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TrackEditHandler.cs
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/**
* Copyright 2019 Michael Pollind
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using System.Reflection;
using TrackEdit.Node;
using UnityEngine;
namespace TrackEdit
{
public class TrackEditHandler : MonoBehaviour
{
public TrackBuilder TrackBuilder { get; private set; }
public TrackedRide TrackRide { get; private set; }
private FieldInfo _trackerRiderField;
private IActivatable _activatedNode = null;
private INode _hold = null;
private void Awake()
{
TrackBuilder = gameObject.GetComponentInChildren<TrackBuilder>();
var flags = BindingFlags.GetField | BindingFlags.Instance | BindingFlags.NonPublic;
_trackerRiderField = TrackBuilder.GetType().GetField("trackedRide", flags);
}
private void Start()
{
TrackRide = (TrackedRide) _trackerRiderField.GetValue(TrackBuilder);
clearHandlers();
TrackRide.Track.OnAddTrackSegment += trackSegment =>
{
Debug.Log("On Track Added");
TrackRide.Track.recalculateIsClosedTrack();
refreshHandlers();
};
TrackRide.Track.OnRemoveTrackSegment += trackSegment =>
{
Debug.Log("On Track Removed");
TrackRide.Track.recalculateIsClosedTrack();
clearHandlers();
refreshHandlers();
};
refreshHandlers();
}
private void refreshHandlers()
{
foreach (var segment in TrackRide.Track.trackSegments)
{
GameObject ob = segment.gameObject;
TrackSegmentHandler handler = ob.GetComponent<TrackSegmentHandler>();
if (handler == null)
handler = ob.AddComponent<TrackSegmentHandler>();
handler.Handler = this;
}
foreach (var segment in TrackRide.Track.trackSegments)
{
GameObject ob = segment.gameObject;
TrackSegmentHandler handler = ob.GetComponent<TrackSegmentHandler>();
if (handler != null)
{
handler.NotifySegmentChange();
}
}
}
private void OnDestroy()
{
clearHandlers();
}
private void clearHandlers()
{
foreach (var segment in TrackRide.Track.trackSegments)
{
if (segment != null && segment.gameObject != null)
{
Object.Destroy(segment.gameObject.GetComponent<TrackSegmentHandler>());
}
}
}
private void Update()
{
var ride = (TrackedRide) _trackerRiderField.GetValue(TrackBuilder);
if (ride != TrackRide)
{
clearHandlers();
TrackRide = ride;
}
Camera cam = Camera.main;
if (cam != null)
{
var ray = cam.ScreenPointToRay(Input.mousePosition);
if (Input.GetMouseButtonDown(0))
{
RaycastHit hit;
if (Physics.Raycast(ray, out hit, Mathf.Infinity, LayerMasks.ID_COASTER_TRACKS))
{
INode node = hit.transform.gameObject.GetComponent<BaseNode>();
if (node is IActivatable)
{
IActivatable activate = (IActivatable) node;
if (activate != _activatedNode)
{
if (_activatedNode != null)
{
_activatedNode.onDeactivate();
}
activate.onActivate(hit);
_activatedNode = activate;
}
}
if (_hold == null)
{
node.OnBeginHold(hit);
}
_hold = node;
}
}
if (_hold != null)
{
_hold.OnHold();
}
if (Input.GetMouseButtonUp(0))
{
if (_hold != null)
{
_hold.OnRelease();
_hold = null;
}
}
}
}
// TODO: allow for more then one node to be activated
public IActivatable[] GetActivatedNodes()
{
return new[] {_activatedNode};
}
}
}