log("Reseting World");
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class SampleButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
[SerializeField] private Image _img;
[SerializeField] private Sprite _default, _pressed;
public void OnPointerDown(PointerEventData eventData)
{
_img.sprite = _pressed;
}
public void OnPointerUp(PointerEventData eventData)
{
_img.sprite = _default;
}
public void IWasClicked()
{
Debug.Log("Placing Mode: Sample");
}
}
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@@ -29,7 +29,7 @@ public class WallsButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
public void IWasClicked() public void IWasClicked()
{ {
Debug.Log("O pressed, placing Walls"); Debug.Log("Placing Mode: Obstacles");
} }
@@ -0,0 +1,101 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class nMain : MonoBehaviour
{
[SerializeField] private CellMesh cellMesh;
public LogicGrid world;
char placementMode;
int placementValue;
// Start is called before the first frame update
void Start()
{
// Create world
world = new LogicGrid(32, 16, 5f, new Vector3(-76, -34));
// Set default placement to Obstacle
placementValue = 1;
placementMode = 'o';
cellMesh.SetGrid(world);
Debug.Log("Loaded. Placing Mode: Obstacle");
}
// Update is called once per frame
void Update()
{
// Change Placement Modes:
// Place Obstacle in grid
if (Input.GetKeyDown("o"))
{
Debug.Log("Placing Mode: Obstacle");
placementMode = 'o';
placementValue = 1;
}
// Place Sample in cell
if(Input.GetKeyDown("s"))
{
Debug.Log("Placing Mode: Sample");
placementMode = 's';
placementValue = 2;
}
// Place agent in cell
if (Input.GetKeyDown("a"))
{
Debug.Log("Placing Mode: Agent");
placementMode = 'a';
placementValue = 3;
}
// Reset Canvas
if (Input.GetKeyDown("r"))
{
}
// Update Cell:
// Change cell to obstacle
if (Input.GetMouseButton(0))
{
world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), placementValue);
}
// Clear cell
if (Input.GetMouseButton(1))
{
world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 0);
}
// Make functionality for when "start" button is pressed.
// should call some sort of function that will take in the world
// and perform the selected algorithm
}
public void SetModeObstacle()
{
placementValue = 1;
}
public void SetModeSample()
{
placementValue = 2;
}
public void SetModeAgent()
{
placementValue = 3;
}
public void ResetGrid()
{
world.reset();
}
}
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