diff --git a/.gitignore b/.gitignore index 308a405..f2f91c7 100644 --- a/.gitignore +++ b/.gitignore @@ -45,3 +45,6 @@ New Unity Project/.vscode/settings.json New Unity Project/Assets/Scenes/SampleScene.unity.orig.meta *.orig *.orig + +# Save Files +save.json* \ No newline at end of file diff --git a/DB Scripts/DDL_create_tables_elementosTP.sql b/DB Scripts/DDL_create_tables_elementosTP.sql index 5bb49bc..9a30766 100644 --- a/DB Scripts/DDL_create_tables_elementosTP.sql +++ b/DB Scripts/DDL_create_tables_elementosTP.sql @@ -138,4 +138,10 @@ CREATE TABLE sugerencias ( id_sugerido INTEGER NOT NULL ); +CREATE TABLE "elementos_colores"( + id_elemento INTEGER NOT NULL PRIMARY KEY UNIQUE, + red INTEGER NOT NULL, + green INTEGER NOT NULL, + blue INTEGER NOT NULL +); diff --git a/DB Scripts/DDL_create_tables_materiales.sql b/DB Scripts/DDL_create_tables_materiales.sql index 9d7330e..1d01d2f 100644 --- a/DB Scripts/DDL_create_tables_materiales.sql +++ b/DB Scripts/DDL_create_tables_materiales.sql @@ -1,7 +1,13 @@ CREATE TABLE "materiales_lista"( "id" INTEGER NOT NULL PRIMARY KEY AUTOINCREMENT UNIQUE, - "nombre" TEXT NULL); + "nombre" TEXT NULL, + "archivo_modelo" TEXT NOT NULL, + "clasificacion" TEXT NULL, + "caracteristicas" TEXT NULL, + "propiedades" TEXT NULL, + "usos" TEXT NULL, + "notas" TEXT NULL); CREATE TABLE "materiales_mapping_element"( diff --git a/DB Scripts/INSERT_elementos_colores.sql b/DB Scripts/INSERT_elementos_colores.sql new file mode 100644 index 0000000..6c8bb65 --- /dev/null +++ b/DB Scripts/INSERT_elementos_colores.sql @@ -0,0 +1,119 @@ +INSERT INTO "elementos_colores" VALUES +(1,255,255,255), +(2,255,192,203), +(3,165,42,42), +(4,255,20,147), +(5,0,255,0), +(6,200,200,200), +(7,143,143,255), +(8,240,0,0), +(9,218,165,32), +(10,255,20,147), +(11,0,0,255), +(12,34,139,34), +(13,128,128,144), +(14,218,165,32), +(15,255,165,0), +(16,255,200,50), +(17,0,255,0), +(18,255,20,147), +(19,255,20,147), +(20,128,128,144), +(21,255,20,147), +(22,128,128,144), +(23,255,20,147), +(24,128,128,144), +(25,128,128,144), +(26,255,165,0), +(27,255,20,147), +(28,165,42,42), +(29,165,42,42), +(30,165,42,42), +(31,255,20,147), +(32,255,20,147), +(33,255,20,147), +(34,255,20,147), +(35,165,42,42), +(36,255,20,147), +(37,255,20,147), +(38,255,20,147), +(39,255,20,147), +(40,255,20,147), +(41,255,20,147), +(42,255,20,147), +(43,255,20,147), +(44,255,20,147), +(45,255,20,147), +(46,255,20,147), +(47,128,128,144), +(48,255,20,147), +(49,255,20,147), +(50,255,20,147), +(51,255,20,147), +(52,255,20,147), +(53,160,32,240), +(54,255,20,147), +(55,255,20,147), +(56,255,165,0), +(57,255,20,147), +(58,255,20,147), +(59,255,20,147), +(60,255,20,147), +(61,255,20,147), +(62,255,20,147), +(63,255,20,147), +(64,255,20,147), +(65,255,20,147), +(66,255,20,147), +(67,255,20,147), +(68,255,20,147), +(69,255,20,147), +(70,255,20,147), +(71,255,20,147), +(72,255,20,147), +(73,255,20,147), +(74,255,20,147), +(75,255,20,147), +(76,255,20,147), +(77,255,20,147), +(78,255,20,147), +(79,218,165,32), +(80,255,20,147), +(81,255,20,147), +(82,255,20,147), +(83,255,20,147), +(84,255,20,147), +(85,255,20,147), +(86,255,20,147), +(87,255,20,147), +(88,255,20,147), +(89,255,20,147), +(90,255,20,147), +(91,255,20,147), +(92,255,20,147), +(93,255,20,147), +(94,255,20,147), +(95,255,20,147), +(96,255,20,147), +(97,255,20,147), +(98,255,20,147), +(99,255,20,147), +(100,255,20,147), +(101,255,20,147), +(102,255,20,147), +(103,255,20,147), +(104,255,20,147), +(105,255,20,147), +(106,255,20,147), +(107,255,20,147), +(108,255,20,147), +(109,255,20,147), +(110,255,20,147), +(111,255,20,147), +(112,255,20,147), +(113,255,20,147), +(114,255,20,147), +(115,255,20,147), +(116,255,20,147), +(117,255,20,147), +(118,255,20,147); \ No newline at end of file diff --git a/DB Scripts/INSERT_materiales_lista.sql b/DB Scripts/INSERT_materiales_lista.sql index 2fe8a8c..29e1f5b 100644 --- a/DB Scripts/INSERT_materiales_lista.sql +++ b/DB Scripts/INSERT_materiales_lista.sql @@ -1,20 +1,65 @@ -INSERT INTO materiales_lista (nombre) VALUES ( -'Agua'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Dióxido de Carbono'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Ácido Clorhídrido'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Cloroformo'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Sal'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Amoniaco'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Monóxido de Carbono'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Grafito'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Diamante'); -INSERT INTO materiales_lista (nombre) VALUES ( -'Quarzo'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Agua','Water','Sustancia Compuesta','Densidad del Agua: La densidad del agua es 1 (exactamente 0,9999 a 20º C). La congelación del agua es bastante distinta a la de otros líquidos. Los puentes de hidrógeno producen un reordenamiento cristalino que hace que el hielo se expanda más allá del volumen del líquido original, de forma que su densidad resulta menor y flota. + +Tensión Superficial: La tensión (Newton/metro [N/m]) varía según la temperatura. + +Conductividad Electrica: Conductora, aumenta si se añaden sales u otros materiales ionizantes. + +Color: El agua pura no es incolora, tiene un tinte azul verdoso en grandes volúmenes.','Se presenta en su estado puro como un líquido transparente, inodoro e insípido. + +De acuerdo a las condiciones de temperatura y presión, puede estar en tres estados de la materia, líquido, sólido y gaseoso. +Es considerada como el “solvente universal”','Utilizamos cantidades grandes de agua cada día, pues el agua responde a muchos propósitos diferentes. Utilizamos el agua para beber, para lavar los platos, para tomar una ducha, para tirar de la cisterna en el servicio, para cocinar y para muchos otros propósitos. +Pero el agua se utiliza no solamente para los propósitos domésticos, los seres humanos también utilizan el agua en las industrias y en la agricultura.','Necesaria para vivir juega un papel primordial en el desarrollo de todo ser vivo.'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Dióxido de Carbono','CarbonDioxide','Sustancia Compuesta','El dióxido de carbono es incoloro inoloro y más pesado que el aire, siendo de difícil detección en el ambiente, pero En alta concentración en la atmósfera. + +También es importante en la fotosíntesis y en la combustión. Sin él, las plantas, el fitoplancton y las algas no podrían llevar a cabo el proceso de fotosíntesis.','Masa molecular: 44.0 g/mol +Punto de fusión: -56.6 a 5.2 atmósferas. +Solubilidad en agua (ml /100 ml a 20º C): 88 +Presión de vapor (Kpa a 20º C): 5720 +','Se aplica para la fabricación de refrescos, agua gaseosa, vinos espumosos y cerveza, ademas, se lo utiliza en la producción de hielo seco (dióxido de carbono sólido) y en extintores de incendios + +Es utilizado en la fotosíntesis, además es usado en la industria en la producción de bebidas carbonatadas (refrescos, gaseosas, vinos espumantes), hielo seco y en extintores de incendio.','El dióxido de carbono en estado líquido, se evapora con gran rapidez originando una saturación total del aire, que genera grave riesgo de asfixia. En contacto con la piel y los ojos puede provocar graves efectos de congelación. + +La inhalación de elevadas concentraciones, puede originar hiperventilación, pérdida del conocimiento, taquicardias y dolores de cabeza. Si la exposición es prolongada o repetitiva puede provocar alteraciones en el metabolismo de la persona. +'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Oro','Gold','Mineral','En su estado puro, es un metal amarillento y brillante, apariencia que sostiene incluso al ser aleado con otros metales. +Al presentar escasos estados de oxidación, no suele perder su lustre con el tiempo. ','Metal dúctil y maleable en estado puro ya que es sumamente blando, aleandolo con otro metales para que sea más duro. Es buen conductor del calor y electricidad, resitente a la corrosión y oxidación.','Sus aplicaciones industriales, especialmente en electrónica, además de empleo médico y dentales, acuñación y reservas para el gobierno.','El oro normalmente se encuentra bajo tierra, en depósitos aluviales en forma de pepitas o pequeñas acumulaciones, ya sea en estado de pureza o junto a otros minerales en formaciones aluviales, que son buscadas y explotadas por la minería.'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Cobre','Copper','Mineral','En la mayoría de sus compuestos, el cobre presenta estados de oxidación bajos. +Expuesto largo tiempo al aire húmedo, forma una capa adherente e impermeable de carbonato básico (carbonato cúprico) de color verde y venenoso.','Se destaca entre todas sus propiedades físicas su magnífica conductividad eléctrica y térmica (la cual sólo es superada por la plata) y su elevado coeficiente de dilatación.','Es utilizado en la fabricación de piezas electrónicas, eléctricas y en la producción de cables. + +Sus aleaciones con otros metales también resultan muy útiles, siendo las monedas de muchos países el ejemplo más popular de su uso.','Conocido desde la prehistoria, el cobre es uno de los metales que la humanidad utiliza desde hace más tiempo. Todavía hoy día, el cobre es junto al aluminio el metal no férrico más importante. +'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Sal','Salt','Sustancia Compuesta','De aspecto cristalino y color blanco, se encuentra presente de forma abundante en la naturaleza. Puede encontrarse en grandes masas sólidas o disuelto en el agua marina. Es también conocido como sal común o sal de mesa.','En cuanto a sus propiedades físicas, la sal tiene una densidad de 2,16 g/ml y un punto de fusión de 801 °C.','Por lo general, la sal común es utilizada de manera frecuente en los alimentos. Puede servir como un condimento de comida, también como un conservante natural de diferentes alimentos como la carne, e incluso creando una salmuera para marinar ciertos alimentos. + +Tiene aplicaciones en diferentes industrias como las refinerías de petróleo, industria textil, industria del caucho, u otras relacionadas.','Existen diferentes tipos de sal, según su procedencia: + +La sal marina y la de manantial, que se obtienen por evaporación. +La sal gema, que procede de la extracción minera de una roca mineral denominada halita. +La sal vegetal que se obtiene por concentración, al hervir una planta gramínea.'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Hierro','Iron','Mineral','Representa el 5% de los metales de transición en la tierra. De color tono gris plata, oxidable y manejable, ferromagnético a temperatura y presión atmosférica normal.','Buen conductro del calor y electricidad, facil de magnetizar.','El hierro es usado considerablemente para producir aceros estructurales. Es muy solicitado en labores industriales, en la fábrica de edificios y otras importantes obras a nivel mundial. +','Su importancia a través de la historia ha sido relevante. De hecho, un período de la misma se conoce como Era de Hierro. Cabe destacar que el núcleo de la tierra forma sustancialmente al hierro y al níquel, los cuales generan un espacio magnético al moverse. El hierro no se halla en fase pura en el ambiente. Se descubre unido a distintos minerales, por lo que su obtención no es fácil.'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Grafito','Graphite','Mineral','Es de color negro con brillo metálico, refractario y exfolia con facilidad. +A lo largo de las capas la conductividad es mayor y aumenta proporcionalmente a la temperatura, comportándose como un conductor semimetalico','De manera artificial, puede convertirse en diamante aumentando la temperatura y la presión, y utilizando un catalizador para aumentar la velocidad de la reacción.','El grafito es uno de los alótropos del carbono; es un conductor eléctrico y puede ser utilizado, por ejemplo, como los electrodos de una lámpara eléctrica de arco voltaico. También se utiliza en la fabricación de motores y piezas electrónicas. + +Mezclado con una pasta sirve para fabricar lápices grafito escolares y de todo tipo. +Se puede encontrar en ladrillos, baldosas, crisoles, etc. +','El grafito es un mineral de la clase de los elementales, y en su composición concreta interviene un elemento semimetalico. Se trata de hecho de una de las formas alotrópicas en que se puede presentar el carbono elemental, + +Es la forma más estable del carbono en condiciones estándar (o a presiones y temperaturas bajas), por lo que se la usa en termoquímica para definir el estado estándar respecto del cual se mide el calor de formación de los compuestos del carbono'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Diamante','Diamond','Mineral','Es un material bastante duro, fuerte y de gran transparencia. Además de transparente, se puede conseguir en tonalidades grises, verdes, negros, rojos, amarillos, naranjas, rosas y violetas.','Gracias a su enlace covalente, el diamante es el material más duro que se conoce. +Sometidos a la prueba de agua, los diamantes son hidrofóbicos. Si dejamos caer una gota de agua sobre una de sus caras, ésta se separará en gotas más pequeñas, pero no se expandirá ni mojará la superficie.','Es evidente que el uso más extendido de los diamantes naturales es la industria de la joyería, como gema. Aquí son extraídos y luego tallados para ser incrustados en distintas joyas. + +El uso industrial del diamante debido a su dureza se extiende a herramientas de corte, perforación, lijado y pulido. Para ello se utilizan piezas pequeñas que se colocan en las puntas de taladros y hojas de sierras. Para las tareas de lijado y pulido se utiliza el diamante en polvo.','Es una formación de carbono con una constitución molecular diferente. A esto se lo llama alotropía, por eso se dice en mineralogía que el diamante es un alótropo del carbono.'); +INSERT INTO materiales_lista (nombre,archivo_modelo,clasificacion,caracteristicas,propiedades,usos,notas) VALUES ( +'Cuarzo','Quartz','Mineral','Por su estructura podemos distinguir dos variedades de este mineral: el cuarzo-α (Como el mostrado en SIAMM) y el cuarzo-β. El primero de ellos es conocido como cuarzo bajo, su estructura es trigonal y puede existir en temperaturas de hasta 573°C. Superada esa marca térmica el mismo se transforma en cuarzo-β, cuya estructura es hexagonal y así se mantiene hasta los 867°C + +El cuarzo presenta un color blanco transparente, aunque en algunas ocasiones puede presentar reflejos o vetas rosas, rojizas y hasta negras, dependiendo de las impurezas. +','Piezoeléctricas (adquirir polarización eléctrica de un cristal), al ser sometido a una presión mecánica producida por cambios de temperatura','Sus propiedades piro y piezoeléctricas lo han convertido en esencial en la fabricación de instrumentos electrónicos de precisión, un ejemplo muy conocidos son los relojes de cuarzo. Por su parte el “cristal de cuarzo” es un componente fundamental para la fabricación de placas utilizadas en la radiotécnica y para la elaboración del vidrio, ademas se utiliza para la elaboración de cementos, cerámicas y vidrios. +','El nombre de cuarzo, que recibe este mineral, tiene su origen en la palabra griega kritallos, que significa hielo. El cuarzo es un mineral que abunda en la tierra, su composición básica está dada por una importante prsencia de Silicio, generalmente encontrado en la arena de las playas.'); diff --git a/DB Scripts/INSERT_materiales_mapping_element.sql b/DB Scripts/INSERT_materiales_mapping_element.sql index 9a9219c..0bb6eba 100644 --- a/DB Scripts/INSERT_materiales_mapping_element.sql +++ b/DB Scripts/INSERT_materiales_mapping_element.sql @@ -3,18 +3,16 @@ INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cant INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( 2,0,31,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( -3,0,22,2); +3,79,0,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( -4,0,44,2); +4,29,0,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( 5,0,27,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( -6,0,30,2); +6,26,0,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( -7,0,2,2); +7,6,0,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( 8,6,0,2); INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( -9,6,0,2); -INSERT INTO materiales_mapping_element (id_material,id_elemento,id_molecula,cantidad) VALUES ( -10,0,7,2); +9,0,7,2); diff --git a/DB Scripts/INSERT_moleculas_posicion3D_element.sql b/DB Scripts/INSERT_moleculas_posicion3D_element.sql index 0359e09..e7d079d 100644 --- a/DB Scripts/INSERT_moleculas_posicion3D_element.sql +++ b/DB Scripts/INSERT_moleculas_posicion3D_element.sql @@ -13,7 +13,7 @@ INSERT INTO moleculas_posicion3D_element (id_molecula,id_elemento,posX,posY,posZ INSERT INTO moleculas_posicion3D_element (id_molecula,id_elemento,posX,posY,posZ,escala,conexion,tipo_conexion,tipo_linea) VALUES ( 3,19,0,15.43,-1.69,0.85,8,1,2); INSERT INTO moleculas_posicion3D_element (id_molecula,id_elemento,posX,posY,posZ,escala,conexion,tipo_conexion,tipo_linea) VALUES ( -3,1,0,-1.58,-4.08,0.1,0,0,0); +3,8,0,-1.58,-4.08,0.1,0,0,0); INSERT INTO moleculas_posicion3D_element (id_molecula,id_elemento,posX,posY,posZ,escala,conexion,tipo_conexion,tipo_linea) VALUES ( 4,29,0,0,3.47,0.52,11,1,1); INSERT INTO moleculas_posicion3D_element (id_molecula,id_elemento,posX,posY,posZ,escala,conexion,tipo_conexion,tipo_linea) VALUES ( diff --git a/New Unity Project/Assets/Animations/StatePanel.controller b/New Unity Project/Assets/Animations/StatePanel.controller deleted file mode 100644 index 139ff0c..0000000 --- a/New Unity Project/Assets/Animations/StatePanel.controller +++ /dev/null @@ -1,211 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!91 &9100000 -AnimatorController: - m_ObjectHideFlags: 0 - 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class ModernUIEditor : EditorWindow { + + private static ModernUIEditor instance = null; + + [MenuItem("Tools/Modern UI Pack/Buttons/Basic")] + static void CreateBasicButton() + { + Instantiate(Resources.Load<GameObject>("Buttons/Basic")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Basic Outline")] + static void CreateBasicOutline() + { + Instantiate(Resources.Load<GameObject>("Buttons/Basic Outline")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Basic With Image")] + static void CreateBasicWithImage() + { + Instantiate(Resources.Load<GameObject>("Buttons/Basic With Image")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Basic Outline With Image")] + static void CreateBasicOutlineWithImage() + { + Instantiate(Resources.Load<GameObject>("Buttons/Basic Outline With Image")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Box Outline With Image")] + static void CreateBoxOutlineWithImage() + { + Instantiate(Resources.Load<GameObject>("Buttons/Box Outline With Image")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Box With Image")] + static void CreateBoxWithImage() + { + Instantiate(Resources.Load<GameObject>("Buttons/Box With Image")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Circle Outline With Image")] + static void CreateCircleOutlineWithImage() + { + Instantiate(Resources.Load<GameObject>("Buttons/Circle Outline With Image")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Circle With Image")] + static void CreateCircleWithImage() + { + Instantiate(Resources.Load<GameObject>("Buttons/Circle With Image")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Rounded")] + static void RoundedButton() + { + Instantiate(Resources.Load<GameObject>("Buttons/Rounded Outline")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Buttons/Rounded Outline")] + static void RoundedOutline() + { + Instantiate(Resources.Load<GameObject>("Buttons/Rounded Outline")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Notifications/Fading Notification")] + static void FadingNotification() + { + Instantiate(Resources.Load<GameObject>("Notifications/Fading Notification")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Notifications/Popup Notification")] + static void PopupNotification() + { + Instantiate(Resources.Load<GameObject>("Notifications/Popup Notification")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Notifications/Slippery Notification")] + static void SlipperyNotification() + { + Instantiate(Resources.Load<GameObject>("Notifications/Slippery Notification")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Notifications/Slipping Notification")] + static void SlippingNotification() + { + Instantiate(Resources.Load<GameObject>("Notifications/Slipping Notification")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Radial PB Bold")] + static void RadialPBBold() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Radial PB Bold")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Radial PB Filled H")] + static void RadialPBFilledH() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Radial PB Filled H")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Radial PB Filled V")] + static void RadialPBFilledV() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Radial PB Filled V")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Radial PB Light")] + static void RadialPBLight() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Radial PB Light")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Radial PB Regular")] + static void RadialPBRegular() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Radial PB Regular")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Radial PB Thin")] + static void RadialPBThin() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Radial PB Thin")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars/Standart PB")] + static void StandartPB() + { + Instantiate(Resources.Load<GameObject>("Progress Bars/Standart PB")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Circle Arround")] + static void CircleArround() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Circle Arround")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Circle Fix")] + static void CircleFix() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Circle Fix")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Circle Glass")] + static void CircleGlass() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Circle Glass")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Circle Pie")] + static void CirclePie() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Circle Pie")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Circle Run")] + static void CircleRun() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Circle Run")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Circle Trapez")] + static void CircleTrapez() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Circle Trapez")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Standart Fastly")] + static void StandartFastly() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Standart Fastly")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Standart Finish")] + static void StandartFinish() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Standart Finish")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Progress Bars (Loop)/Standart Run")] + static void StandartRun() + { + Instantiate(Resources.Load<GameObject>("Progress Bars (Loop)/Standart Run")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Sliders/Gradient")] + static void GradientSlider() + { + Instantiate(Resources.Load<GameObject>("Sliders/Gradient")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Sliders/Outline")] + static void OutlineSlider() + { + Instantiate(Resources.Load<GameObject>("Sliders/Outline")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Sliders/Standart")] + static void StandartSlider() + { + Instantiate(Resources.Load<GameObject>("Sliders/Standart")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Switches/Outline")] + static void OutlineSwitch() + { + Instantiate(Resources.Load<GameObject>("Switches/Outline")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Switches/Standart")] + static void StandartSwitch() + { + Instantiate(Resources.Load<GameObject>("Switches/Standart")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Toggles/Standart (Bold)")] + static void StandartToggleBold() + { + Instantiate(Resources.Load<GameObject>("Toggles/Standart Toggle (Bold)")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Toggles/Standart (Light)")] + static void StandartToggleLight() + { + Instantiate(Resources.Load<GameObject>("Toggles/Standart Toggle (Light)")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Toggles/Standart (Regular)")] + static void StandartToggleRegular() + { + Instantiate(Resources.Load<GameObject>("Toggles/Standart Toggle (Regular)")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Tool Tips/Fading")] + static void FadingToolTip() + { + Instantiate(Resources.Load<GameObject>("Tool Tips/Fading Tool Tip")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Tool Tips/Scaling")] + static void ScalingToolTip() + { + Instantiate(Resources.Load<GameObject>("Tool Tips/Scaling Tool Tip")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Dropdowns/Standart")] + static void StandartDropdown() + { + Instantiate(Resources.Load<GameObject>("Dropdowns/Standart Dropdown")).GetComponent<ModernUIEditor>(); + } + + [MenuItem("Tools/Modern UI Pack/Dropdowns/Outline")] + static 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Software), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, andor sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED AS IS, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. \ No newline at end of file diff --git a/New Unity Project/Assets/Modern UI Pack/Licence.txt.meta b/New Unity Project/Assets/Modern UI Pack/Licence.txt.meta new file mode 100644 index 0000000..84b96b9 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Licence.txt.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7c55bef10bb762c4f9938619eb4b374c +timeCreated: 1521889830 +licenseType: Free +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Read Me.txt b/New Unity Project/Assets/Modern UI Pack/Read Me.txt new file mode 100644 index 0000000..e046f7d --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Read Me.txt @@ 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1493639448 +licenseType: Free +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/CustomDropdown.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomDropdown.cs new file mode 100644 index 0000000..00dbbf8 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomDropdown.cs @@ -0,0 +1,71 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class CustomDropdown : MonoBehaviour { + + [Header("ANIMATORS")] + public Animator dropdownAnimator; + + [Header("OBJECTS")] + public GameObject fieldTrigger; + public Text selectedText; + public Image selectedImage; + + [Header("PLACEHOLDER")] + public string customText; + public Sprite customIcon; + + [Header("SETTINGS")] + [Tooltip("IMPORTANT! EVERY DORPDOWN MUST HAVE A DIFFERENT ID")] + public int DropdownID = 0; + public bool customPlaceholder; + public bool rememberSelection = true; + + //public bool darkTrigger = true; + + private bool isOn; + private string inAnim = "In"; + private string outAnim = "Out"; + + private string sText; + private string sImage; + + void Start () + { + if (rememberSelection == true) + { + sText = PlayerPrefs.GetString (DropdownID + "SelectedText"); + sImage = PlayerPrefs.GetString (DropdownID + "SelectedImage"); + } + + if (customPlaceholder == true) + { + selectedText.text = customText; + selectedImage.sprite = customIcon; + } + + else + { + selectedText.text = sText; + // selectedImage.sprite = + } + } + + public void Animate () + { + if (isOn == true) + { + dropdownAnimator.Play (outAnim); + isOn = false; + fieldTrigger.SetActive (false); + } + + else + { + dropdownAnimator.Play (inAnim); + isOn = true; + fieldTrigger.SetActive (true); + } + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/CustomDropdown.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomDropdown.cs.meta new file mode 100644 index 0000000..7e969ff --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomDropdown.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: e3c6e5718ae5e9246af72590402986a6 +timeCreated: 1521297452 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/CustomInputField.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomInputField.cs new file mode 100644 index 0000000..466633b --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomInputField.cs @@ -0,0 +1,81 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class CustomInputField : MonoBehaviour { + + [Header("ANIMATORS")] + public Animator inputFieldAnimator; + + [Header("OBJECTS")] + public GameObject fieldTrigger; + public Text inputText; + + // [Header("SETTINGS")] + private bool isEmpty = true; + private bool isClicked = false; + private string inAnim = "In"; + private string outAnim = "Out"; + + void Start () + { + // Check if text is empty or not + if (inputText.text.Length == 0 || inputText.text.Length <= 0) + { + isEmpty = true; + } + + else + { + isEmpty = false; + } + + // Animate if it's empty + if (isEmpty == true) + { + inputFieldAnimator.Play (outAnim); + } + + else + { + inputFieldAnimator.Play (inAnim); + } + } + + void Update () + { + if (inputText.text.Length == 1 || inputText.text.Length >= 1) + { + isEmpty = false; + inputFieldAnimator.Play (inAnim); + } + + else if (isClicked == false) + { + inputFieldAnimator.Play (outAnim); + } + } + + public void Animate () + { + isClicked = true; + inputFieldAnimator.Play (inAnim); + fieldTrigger.SetActive (true); + } + + public void FieldTrigger () + { + if (isEmpty == true) + { + inputFieldAnimator.Play (outAnim); + fieldTrigger.SetActive (false); + isClicked = false; + } + + else + { + fieldTrigger.SetActive (false); + isClicked = false; + } + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/CustomInputField.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomInputField.cs.meta new file mode 100644 index 0000000..2d8a043 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/CustomInputField.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c65c7917835d8a04b94c8b906234b09e +timeCreated: 1522336494 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/DemoManager.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/DemoManager.cs new file mode 100644 index 0000000..2853427 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/DemoManager.cs @@ -0,0 +1,68 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DemoManager : MonoBehaviour { + + [Header("ANIMATORS")] + public Animator canvasAnimator; + + [Header("PANELS")] + public List<GameObject> panels = new List<GameObject>(); + public int currentPanelIndex = 0; + public GameObject currentPanel; + private CanvasGroup canvasGroup; + + [Header("ANIMATION SETTINGS")] + private bool fadeOut = false; + private bool fadeIn = false; + [Range(0, 10)]public float fadeFactor = 8f; + + void Update () + { + if (fadeOut) + canvasGroup.alpha -= fadeFactor * Time.deltaTime; + if (fadeIn) + { + canvasGroup.alpha += fadeFactor * Time.deltaTime; + } + } + + public void ChangePanel (int newPage) + { + if (newPage != currentPanelIndex) + StartCoroutine ("ChangePage", newPage); + } + + public IEnumerator ChangePage (int newPage) + { + canvasGroup = currentPanel.GetComponent<CanvasGroup>(); + canvasGroup.alpha = 1f; + fadeIn = false; + fadeOut = true; + + while(canvasGroup.alpha > 0) + { + yield return 0; + } + currentPanel.SetActive(false); + + fadeIn = true; + fadeOut = false; + currentPanelIndex = newPage; + currentPanel = panels [currentPanelIndex]; + currentPanel.SetActive (true); + canvasGroup = currentPanel.GetComponent<CanvasGroup>(); + canvasGroup.alpha = 0f; + + while (canvasGroup.alpha <1f) + { + yield return 0; + } + + canvasGroup.alpha = 1f; + fadeIn = false; + + yield return 0; + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/DemoManager.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/DemoManager.cs.meta new file mode 100644 index 0000000..f927eb2 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/DemoManager.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 4739c403e00b6ec4b8cb03cab9ef1328 +timeCreated: 1523552881 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/DropdownItem.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/DropdownItem.cs new file mode 100644 index 0000000..7cdff1f --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/DropdownItem.cs @@ -0,0 +1,50 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class DropdownItem : MonoBehaviour { + + [Header("RESOURCES")] + public CustomDropdown mainScript; + public string itemText; + public Sprite itemImage; + + [Header("OBJECTS")] + public Text itemTextObj; + public Image itemImageObj; + + [Header("SETTINGS")] + public bool SetImageFromScript = false; + public bool SetTextFromScript = true; + + void Start () + { + if (SetImageFromScript == false) + { + itemImage = itemImageObj.sprite; + } + + if (SetTextFromScript == false) + { + itemText = itemTextObj.text; + } + + itemTextObj.text = itemText; + itemImageObj.sprite = itemImage; + } + + public void ItemClick () + { + if (mainScript.rememberSelection == true) + { + PlayerPrefs.SetString (mainScript.DropdownID + "SelectedText", itemText); + PlayerPrefs.SetString (mainScript.DropdownID + "SelectedImage", itemImageObj.sprite.name); + } + + mainScript.selectedText.text = itemText; + mainScript.selectedImage.sprite = itemImage; + + // Debug.Log ("Clicked succesfully. Dropdown ID: " + mainScript.DropdownID); + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/DropdownItem.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/DropdownItem.cs.meta new file mode 100644 index 0000000..7bf22a5 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/DropdownItem.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 9c5c96468eec8544bbaf268f48cb0e86 +timeCreated: 1521882210 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/LaunchURL.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/LaunchURL.cs new file mode 100644 index 0000000..46b775b --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/LaunchURL.cs @@ -0,0 +1,12 @@ +using UnityEngine; +using System.Collections; + +public class LaunchURL : MonoBehaviour { + + public string URL; + + public void urlLinkOrWeb() + { + Application.OpenURL(URL); + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/LaunchURL.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/LaunchURL.cs.meta new file mode 100644 index 0000000..8ffca39 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/LaunchURL.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 731973609e4a7a94aa4d2f33c86dc13f +timeCreated: 1493639454 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/NotificationExample.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/NotificationExample.cs new file mode 100644 index 0000000..1321ff3 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/NotificationExample.cs @@ -0,0 +1,38 @@ +using System.Collections; +using UnityEngine; +using UnityEngine.UI; + +public class NotificationExample : MonoBehaviour { + + [Header("OBJECT")] + public GameObject notificationObject; + public Animator notificationAnimator; + + [Header("OBJECT")] + public Text titleObject; + public Text descriptionObject; + + [Header("VARIABLES")] + public string titleText; + public string descriptionText; + public string animationNameIn; + public string animationNameOut; + + private bool isPlayed = false; + + void Start() + { + notificationObject.SetActive (false); + } + + public void ShowNotification () + { + notificationObject.SetActive (true); + titleObject.text = titleText; + descriptionObject.text = descriptionText; + + notificationAnimator.Play (animationNameIn); + notificationAnimator.Play (animationNameOut); + + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/NotificationExample.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/NotificationExample.cs.meta new file mode 100644 index 0000000..38f397d --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/NotificationExample.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 6e7e5b2b41949784389fed6e423fe42b +timeCreated: 1511884363 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/PBFilled.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/PBFilled.cs new file mode 100644 index 0000000..3a09e45 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/PBFilled.cs @@ -0,0 +1,26 @@ +using System.Collections; +using UnityEngine; + +public class PBFilled : MonoBehaviour { + + public ProgressBar proggresBar; + + [Header("SETTINGS")] + public Animator barAnimatior; + [Range(0, 100)] public int transitionAfter = 50; + private string animText = "Radial PB Filled"; + private string emptyAnimText = "Radial PB Empty"; + + void Update () + { + if (proggresBar.currentPercent >= transitionAfter) + { + barAnimatior.Play (animText); + } + + if (proggresBar.currentPercent <= transitionAfter) + { + barAnimatior.Play (emptyAnimText); + } + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/PBFilled.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/PBFilled.cs.meta new file mode 100644 index 0000000..8e04abf --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/PBFilled.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 7b3d601986abab74cb6b3901c4bb2508 +timeCreated: 1508575448 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/ProgressBar.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/ProgressBar.cs new file mode 100644 index 0000000..b730049 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/ProgressBar.cs @@ -0,0 +1,49 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; + +public class ProgressBar : MonoBehaviour { + + [Header("OBJECTS")] + public Transform loadingBar; + public Transform textPercent; + + [Header("VARIABLES (IN-GAME)")] + public bool isOn; + public bool restart; + [Range(0, 100)] public float currentPercent; + [Range(0, 100)] public int speed; + + [Header("SPECIFIED PERCENT")] + public bool enableSpecified; + public bool enableLoop; + [Range(0, 100)] public float specifiedValue; + + void Update () + { + if (currentPercent <= 100 && isOn == true && enableSpecified == false) + { + currentPercent += speed * Time.deltaTime; + } + + if (currentPercent <= 100 && isOn == true && enableSpecified == true) + { + if(currentPercent <= specifiedValue) + { + currentPercent += speed * Time.deltaTime; + } + + if (enableLoop == true && currentPercent >= specifiedValue) + { + currentPercent = 0; + } + } + + if (currentPercent == 100 || currentPercent >= 100 && restart == true) + { + currentPercent = 0; + } + loadingBar.GetComponent<Image> ().fillAmount = currentPercent / 100; + textPercent.GetComponent<Text> ().text = ((int)currentPercent).ToString ("F0") + "%"; + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/ProgressBar.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/ProgressBar.cs.meta new file mode 100644 index 0000000..264be29 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/ProgressBar.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 20c6dbf0102c7bc468113ccdd97dad83 +timeCreated: 1506263395 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/RadialSlider.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/RadialSlider.cs new file mode 100644 index 0000000..4c9cd45 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/RadialSlider.cs @@ -0,0 +1,108 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.EventSystems; +using UnityEngine.UI; + + +public class RadialSlider: MonoBehaviour, IPointerEnterHandler, IPointerDownHandler, IPointerUpHandler +{ + [Header("OBJECTS")] + public Image sliderImage; + public Transform indicatorPivot; + public Text valueText; + public Slider baseSlider; + + [Header("SETTINGS")] + public int sliderID = 0; + public float maxValue = 100; + public float currentValue = 0; + public bool isPercent; + public bool saveValue; + + bool isPointerDown = false; + float indicatorRotationZ; + float angle; + + void Start () + { + if (saveValue == true) + { + currentValue = PlayerPrefs.GetFloat (sliderID + "RadialValue"); + } + + valueText.text = currentValue.ToString(); + + if (isPercent == true) + { + valueText.text = valueText.text + "%"; + } + + baseSlider.value = currentValue / maxValue; + sliderImage.fillAmount = currentValue / maxValue; + indicatorRotationZ = sliderImage.fillAmount * 360; + indicatorPivot.transform.localEulerAngles = new Vector3 (180, 0, indicatorRotationZ); + } + + public void OnPointerEnter( PointerEventData eventData ) + { + StartCoroutine( "TrackPointer" ); + } + + public void OnPointerDown(PointerEventData eventData) + { + isPointerDown= true; + } + + public void OnPointerUp(PointerEventData eventData) + { + isPointerDown= false; + } + + IEnumerator TrackPointer() + { + var ray = GetComponentInParent<GraphicRaycaster>(); + var input = FindObjectOfType<StandaloneInputModule>(); + + if (ray != null && input != null) + { + while (Application.isPlaying) + { + if (isPointerDown) + { + Vector2 localPos; + RectTransformUtility.ScreenPointToLocalPointInRectangle (transform as RectTransform, Input.mousePosition, ray.eventCamera, out localPos); + + angle = (Mathf.Atan2 (-localPos.y, localPos.x) * 180f / Mathf.PI + 180f) / 360f; + sliderImage.fillAmount = angle; + + indicatorRotationZ = sliderImage.fillAmount * 360; + indicatorPivot.transform.localEulerAngles = new Vector3 (180, 0, indicatorRotationZ); + + currentValue = Mathf.Round(sliderImage.fillAmount * maxValue) / 1f; + baseSlider.value = currentValue / maxValue; + + if (isPercent == true) + { + valueText.text = ((int)(angle * maxValue) + "%").ToString (); + } + + else + { + valueText.text = ((int)(angle * maxValue)).ToString (); + } + + if (saveValue == true) + { + PlayerPrefs.SetFloat (sliderID + "RadialValue", currentValue); + } + } + yield return 0; + } + } + + else + { + UnityEngine.Debug.LogWarning("Could not find GraphicRaycaster or StandaloneInputModule"); + } + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/RadialSlider.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/RadialSlider.cs.meta new file mode 100644 index 0000000..4c33e20 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/RadialSlider.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 803cebee00d5c504e930205383017dc1 +timeCreated: 1432062988 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/RatingSystem.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/RatingSystem.cs new file mode 100644 index 0000000..df135d8 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/RatingSystem.cs @@ -0,0 +1,178 @@ +using UnityEngine; +using System.Collections; + +public class RatingSystem : MonoBehaviour { + + [Header("ANIMATORS")] + public Animator ratingAnimator; + + [Header("VARIABLES")] + [Range(1, 5)] public int startupRating = 1; + + void Start () + { + if(startupRating == 1) + { + ratingAnimator.Play("Rating1_f5"); + startupRating = 1; + } + + else if(startupRating == 2) + { + ratingAnimator.Play("Rating2_f1"); + startupRating = 2; + } + + else if(startupRating == 3) + { + ratingAnimator.Play("Rating3_f1"); + startupRating = 3; + } + + else if(startupRating == 4) + { + ratingAnimator.Play("Rating4_f1"); + startupRating = 4; + } + + else if(startupRating == 5) + { + ratingAnimator.Play("Rating5_f1"); + startupRating = 5; + } + + } + + public void setRating (float btnRating) + { + // START OF RATING 1 // + if(btnRating == 1 && startupRating == 2) + { + ratingAnimator.Play("Rating1_f2"); + startupRating = 1; + } + + else if(btnRating == 1 && startupRating == 3) + { + ratingAnimator.Play("Rating1_f3"); + startupRating = 1; + } + + else if(btnRating == 1 && startupRating == 4) + { + ratingAnimator.Play("Rating1_f4"); + startupRating = 1; + } + + else if(btnRating == 1 && startupRating == 5) + { + ratingAnimator.Play("Rating1_f5"); + startupRating = 1; + } + // END OF RATING 1 // + + // START OF RATING 2 // + else if(btnRating == 2 && startupRating == 1) + { + ratingAnimator.Play("Rating2_f1"); + startupRating = 2; + } + + else if(btnRating == 2 && startupRating == 3) + { + ratingAnimator.Play("Rating2_f3"); + startupRating = 2; + } + + else if(btnRating == 2 && startupRating == 4) + { + ratingAnimator.Play("Rating2_f4"); + startupRating = 2; + } + + else if(btnRating == 2 && startupRating == 5) + { + ratingAnimator.Play("Rating2_f5"); + startupRating = 2; + } + // END OF RATING 2 // + + // START OF RATING 3 // + else if(btnRating == 3 && startupRating == 1) + { + ratingAnimator.Play("Rating3_f1"); + startupRating = 3; + } + + else if(btnRating == 3 && startupRating == 2) + { + ratingAnimator.Play("Rating3_f2"); + startupRating = 3; + } + + else if(btnRating == 3 && startupRating == 4) + { + ratingAnimator.Play("Rating3_f4"); + startupRating = 3; + } + + else if(btnRating == 3 && startupRating == 5) + { + ratingAnimator.Play("Rating3_f5"); + startupRating = 3; + } + // END OF RATING 3 // + + // START OF RATING 4 // + else if(btnRating == 4 && startupRating == 1) + { + ratingAnimator.Play("Rating4_f1"); + startupRating = 4; + } + + else if(btnRating == 4 && startupRating == 2) + { + ratingAnimator.Play("Rating4_f2"); + startupRating = 4; + } + + else if(btnRating == 4 && startupRating == 3) + { + ratingAnimator.Play("Rating4_f3"); + startupRating = 4; + } + + else if(btnRating == 4 && startupRating == 5) + { + ratingAnimator.Play("Rating4_f5"); + startupRating = 4; + } + // END OF RATING 4 // + + // START OF RATING 5 // + else if(btnRating == 5 && startupRating == 1) + { + ratingAnimator.Play("Rating5_f1"); + startupRating = 5; + } + + else if(btnRating == 5 && startupRating == 2) + { + ratingAnimator.Play("Rating5_f2"); + startupRating = 5; + } + + else if(btnRating == 5 && startupRating == 3) + { + ratingAnimator.Play("Rating5_f3"); + startupRating = 5; + } + + else if(btnRating == 5 && startupRating == 4) + { + ratingAnimator.Play("Rating5_f4"); + startupRating = 5; + } + // END OF RATING 5 // + } +} diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/RatingSystem.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/RatingSystem.cs.meta new file mode 100644 index 0000000..1857b92 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/RatingSystem.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 42cc4174c5cd36b48a1991018d36c763 +timeCreated: 1506442211 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/SwitchAnim.cs b/New Unity Project/Assets/Modern UI Pack/Scripts/SwitchAnim.cs new file mode 100644 index 0000000..adb9aaa --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/SwitchAnim.cs @@ -0,0 +1,40 @@ +using UnityEngine; +using UnityEngine.UI; + +public class SwitchAnim : MonoBehaviour { + + [Header("SWITCH")] + public bool onSwitch; + public Button switchObject; + + [Header("ANIMATORS")] + public Animator switchAnimator; + public Animator onAnimator; + public Animator offAnimator; + + [Header("ANIM NAMES")] + public string switchAnim; + public string onTransition; + public string offTransition; + + void Start () + { + this.switchObject.GetComponent<Button>(); + switchObject.onClick.AddListener(TaskOnClick); + } + + void TaskOnClick() + { + switchAnimator.Play(switchAnim); + + if (onSwitch == true) + { + offAnimator.Play (offTransition); + } + + else + { + onAnimator.Play(onTransition); + } + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Modern UI Pack/Scripts/SwitchAnim.cs.meta b/New Unity Project/Assets/Modern UI Pack/Scripts/SwitchAnim.cs.meta new file mode 100644 index 0000000..1c5f329 --- /dev/null +++ b/New Unity Project/Assets/Modern UI Pack/Scripts/SwitchAnim.cs.meta @@ -0,0 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en la lista de átomos del manager) private int atomIndex; @@ -49,19 +49,24 @@ public class Atom: MonoBehaviour private List<Orbit> orbits = new List<Orbit>(); private int elementNumber; + private int isotopoNumber; //allcocate la clase popup para mostrar mensajes private UIPopup popup; //panel de info private MainInfoPanel mainInfoPanel; + + private TypeAtomEnum typeAtom; + #endregion public int AtomIndex { get => atomIndex; set => atomIndex = value; } public int ElementNumber { get => elementNumber; set => elementNumber = value; } - public int ProtonCounter { get => protonCounter; } public int NeutronCounter { get => neutronCounter; } public int ElectronCounter { get => electronCounter; } + public TypeAtomEnum TypeAtom { get => typeAtom; } + public int IsotopoNumber { get => isotopoNumber; set => isotopoNumber = value; } //Seteo el dbmanager en el método awake, que se llama cuando se instancia el objeto private void Awake() @@ -77,7 +82,7 @@ private void Awake() #region spawn //crea un nucleon, true -> crea proton, false -> crea neutron - public void SpawnNucleon(bool proton, bool fromTabla) + public void SpawnNucleon(bool proton, bool fromTable) { //encolar y aumentar contadores según partícula creada if (proton) @@ -90,11 +95,11 @@ public void SpawnNucleon(bool proton, bool fromTabla) } // indica si fue creado con el boton o desde la tabla - this.fromTabla = fromTabla; + this.fromTable = fromTable; //actualizar el label que indica el elemento. //Si es por tabla entonces NO! actulializo el label en runtime - if (!fromTabla) + if (!fromTable) UpdateElement(protonCounter, neutronCounter, electronCounter); } @@ -150,7 +155,7 @@ private void SpawnProton() } //crear un electron - public void SpawnElectron(bool fromTabla) + public void SpawnElectron(bool fromTable) { if (allowElectronSpawn) { @@ -176,11 +181,11 @@ public void SpawnElectron(bool fromTabla) } } // indica si fue creado con el boton o desde la tabla - this.fromTabla = fromTabla; + this.fromTable = fromTable; //actualizo label //Si es por tabla entonces NO! actulializo el label en runtime - if (!fromTabla) + if (!fromTable) UpdateElement(protonCounter, neutronCounter, electronCounter); } @@ -265,7 +270,7 @@ public void RemoveElectron() // si la orbita se queda sin electrones la elimino Destroy(orbit.OrbitCircle); orbits.Remove(orbit); - Debug.Log(orbits.Count); + Debug.Log("Cantidad de Orbitas:" + orbits.Count); } electronCounter--; allowElectronSpawn = true; @@ -298,11 +303,14 @@ private void UpdateElement(int protons, int neutrons, int electrons) return; } - elementText = checkElementType(element,protons, neutrons, electrons); + elementText = checkElementType(element, protons, neutrons, electrons); } elementLabel.GetComponent<TextMesh>().text = elementText; + mainInfoPanel.SetInfo(this); + //hay que controlar SI no esta abierto otro de los menues! y en el caso de ATOMS no cambia de seleccion! es el mismo tipo + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanelCombine(); } /*Metodo Valida si es un elemento de tabla periodica, si es isotopo, y cation-anion @@ -311,32 +319,36 @@ private string checkElementType (ElementData element, int protons, int neutrons, { string elementText = string.Empty; IsotopoData elementIsotopo = new IsotopoData(); - + typeAtom = TypeAtomEnum.atom; //por defecto casi siempre es un atomo estable! + //si es null o no lo encontró if (IsNullOrEmpty(element)) { elementText = "Elemento no encontrado."; - if (!fromTabla) + if (!fromTable) { ElementNumber = 0; } + typeAtom = TypeAtomEnum.noEncontrado; } else { //seteo nombre, símbolo y numero elementText = element.Name + " (" + element.Simbol + ")"; - if (!fromTabla) + if (!fromTable) { ElementNumber = element.Numero; } - //si no coinciden los neutrones es un isótopo de ese material (falta límites inf y sup) + //si no coinciden los neutrones es un isótopo de ese material if (element.Neutrons != neutrons) { //valido que isotopo es sino existe se informa NO ENCONTRADO try { elementIsotopo = qryElement.GetIsotopo(neutrons, element.Numero); + IsotopoNumber = elementIsotopo.Id; + typeAtom = TypeAtomEnum.isotopo; } catch (Exception e) { @@ -347,10 +359,11 @@ private string checkElementType (ElementData element, int protons, int neutrons, if (IsNullOrEmpty(elementIsotopo)) { elementText = "no encontrado."; - if (!fromTabla) + if (!fromTable) { ElementNumber = 0; } + typeAtom = TypeAtomEnum.noEncontrado; } else { @@ -367,17 +380,35 @@ private string checkElementType (ElementData element, int protons, int neutrons, if (element.Electrons < electrons) { if ((element.Electrons + element.MaxElectronsGana) >= electrons) + { elementText = elementText + ", anión."; + } else + { elementText = "no encontrado."; + if (!fromTable) + { + ElementNumber = 0; + } + typeAtom = TypeAtomEnum.noEncontrado; + } } //sino, si el modelo tiene menos electrones que el de la tabla, es catión (+) else if (element.Electrons > electrons) { if ((element.Electrons - element.MaxElectronsPierde) <= electrons) + { elementText = elementText + ", catión."; + } else + { elementText = "no encontrado."; + if (!fromTable) + { + ElementNumber = 0; + } + typeAtom = TypeAtomEnum.noEncontrado; + } } //sino, significa que es la misma cantidad, y tiene carga neutra } @@ -398,7 +429,6 @@ public void Select(){ elementLabel.GetComponent<TextMesh>().color = new Color(240,0,0); StartAllHighlights(protonQueue); StartAllHighlights(neutronQueue); - //StartAllHighlights(electronQueue); } //ilumina las partículas de esta cola @@ -413,8 +443,7 @@ private void StartAllHighlights(Queue<GameObject> queue){ public void Deselect(){ elementLabel.GetComponent<TextMesh>().color = new Color(255,255,255); StopAllHighlights(neutronQueue); - StopAllHighlights(protonQueue); - //StopAllHighlights(electronQueue); + StopAllHighlights(protonQueue); } //quita la iluminación a todas las particulas de esta cola @@ -431,7 +460,8 @@ private void StopAllHighlights(Queue<GameObject> queue){ void OnDestroy() { if(mainInfoPanel != null){ - mainInfoPanel.HideInfo(); + //si se destruye el atomo y no hay otros seleccionados cierra panel + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanel(); } Destroy(gameObject); } @@ -448,6 +478,7 @@ public Orbit GetOrbit(int number) return null; } + #endregion #region crear desde tabla periodica @@ -485,14 +516,21 @@ public void SpawnFromPeriodicTable(string elementName) } //crea la cantidad de partículas indicadas ElementNumber = element.Numero; - fromTabla = true; - IterateCounterAndCreateParticles(element.Protons, element.Neutrons, element.Electrons); + fromTable = true; + CreateAtomByParticlesAmount(element.Protons, element.Neutrons, element.Electrons); //ESCRIBE DIRECTO EL NOMBRE DEL ELEMENTO EN PANTALLA al ser spaw desde tabla periodica UpdateElement(element.Protons, element.Neutrons, element.Electrons); } + public void SpawnFromSaveData(int protons, int neutrons, int electrons){ + fromTable = false; + ElementNumber = protons; + CreateAtomByParticlesAmount(protons, neutrons, electrons); + UpdateElement(protons, neutrons, electrons); + } + //Este método lanza las 3 co rutinas que spawnean las partículas indicadas por parámetro - private void IterateCounterAndCreateParticles(int protons, int neutrons, int electrons) + private void CreateAtomByParticlesAmount(int protons, int neutrons, int electrons) { //Empiezo las 3 co rutinas que se van a ejecutar en paralelo StartCoroutine(SpawnGivenNumberOfNucleons(protons, true)); diff --git a/New Unity Project/Assets/Scripts/Enums/ParticleEnum.cs b/New Unity Project/Assets/Scripts/Enums/ParticleEnum.cs index 528c712..f62e5d4 100644 --- a/New Unity Project/Assets/Scripts/Enums/ParticleEnum.cs +++ b/New Unity Project/Assets/Scripts/Enums/ParticleEnum.cs @@ -1,2 +1,3 @@ public enum ParticleEnum { Proton, Neutron, Electron }; -public enum TypeToolTip { mnuCombineProton, mnuMolecule, mnuInfo , mnuAtom }; +public enum TypeAtomEnum { atom, isotopo, noEncontrado}; +public enum TypeToolTip { mnuCombineProton, mnuMolecule, mnuInfo , mnuAtom, mnuSuggestions, mnuMaterial, closeTper, buttonTper }; diff --git a/New Unity Project/Assets/Scripts/Managers/AtomManager.cs b/New Unity Project/Assets/Scripts/Managers/AtomManager.cs index 71736e2..0b6f1e7 100644 --- a/New Unity Project/Assets/Scripts/Managers/AtomManager.cs +++ b/New Unity Project/Assets/Scripts/Managers/AtomManager.cs @@ -16,7 +16,8 @@ public class AtomManager : MonoBehaviour private bool combineMode = false; private PositionManager positionManager = PositionManager.Instance; private SelectionManager selectionManager; - + private SuggestionManager suggestionManager; + //lista de botones relevantes para los átomos private List<Button> atomButtons = new List<Button>(); [SerializeField] @@ -36,6 +37,7 @@ private void Awake(){ popup = FindObjectOfType<UIPopup>(); selectionManager = FindObjectOfType<SelectionManager>(); + suggestionManager = FindObjectOfType<SuggestionManager>(); } //agregar nuevo átomo al espacio de trabajo @@ -67,6 +69,23 @@ public void NewAtom(bool withProton) spawnedAtom.SpawnNucleon(true, false); } SelectAtom(spawnedAtom.AtomIndex); + + suggestionManager.updateSuggestions(); + activateDeactivateAtomButtons(); + } + + public void NewAtom(AtomSaveData atomSaveData){ + int position = atomSaveData.position; + //instancio + Atom spawnedAtom = Instantiate<Atom>(atomPrefab); + //asigno position + spawnedAtom.transform.localPosition = positionManager.Positions[position]; + //agrego a la lista + atomsList.Add(spawnedAtom); + //asigno su índice a este átomo + spawnedAtom.AtomIndex = position; + spawnedAtom.SpawnFromSaveData(atomSaveData.protons, atomSaveData.neutrons, atomSaveData.electrons); + suggestionManager.updateSuggestions(); activateDeactivateAtomButtons(); } @@ -120,6 +139,7 @@ public void AddParticleToSelectedAtom(int particle){ Debug.Log("Los valores correctos son: 0-protón, 1-neutrón, 2-electrón"); return; } + suggestionManager.updateSuggestions(); } //quitar del átomo seleccionado la partícula indicada @@ -149,6 +169,7 @@ public void RemoveParticleFromSelectedAtom(int particle){ Debug.Log("Los valores correctos son: 0-protón, 1-neutrón, 2-electrón"); return; } + suggestionManager.updateSuggestions(); } //BORRAR átomo seleccionado. @@ -183,6 +204,7 @@ public void DeleteAtom(int index) //no va popup Debug.Log("Se ha borrado el átomo " + index); + suggestionManager.updateSuggestions(); activateDeactivateAtomButtons(); } @@ -199,6 +221,7 @@ public void SpawnFromPeriodicTable(string elementName) try { newAtom.SpawnFromPeriodicTable(elementName); + suggestionManager.updateSuggestions(); } catch(SpawnException) { @@ -214,6 +237,14 @@ public void SpawnFromPeriodicTable(string elementName) activateDeactivateAtomButtons(); } + public void SpawnFromSaveData(AtomSaveData atomSaveData){ + if(positionManager.OccupyPosition(atomSaveData.position)){ + NewAtom(atomSaveData); + }else{ + Debug.LogError("Átomo en posición " + atomSaveData.position + " no cargado"); + } + } + //activa-desactiva botones de acuerdo a la cant de átomos private void activateDeactivateAtomButtons() { @@ -249,6 +280,15 @@ public List<int> GetSelectedAtoms() return selectedAtoms; } + //retorna el tipo de ATOM seleccionado (metodo especial para Panel Inferior Info), ya se de antemano que hay 1 solo seleccionado + public TypeAtomEnum GetTypeSelectedAtoms() + { + List<int> selectedObjects = selectionManager.SelectedObjects; + Atom atom = FindAtomInList(selectedObjects.Max());//uso max, como es 1 solo item.. me da igual solo quiero obtener lo que hay.. + return atom.TypeAtom; + } + + /** * Elimina todos los atomos */ @@ -259,5 +299,7 @@ public void DeleteAllAtoms() { DeleteAtom(atom.AtomIndex); } + //el panel de las subparticulas se tiene que ocultar + selectionManager.PanelElements.GetComponent<CanvasGroup>().alpha = 0; } } diff --git a/New Unity Project/Assets/Scripts/Managers/CombinationManager.cs b/New Unity Project/Assets/Scripts/Managers/CombinationManager.cs index 382a69f..eefd0a3 100644 --- a/New Unity Project/Assets/Scripts/Managers/CombinationManager.cs +++ b/New Unity Project/Assets/Scripts/Managers/CombinationManager.cs @@ -4,6 +4,7 @@ using UnityEngine.UI; using System; using System.Collections; +using UnityEditor; //Esta clase se va a encargar de desactivar y activar los diferentes elementos de la UI cuando corresponda public class CombinationManager : MonoBehaviour @@ -16,8 +17,10 @@ public class CombinationManager : MonoBehaviour private AtomManager atomManager; private QryMoleculas qryMolecule; private QryMaterials qryMaterial; + private QryElementos qryElementos; private MoleculeManager moleculeManager; private SelectionManager selectionManager; + private MaterialManager materialManager; public Button combineButton; public Text combineModeButton; private UIPopup popup; @@ -28,19 +31,27 @@ public class CombinationManager : MonoBehaviour private GameObject animationCombination; public bool CombineMode { get => combineMode; } + + //panel de info + private MainInfoPanel mainInfoPanel; + private GameObject buttonInfoPanel; + #endregion void Awake() { atomManager = FindObjectOfType<AtomManager>(); + materialManager = FindObjectOfType<MaterialManager>(); popup = FindObjectOfType<UIPopup>(); //instancio en el momento la clase que contiene las querys, seria lo mismo que hacer class algo = new class(); GameObject go = new GameObject(); go.AddComponent<QryMoleculas>(); go.AddComponent<QryMaterials>(); + go.AddComponent<QryElementos>(); qryMolecule = go.GetComponent<QryMoleculas>(); qryMaterial = go.GetComponent<QryMaterials>(); + qryElementos = go.GetComponent<QryElementos>(); moleculeManager = FindObjectOfType<MoleculeManager>(); selectionManager = FindObjectOfType<SelectionManager>(); @@ -51,6 +62,9 @@ void Awake() buttonsToToggle.Add(btn.GetComponent<Button>()); } combineButton.interactable = false; + + mainInfoPanel = FindObjectOfType<MainInfoPanel>(); + buttonInfoPanel = GameObject.Find("InteractivePanelInfoBtn"); } public void SwitchCombineMode() @@ -64,15 +78,24 @@ public void SwitchCombineMode() combineButton.interactable = !combineButton.interactable; // le aviso al selection manager que cambié de modo selectionManager.SwitchCombineMode(combineMode); - + //obtengo el texto del boton y lo cambio if (!combineMode) { combineModeButton.text = "Creación"; + + //si se ingresa a modo combinacion POR AHORA habilita boton + buttonInfoPanel.GetComponent<Button>().interactable = true; } else { combineModeButton.text = "Combinación"; + + //si se ingresa a modo combinacion POR AHORA cierra panel + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanel(); + + //si se ingresa a modo combinacion POR AHORA desactiva tambien el boton info + buttonInfoPanel.GetComponent<Button>().interactable = false; } } @@ -106,6 +129,7 @@ public void Combine(){ private void CombineAtoms(List<int> selectedAtoms) { List<int> elementNumbers = new List<int>(); + bool combined = false; foreach (int index in selectedAtoms) { int numeroElemento = atomManager.FindAtomInList(index).ElementNumber; @@ -197,19 +221,24 @@ group element by element into elementOccurrences } } - if(!found) + if (!found) { - popup.MostrarPopUp("Manager Combinación", "No se encontró ninguna combinación posible"); + combined = CombineAtomsMaterial(elementNumbers); } } else { - popup.MostrarPopUp("Manager Combinación", "No se encontró ninguna combinación posible"); + combined = CombineAtomsMaterial(elementNumbers); } } else { - popup.MostrarPopUp("Manager Combinación", "No se encontraron moléculas que contengan esos átomos"); + combined = CombineAtomsMaterial(elementNumbers); + } + + if (combined) + { + DeleteCombinedAtoms(selectedAtoms); } } else @@ -218,12 +247,73 @@ group element by element into elementOccurrences } } + private bool CombineAtomsMaterial(List<int> atomIds) + { + int previous = atomIds[0]; + //valido que todos los atomos sean iguales + foreach (int atomId in atomIds) + { + if (previous != atomId) + { + Debug.Log("CombinationManager :: No se pueden formar materiales con atomos distintos."); + popup.MostrarPopUp("Combinación", "No se encontraron moléculas o materiales que contengan esos átomos"); + return false; + } + } + + try + { + List<MaterialMappingData> possibleMappings = qryMaterial.GetMaterialByAtomId(previous); + + if (possibleMappings == null || possibleMappings.Count <= 0) + { + Debug.Log("CombinationManager :: No se encontraron moléculas o materiales que contengan esos átomos."); + popup.MostrarPopUp("Combinación", "No se encontraron moléculas o materiales que contengan esos átomos"); + return false; + } + // TODO - Deberia aparecerle un pop up al usuario para que elija que combinacion realizar + // Por ahora hardcodeo la primera que encuentre. + + MaterialMappingData mapping = possibleMappings[0]; + MaterialData material = qryMaterial.GetMaterialById(mapping.IdMaterial); + ElementInfoBasic elementInfo = qryElementos.GetElementInfoBasica(previous); + + if (material == null) + { + popup.MostrarPopUp("Combinación", "No se encontró ninguna combinación posible"); + return false; + } + + if (atomIds.Count >= mapping.Amount) + { + popup.MostrarPopUp("Combinación", "Creaste " + material.Name); + materialManager.SpawnMaterial(material); + } + else + { + popup.MostrarPopUp("Cantidad insuficiente", "Se necesitan al menos " + mapping.Amount + + " átomos de " + elementInfo.Name + + " para formar " + material.Name); + return false; + } + } + catch (Exception e) + { + Debug.LogError("Hubo un error tratando de obtener el material de la base de datos" + e.StackTrace); + popup.MostrarPopUp("Manager Combinación", + "Hubo un error tratando de obtener el material de la base de datos"); + return false; + } + + return true; + } + private void CombineMolecules(List<int> selectedMolecules){ List<int> moleculeIds = new List<int>(); foreach (int index in selectedMolecules) { int molId = moleculeManager.FindMoleculeInList(index).MoleculeId; - if(molId != null && molId != 0) + if(molId != 0) { moleculeIds.Add(molId); } @@ -234,7 +324,7 @@ private void CombineMolecules(List<int> selectedMolecules){ if(previous != mol){ Debug.Log("No se pueden combinar moléculas distintas."); popup.MostrarPopUp("Manager Combinación", - "El programa no soporta combinar distintas moléculas aún."); + "SIAMM no soporta combinar distintas moléculas aún."); return; } } @@ -243,9 +333,21 @@ private void CombineMolecules(List<int> selectedMolecules){ MaterialMappingData mapping = qryMaterial.GetMaterialByMoleculeId(moleculeIds[0]); MoleculeData molecule = qryMolecule.GetMoleculeById(mapping.IdMolecule); MaterialData material = qryMaterial.GetMaterialById(mapping.IdMaterial); - if(moleculeIds.Count >= mapping.Amount){ + + if (material == null) + { + popup.MostrarPopUp("Combinación", "No se encontró ninguna combinación posible"); + return; + } + + if(moleculeIds.Count >= mapping.Amount) + { popup.MostrarPopUp("Combinación","Creaste " + material.Name); - }else{ + materialManager.SpawnMaterial(material); + DeleteCombinedMolecules(selectedMolecules); + } + else + { Debug.Log("Cantidad insuficiente"); popup.MostrarPopUp("Cantidad insuficiente","Se necesitan al menos " + mapping.Amount + " moléculas de " + molecule.TraditionalNomenclature + @@ -253,7 +355,7 @@ private void CombineMolecules(List<int> selectedMolecules){ } }catch(Exception e){ - Debug.LogError("Hubo un error tratando de obtener el material de la base de datos"); + Debug.LogError("Hubo un error tratando de obtener el material de la base de datos" + e.StackTrace); popup.MostrarPopUp("Manager Combinación", "Hubo un error tratando de obtener el material de la base de datos"); } @@ -274,6 +376,15 @@ private void DeleteCombinedAtoms(List<int> selectedAtoms) } } + // Borrar del espacio de trabajo, las moleculas seleccionadas. + private void DeleteCombinedMolecules(List<int> selectedMolecules) + { + foreach (int molecule in selectedMolecules) + { + moleculeManager.DeleteMolecule(molecule); + } + } + #region Metodos Para traslacion de objetos atomos //metodo para lanzar traslacion, animacion y luego recien spawnear la molecula (no se usan atributos /var globales) private void SpawnMolecule(List<AtomInMolPositionData> atomsPosition, string name, List<int> selectedAtoms, string toStringPopup) diff --git a/New Unity Project/Assets/Scripts/Managers/InputManager.cs b/New Unity Project/Assets/Scripts/Managers/InputManager.cs index afd9f51..76a13de 100644 --- a/New Unity Project/Assets/Scripts/Managers/InputManager.cs +++ b/New Unity Project/Assets/Scripts/Managers/InputManager.cs @@ -45,9 +45,10 @@ en este caso el objeto text del boton se esta trayendo el 1ro de la coleccion*/ atomManager.SpawnFromPeriodicTable(text.text); + //ESTO EVITA QUE SE CIERRE LA TABLA POR CADA AGREGAR ATOMO //aca se puede utilizar el metodo del fadeinout porque es el panel de la tabla que contiene el objeto CANVAS GROUP - CanvasGroup tablaPeriodicaPanel = parent.transform.parent.gameObject.GetComponent<CanvasGroup>(); - UIFader.FadeInAndOut(tablaPeriodicaPanel); + //CanvasGroup tablaPeriodicaPanel = parent.transform.parent.gameObject.GetComponent<CanvasGroup>(); + //UIFader.FadeInAndOut(tablaPeriodicaPanel); } /*va a ejecutar el proceso para mostrar informacion basica a partir de apretar el boton der del mouse*/ diff --git a/New Unity Project/Assets/Scripts/Managers/MaterialManager.cs b/New Unity Project/Assets/Scripts/Managers/MaterialManager.cs new file mode 100644 index 0000000..4346dc7 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Managers/MaterialManager.cs @@ -0,0 +1,178 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using System.Linq; + +public class MaterialManager : MonoBehaviour +{ + private PositionManager positionManager = PositionManager.Instance; + private SelectionManager selectionManager; + private CombinationManager combinationManager; + private UIPopup popup; + + public MaterialObject materialPrefab; + + private List<MaterialObject> materials; + + //panel de info + private MainInfoPanel mainInfoPanel; + + public List<MaterialObject> Materials { get => materials; } + + public void Awake() + { + popup = FindObjectOfType<UIPopup>(); + selectionManager = FindObjectOfType<SelectionManager>(); + combinationManager = FindObjectOfType<CombinationManager>(); + materials = new List<MaterialObject>(); + mainInfoPanel = FindObjectOfType<MainInfoPanel>(); + } + + public void SpawnMaterial(MaterialData materialData) + { + MaterialObject newMaterial = GetMaterialPos(); + newMaterial.SetMaterialName(materialData.Name); + newMaterial.MaterialId = materialData.Id; + newMaterial.ModelFile = materialData.ModelFile; + newMaterial.SpawnModel(Resources.Load("MaterialModels/" + materialData.ModelFile, typeof(GameObject))); + + //seteo info en panel inferior de elementos + mainInfoPanel.SetInfoMaterial(materialData); + } + + public void SpawnMaterialFromSave(int position, int id, string name, string modelFile){ + MaterialObject newMaterial = Instantiate<MaterialObject>(materialPrefab); + newMaterial.transform.localPosition = positionManager.Positions[position]; + newMaterial.MaterialIndex = position; + materials.Add(newMaterial); + newMaterial.SetMaterialName(name); + newMaterial.MaterialId = id; + newMaterial.ModelFile = modelFile; + newMaterial.SpawnModel(Resources.Load("MaterialModels/" + modelFile, typeof(GameObject))); + } + + private MaterialObject GetMaterialPos() + { + int position; + try + { + position = positionManager.GetFirstAvailablePositionIndex(); + } + catch (NoPositionsLeftException nple) + { + Debug.Log(nple.Message); + throw; + } + + MaterialObject newMaterial = Instantiate<MaterialObject>(materialPrefab); + newMaterial.transform.localPosition = positionManager.Positions[position]; + newMaterial.MaterialIndex = position; + + materials.Add(newMaterial); + return newMaterial; + } + + public MaterialObject FindMaterialInList(int index) + { + foreach (MaterialObject material in materials) + { + if (material.MaterialIndex == index) + { + return material; + } + } + return null; + } + + // seleccionar material + public void SelectMaterial(int index) + { + if(!combinationManager.CombineMode) + { + MaterialObject selectedMaterial = FindMaterialInList(index); + selectionManager.SelectObject(selectedMaterial); + } + else + { + Debug.Log("[MaterialManager] :: No se pueden seleccionar materiales en modo combinacion"); + popup.MostrarPopUp("Información", "No se pueden seleccionar materiales en modo combinacion"); + } + } + + // BORRAR material seleccionado. + public void DeleteSelectedMaterial() + { + List<int> selectedObjects = selectionManager.SelectedObjects; + MaterialObject material = selectedObjects.Count > 0 ? + FindMaterialInList(selectedObjects.Last()) : + null; + + if (material == null) + { + Debug.Log("[MaterialManager] :: No hay ningún material seleccionado"); + popup.MostrarPopUp("Error", "No hay ningún material seleccionado"); + + return; + } + DeleteMaterial(material); + } + + // BORRAR material + public void DeleteMaterial(MaterialObject material) + { + // lo saco de la lista + materials.Remove(material); + selectionManager.RemoveObject(material.MaterialIndex); + // lo destruyo + Destroy(material); + // disponibilizo la posición de nuevo + positionManager.AvailablePositions[material.MaterialIndex] = true; + Debug.Log("[MaterialManager] :: Se ha borrado el material " + material.MaterialIndex); + } + + // Borrar material por indice + public void DeleteMaterial(int materialIndex) + { + MaterialObject material = FindMaterialInList(materialIndex); + // lo saco de la lista + materials.Remove(material); + selectionManager.RemoveObject(materialIndex); + // lo destruyo + Destroy(material); + // disponibilizo la posición de nuevo + positionManager.AvailablePositions[materialIndex] = true; + + //no va popup + Debug.Log("[MaterialManager] :: Se ha borrado el material " + materialIndex); + } + + public List<int> GetSelectedMaterials() + { + List<int> selectedMaterials = new List<int>(); + List<int> selectedObjects = selectionManager.SelectedObjects; + foreach (int index in selectedObjects) + { + MaterialObject materials = FindMaterialInList(index); + if (materials != null) + { + selectedMaterials.Add(index); + } + } + return selectedMaterials; + } + + /** + * Elimina todas los materiales + */ + public void DeleteAllMaterials() + { + List<MaterialObject> toDelete = new List<MaterialObject>(materials); + + foreach (MaterialObject material in toDelete) + { + DeleteMaterial(material); + } + //el panel de las subparticulas se tiene que ocultar + selectionManager.PanelElements.GetComponent<CanvasGroup>().alpha = 0; + } +} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipCombine.cs.meta b/New Unity Project/Assets/Scripts/Managers/MaterialManager.cs.meta similarity index 83% rename from New Unity Project/Assets/Scripts/UI/UIToolTipCombine.cs.meta rename to New Unity Project/Assets/Scripts/Managers/MaterialManager.cs.meta index 23e19ad..2bcd4c4 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipCombine.cs.meta +++ b/New Unity Project/Assets/Scripts/Managers/MaterialManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 086569bce935c2040a234b6cdc0a43e3 +guid: eb4a8ee4bc58c7745b5ad6ee188eb360 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/New Unity Project/Assets/Scripts/Managers/MoleculeManager.cs b/New Unity Project/Assets/Scripts/Managers/MoleculeManager.cs index 9357c50..3aa11b2 100644 --- a/New Unity Project/Assets/Scripts/Managers/MoleculeManager.cs +++ b/New Unity Project/Assets/Scripts/Managers/MoleculeManager.cs @@ -10,6 +10,7 @@ public class MoleculeManager : MonoBehaviour #region Atributos private PositionManager positionManager = PositionManager.Instance; private SelectionManager selectionManager; + private SuggestionManager suggestionManager; private QryElementos qryElement; //prefab de molécula public Molecule moleculePrefab; @@ -19,14 +20,13 @@ public class MoleculeManager : MonoBehaviour private List<Button> moleculeButtons = new List<Button>(); [SerializeField] private Button addMoleculeButton; - //En este array estan todos los materiales, se asignan desde la interfaz - public Material[] materials; - //diccionario que mapea categoría de la tabla, con posición en array de materiales - private Dictionary<string, int> categories = new Dictionary<string, int>(); private UIPopup popup; public List<Molecule> Molecules { get => molecules; } + //panel de info + private MainInfoPanel mainInfoPanel; + #endregion private void Awake() @@ -36,6 +36,8 @@ private void Awake() go.AddComponent<QryElementos>(); qryElement = go.GetComponent<QryElementos>(); + suggestionManager = FindObjectOfType<SuggestionManager>(); + GameObject[] buttons = GameObject.FindGameObjectsWithTag("moleculeToggle"); foreach (GameObject btn in buttons) { @@ -45,7 +47,8 @@ private void Awake() popup = FindObjectOfType<UIPopup>(); selectionManager = FindObjectOfType<SelectionManager>(); - IntializeCategoryDictionary(); + + mainInfoPanel = FindObjectOfType<MainInfoPanel>(); } //activa-desactiva botones de acuerdo a la cant de moleculas @@ -133,9 +136,9 @@ public void SpawnMolecule(List<AtomInMolPositionData> atomsPosition, string name return; } - //obtengo el material según la clasif - Material mat = materials[GetMaterialIndexFromDictionary(element.ClasificacionGrupo)]; - newMolecule.SpawnAtom(pos, mat); + //obtengo el color del elemento. + Color32 color = qryElement.GetElementColor(pos.ElementId); + newMolecule.SpawnAtom(pos, color); } //y despues sus conexiones una vez que esten todos posicionados @@ -147,7 +150,19 @@ public void SpawnMolecule(List<AtomInMolPositionData> atomsPosition, string name newMolecule.SpawnConnection(atom.Id, atom.ConnectedTo, atom.ConnectionType, atom.LineType);//por ej aca 1 seria comun 2 podria ser unionica } } + + + //dejo seleccionada la molecula nueva! + SelectMolecule(newMolecule.MoleculeIndex); + + //cargo info en panel inferior! + mainInfoPanel.SetInfoMolecule(newMolecule); + + //interacion sobre los botones de la UI activateDeactivateMoleculeButtons(); + + // actualizo panel de sugerencias + suggestionManager.updateSuggestions(); } //spawnear molécula (objeto vacío donde se meten los objetos, como "Atom") METODO PARA SPAWN DESDE LISTA @@ -158,33 +173,25 @@ public void SpawnMolecule(List<AtomInMolPositionData> atomsPosition, string name SpawnMolecule(atomsPosition, name, newMolecule); } + public void SpawnMoleculeFromSavedData(List<AtomInMolPositionData> atomsPosition, string name, int position, int moleculeId){ + if(positionManager.OccupyPosition(position)){ + //instancio la molécula, y seteo posición + Molecule newMolecule = Instantiate<Molecule>(moleculePrefab); + //aca le digo que ira la molecula armada en esta posicion final + newMolecule.transform.localPosition = positionManager.Positions[position]; + newMolecule.MoleculeIndex = position; + molecules.Add(newMolecule); + SpawnMolecule(atomsPosition, name, newMolecule); + }else{ + Debug.LogError("Molécula con id " + moleculeId + "en posición " + position + " no cargada."); + } + } + #endregion #region ActionOnMolecules - //diccionario de categoría_grupo -> material - private void IntializeCategoryDictionary() - { - categories.Add("Sin Grupo", 0); - categories.Add("Gas Inerte", 1); - categories.Add("Alcalino", 2); - categories.Add("Alcalino Terreo", 3); - categories.Add("Metaloide", 4); - categories.Add("No Metal", 5); - categories.Add("Halogeno", 6); - categories.Add("Pobre", 7); - categories.Add("De Transicion", 8); - categories.Add("Lantanido", 9); - categories.Add("Actinidos", 10); - } - - //método para obtener el material - private int GetMaterialIndexFromDictionary(string cat) - { - return categories[cat]; - } - public Molecule FindMoleculeInList(int index) { foreach(Molecule molecule in molecules) @@ -225,7 +232,6 @@ public void DeleteSelectedMolecule() // BORRAR molécula public void DeleteMolecule(Molecule molecule) { - Debug.Log(molecule.MoleculeIndex); // la saco de la lista molecules.Remove(molecule); selectionManager.RemoveObject(molecule.MoleculeIndex); @@ -237,9 +243,17 @@ public void DeleteMolecule(Molecule molecule) //no va popup Debug.Log("[MoleculeManager] :: Se ha borrado la molécula " + molecule.MoleculeIndex); + suggestionManager.updateSuggestions(); activateDeactivateMoleculeButtons(); } + // Borrar molecula por indice + public void DeleteMolecule(int moleculeIndex) + { + Molecule molecule = FindMoleculeInList(moleculeIndex); + DeleteMolecule(molecule); + } + public List<int> GetSelectedMolecules() { List<int> selectedMolecules = new List<int>(); @@ -301,6 +315,8 @@ public void DeleteAllMolecules() { DeleteMolecule(molecule); } + //el panel de las subparticulas se tiene que ocultar + selectionManager.PanelElements.GetComponent<CanvasGroup>().alpha = 0; } #endregion } diff --git a/New Unity Project/Assets/Scripts/Managers/PositionManager.cs b/New Unity Project/Assets/Scripts/Managers/PositionManager.cs index 907836d..7ff4f71 100644 --- a/New Unity Project/Assets/Scripts/Managers/PositionManager.cs +++ b/New Unity Project/Assets/Scripts/Managers/PositionManager.cs @@ -33,239 +33,239 @@ public static PositionManager Instance private void LoadPositions() { //plano central - Positions.Add(new Vector3(-2.5f, 1, 0)); - Positions.Add(new Vector3(2.5f, 1, 0)); + Positions.Add(new Vector3(-2.5f, -0.5f, 0)); + Positions.Add(new Vector3(2.5f, -0.5f, 0)); Positions.Add(new Vector3(-2.5f, 3, 0)); Positions.Add(new Vector3(2.5f, 3, 0)); - Positions.Add(new Vector3(2.5f, 5, 0)); - Positions.Add(new Vector3(-2.5f, 5, 0)); - Positions.Add(new Vector3(2.5f, 7, 0)); - Positions.Add(new Vector3(-2.5f, 7, 0)); - Positions.Add(new Vector3(-7.5f, 1, 0)); - Positions.Add(new Vector3(7.5f, 1, 0)); + Positions.Add(new Vector3(2.5f, 6.5f, 0)); + Positions.Add(new Vector3(-2.5f, 6.5f, 0)); + Positions.Add(new Vector3(2.5f, 10, 0)); + Positions.Add(new Vector3(-2.5f, 10, 0)); + Positions.Add(new Vector3(-7.5f, -0.5f, 0)); + Positions.Add(new Vector3(7.5f, -0.5f, 0)); Positions.Add(new Vector3(-7.5f, 3, 0)); Positions.Add(new Vector3(7.5f, 3, 0)); - Positions.Add(new Vector3(7.5f, 5, 0)); - Positions.Add(new Vector3(-7.5f, 5, 0)); - Positions.Add(new Vector3(7.5f, 7, 0)); - Positions.Add(new Vector3(-7.5f, 7, 0)); - Positions.Add(new Vector3(-12.5f, 1, 0)); - Positions.Add(new Vector3(12.5f, 1, 0)); + Positions.Add(new Vector3(7.5f, 6.5f, 0)); + Positions.Add(new Vector3(-7.5f, 6.5f, 0)); + Positions.Add(new Vector3(7.5f, 10, 0)); + Positions.Add(new Vector3(-7.5f, 10, 0)); + Positions.Add(new Vector3(-12.5f, -0.5f, 0)); + Positions.Add(new Vector3(12.5f, -0.5f, 0)); Positions.Add(new Vector3(-12.5f, 3, 0)); Positions.Add(new Vector3(12.5f, 3, 0)); - Positions.Add(new Vector3(12.5f, 5, 0)); - Positions.Add(new Vector3(-12.5f, 5, 0)); - Positions.Add(new Vector3(12.5f, 7, 0)); - Positions.Add(new Vector3(-12.5f, 7, 0)); + Positions.Add(new Vector3(12.5f, 6.5f, 0)); + Positions.Add(new Vector3(-12.5f, 6.5f, 0)); + Positions.Add(new Vector3(12.5f, 10, 0)); + Positions.Add(new Vector3(-12.5f, 10, 0)); //otros planos (solo cambian en Z) //Z=4 - Positions.Add(new Vector3(-2.5f, 1, 4)); - Positions.Add(new Vector3(2.5f, 1, 4)); + Positions.Add(new Vector3(-2.5f, -0.5f, 4)); + Positions.Add(new Vector3(2.5f, -0.5f, 4)); Positions.Add(new Vector3(-2.5f, 3, 4)); Positions.Add(new Vector3(2.5f, 3, 4)); - Positions.Add(new Vector3(2.5f, 5, 4)); - Positions.Add(new Vector3(-2.5f, 5, 4)); - Positions.Add(new Vector3(2.5f, 7, 4)); - Positions.Add(new Vector3(-2.5f, 7, 4)); - Positions.Add(new Vector3(-7.5f, 1, 4)); - Positions.Add(new Vector3(7.5f, 1, 4)); + Positions.Add(new Vector3(2.5f, 6.5f, 4)); + Positions.Add(new Vector3(-2.5f, 6.5f, 4)); + Positions.Add(new Vector3(2.5f, 10, 4)); + Positions.Add(new Vector3(-2.5f, 10, 4)); + Positions.Add(new Vector3(-7.5f, -0.5f, 4)); + Positions.Add(new Vector3(7.5f, -0.5f, 4)); Positions.Add(new Vector3(-7.5f, 3, 4)); Positions.Add(new Vector3(7.5f, 3, 4)); - Positions.Add(new Vector3(7.5f, 5, 4)); - Positions.Add(new Vector3(-7.5f, 5, 4)); - Positions.Add(new Vector3(7.5f, 7, 4)); - Positions.Add(new Vector3(-7.5f, 7, 4)); - Positions.Add(new Vector3(-12.5f, 1, 4)); - Positions.Add(new Vector3(12.5f, 1, 4)); + Positions.Add(new Vector3(7.5f, 6.5f, 4)); + Positions.Add(new Vector3(-7.5f, 6.5f, 4)); + Positions.Add(new Vector3(7.5f, 10, 4)); + Positions.Add(new Vector3(-7.5f, 10, 4)); + Positions.Add(new Vector3(-12.5f, -0.5f, 4)); + Positions.Add(new Vector3(12.5f, -0.5f, 4)); Positions.Add(new Vector3(-12.5f, 3, 4)); Positions.Add(new Vector3(12.5f, 3, 4)); - Positions.Add(new Vector3(12.5f, 5, 4)); - Positions.Add(new Vector3(-12.5f, 5, 4)); - Positions.Add(new Vector3(12.5f, 7, 4)); - Positions.Add(new Vector3(-12.5f, 7, 4)); + Positions.Add(new Vector3(12.5f, 6.5f, 4)); + Positions.Add(new Vector3(-12.5f, 6.5f, 4)); + Positions.Add(new Vector3(12.5f, 10, 4)); + Positions.Add(new Vector3(-12.5f, 10, 4)); //Z=-4 - Positions.Add(new Vector3(-2.5f, 1, -4)); - Positions.Add(new Vector3(2.5f, 1, -4)); + Positions.Add(new Vector3(-2.5f, -0.5f, -4)); + Positions.Add(new Vector3(2.5f, -0.5f, -4)); Positions.Add(new Vector3(-2.5f, 3, -4)); Positions.Add(new Vector3(2.5f, 3, -4)); - Positions.Add(new Vector3(2.5f, 5, -4)); - Positions.Add(new Vector3(-2.5f, 5, -4)); - Positions.Add(new Vector3(2.5f, 7, -4)); - Positions.Add(new Vector3(-2.5f, 7, -4)); - Positions.Add(new Vector3(-7.5f, 1, -4)); - Positions.Add(new Vector3(7.5f, 1, -4)); + Positions.Add(new Vector3(2.5f, 6.5f, -4)); + Positions.Add(new Vector3(-2.5f, 6.5f, -4)); + Positions.Add(new Vector3(2.5f, 10, -4)); + Positions.Add(new Vector3(-2.5f, 10, -4)); + Positions.Add(new Vector3(-7.5f, -0.5f, -4)); + Positions.Add(new Vector3(7.5f, -0.5f, -4)); Positions.Add(new Vector3(-7.5f, 3, -4)); Positions.Add(new Vector3(7.5f, 3, -4)); - Positions.Add(new Vector3(7.5f, 5, -4)); - Positions.Add(new Vector3(-7.5f, 5, -4)); - Positions.Add(new Vector3(7.5f, 7, -4)); - Positions.Add(new Vector3(-7.5f, 7, -4)); - Positions.Add(new Vector3(-12.5f, 1, -4)); - Positions.Add(new Vector3(12.5f, 1, -4)); + Positions.Add(new Vector3(7.5f, 6.5f, -4)); + Positions.Add(new Vector3(-7.5f, 6.5f, -4)); + Positions.Add(new Vector3(7.5f, 10, -4)); + Positions.Add(new Vector3(-7.5f, 10, -4)); + Positions.Add(new Vector3(-12.5f, -0.5f, -4)); + Positions.Add(new Vector3(12.5f, -0.5f, -4)); Positions.Add(new Vector3(-12.5f, 3, -4)); Positions.Add(new Vector3(12.5f, 3, -4)); - Positions.Add(new Vector3(12.5f, 5, -4)); - Positions.Add(new Vector3(-12.5f, 5, -4)); - Positions.Add(new Vector3(12.5f, 7, -4)); - Positions.Add(new Vector3(-12.5f, 7, -4)); + Positions.Add(new Vector3(12.5f, 6.5f, -4)); + Positions.Add(new Vector3(-12.5f, 6.5f, -4)); + Positions.Add(new Vector3(12.5f, 10, -4)); + Positions.Add(new Vector3(-12.5f, 10, -4)); //Z=8 - Positions.Add(new Vector3(-2.5f, 1, 8)); - Positions.Add(new Vector3(2.5f, 1, 8)); + Positions.Add(new Vector3(-2.5f, -0.5f, 8)); + Positions.Add(new Vector3(2.5f, -0.5f, 8)); Positions.Add(new Vector3(-2.5f, 3, 8)); Positions.Add(new Vector3(2.5f, 3, 8)); - Positions.Add(new Vector3(2.5f, 5, 8)); - Positions.Add(new Vector3(-2.5f, 5, 8)); - Positions.Add(new Vector3(2.5f, 7, 8)); - Positions.Add(new Vector3(-2.5f, 7, 8)); - Positions.Add(new Vector3(-7.5f, 1, 8)); - Positions.Add(new Vector3(7.5f, 1, 8)); + Positions.Add(new Vector3(2.5f, 6.5f, 8)); + Positions.Add(new Vector3(-2.5f, 6.5f, 8)); + Positions.Add(new Vector3(2.5f, 10, 8)); + Positions.Add(new Vector3(-2.5f, 10, 8)); + Positions.Add(new Vector3(-7.5f, -0.5f, 8)); + Positions.Add(new Vector3(7.5f, -0.5f, 8)); Positions.Add(new Vector3(-7.5f, 3, 8)); Positions.Add(new Vector3(7.5f, 3, 8)); - Positions.Add(new Vector3(7.5f, 5, 8)); - Positions.Add(new Vector3(-7.5f, 5, 8)); - Positions.Add(new Vector3(7.5f, 7, 8)); - Positions.Add(new Vector3(-7.5f, 7, 8)); - Positions.Add(new Vector3(-12.5f, 1, 8)); - Positions.Add(new Vector3(12.5f, 1, 8)); + Positions.Add(new Vector3(7.5f, 6.5f, 8)); + Positions.Add(new Vector3(-7.5f, 6.5f, 8)); + Positions.Add(new Vector3(7.5f, 10, 8)); + Positions.Add(new Vector3(-7.5f, 10, 8)); + Positions.Add(new Vector3(-12.5f, -0.5f, 8)); + Positions.Add(new Vector3(12.5f, -0.5f, 8)); Positions.Add(new Vector3(-12.5f, 3, 8)); Positions.Add(new Vector3(12.5f, 3, 8)); - Positions.Add(new Vector3(12.5f, 5, 8)); - Positions.Add(new Vector3(-12.5f, 5, 8)); - Positions.Add(new Vector3(12.5f, 7, 8)); - Positions.Add(new Vector3(-12.5f, 7, 8)); + Positions.Add(new Vector3(12.5f, 6.5f, 8)); + Positions.Add(new Vector3(-12.5f, 6.5f, 8)); + Positions.Add(new Vector3(12.5f, 10, 8)); + Positions.Add(new Vector3(-12.5f, 10, 8)); //Z=-8 - Positions.Add(new Vector3(-2.5f, 1, -8)); - Positions.Add(new Vector3(2.5f, 1, -8)); + Positions.Add(new Vector3(-2.5f, -0.5f, -8)); + Positions.Add(new Vector3(2.5f, -0.5f, -8)); Positions.Add(new Vector3(-2.5f, 3, -8)); Positions.Add(new Vector3(2.5f, 3, -8)); - Positions.Add(new Vector3(2.5f, 5, -8)); - Positions.Add(new Vector3(-2.5f, 5, -8)); - Positions.Add(new Vector3(2.5f, 7, -8)); - Positions.Add(new Vector3(-2.5f, 7, -8)); - Positions.Add(new Vector3(-7.5f, 1, -8)); - Positions.Add(new Vector3(7.5f, 1, -8)); + Positions.Add(new Vector3(2.5f, 6.5f, -8)); + Positions.Add(new Vector3(-2.5f, 6.5f, -8)); + Positions.Add(new Vector3(2.5f, 10, -8)); + Positions.Add(new Vector3(-2.5f, 10, -8)); + Positions.Add(new Vector3(-7.5f, -0.5f, -8)); + Positions.Add(new Vector3(7.5f, -0.5f, -8)); Positions.Add(new Vector3(-7.5f, 3, -8)); Positions.Add(new Vector3(7.5f, 3, -8)); - Positions.Add(new Vector3(7.5f, 5, -8)); - Positions.Add(new Vector3(-7.5f, 5, -8)); - Positions.Add(new Vector3(7.5f, 7, -8)); - Positions.Add(new Vector3(-7.5f, 7, -8)); - Positions.Add(new Vector3(-12.5f, 1, -8)); - Positions.Add(new Vector3(12.5f, 1, -8)); + Positions.Add(new Vector3(7.5f, 6.5f, -8)); + Positions.Add(new Vector3(-7.5f, 6.5f, -8)); + Positions.Add(new Vector3(7.5f, 10, -8)); + Positions.Add(new Vector3(-7.5f, 10, -8)); + Positions.Add(new Vector3(-12.5f, -0.5f, -8)); + Positions.Add(new Vector3(12.5f, -0.5f, -8)); Positions.Add(new Vector3(-12.5f, 3, -8)); Positions.Add(new Vector3(12.5f, 3, -8)); - Positions.Add(new Vector3(12.5f, 5, -8)); - Positions.Add(new Vector3(-12.5f, 5, -8)); - Positions.Add(new Vector3(12.5f, 7, -8)); - Positions.Add(new Vector3(-12.5f, 7, -8)); + Positions.Add(new Vector3(12.5f, 6.5f, -8)); + Positions.Add(new Vector3(-12.5f, 6.5f, -8)); + Positions.Add(new Vector3(12.5f, 10, -8)); + Positions.Add(new Vector3(-12.5f, 10, -8)); //Z=12 - Positions.Add(new Vector3(-2.5f, 1, 12)); - Positions.Add(new Vector3(2.5f, 1, 12)); + Positions.Add(new Vector3(-2.5f, -0.5f, 12)); + Positions.Add(new Vector3(2.5f, -0.5f, 12)); Positions.Add(new Vector3(-2.5f, 3, 12)); Positions.Add(new Vector3(2.5f, 3, 12)); - Positions.Add(new Vector3(2.5f, 5, 12)); - Positions.Add(new Vector3(-2.5f, 5, 12)); - Positions.Add(new Vector3(2.5f, 7, 12)); - Positions.Add(new Vector3(-2.5f, 7, 12)); - Positions.Add(new Vector3(-7.5f, 1, 12)); - Positions.Add(new Vector3(7.5f, 1, 12)); + Positions.Add(new Vector3(2.5f, 6.5f, 12)); + Positions.Add(new Vector3(-2.5f, 6.5f, 12)); + Positions.Add(new Vector3(2.5f, 10, 12)); + Positions.Add(new Vector3(-2.5f, 10, 12)); + Positions.Add(new Vector3(-7.5f, -0.5f, 12)); + Positions.Add(new Vector3(7.5f, -0.5f, 12)); Positions.Add(new Vector3(-7.5f, 3, 12)); Positions.Add(new Vector3(7.5f, 3, 12)); - Positions.Add(new Vector3(7.5f, 5, 12)); - Positions.Add(new Vector3(-7.5f, 5, 12)); - Positions.Add(new Vector3(7.5f, 7, 12)); - Positions.Add(new Vector3(-7.5f, 7, 12)); - Positions.Add(new Vector3(-12.5f, 1, 12)); - Positions.Add(new Vector3(12.5f, 1, 12)); + Positions.Add(new Vector3(7.5f, 6.5f, 12)); + Positions.Add(new Vector3(-7.5f, 6.5f, 12)); + Positions.Add(new Vector3(7.5f, 10, 12)); + Positions.Add(new Vector3(-7.5f, 10, 12)); + Positions.Add(new Vector3(-12.5f, -0.5f, 12)); + Positions.Add(new Vector3(12.5f, -0.5f, 12)); Positions.Add(new Vector3(-12.5f, 3, 12)); Positions.Add(new Vector3(12.5f, 3, 12)); - Positions.Add(new Vector3(12.5f, 5, 12)); - Positions.Add(new Vector3(-12.5f, 5, 12)); - Positions.Add(new Vector3(12.5f, 7, 12)); - Positions.Add(new Vector3(-12.5f, 7, 12)); + Positions.Add(new Vector3(12.5f, 6.5f, 12)); + Positions.Add(new Vector3(-12.5f, 6.5f, 12)); + Positions.Add(new Vector3(12.5f, 10, 12)); + Positions.Add(new Vector3(-12.5f, 10, 12)); //Z=-12 - Positions.Add(new Vector3(-2.5f, 1, -12)); - Positions.Add(new Vector3(2.5f, 1, -12)); + Positions.Add(new Vector3(-2.5f, -0.5f, -12)); + Positions.Add(new Vector3(2.5f, -0.5f, -12)); Positions.Add(new Vector3(-2.5f, 3, -12)); Positions.Add(new Vector3(2.5f, 3, -12)); - Positions.Add(new Vector3(2.5f, 5, -12)); - Positions.Add(new Vector3(-2.5f, 5, -12)); - Positions.Add(new Vector3(2.5f, 7, -12)); - Positions.Add(new Vector3(-2.5f, 7, -12)); - Positions.Add(new Vector3(-7.5f, 1, -12)); - Positions.Add(new Vector3(7.5f, 1, -12)); + Positions.Add(new Vector3(2.5f, 6.5f, -12)); + Positions.Add(new Vector3(-2.5f, 6.5f, -12)); + Positions.Add(new Vector3(2.5f, 10, -12)); + Positions.Add(new Vector3(-2.5f, 10, -12)); + Positions.Add(new Vector3(-7.5f, -0.5f, -12)); + Positions.Add(new Vector3(7.5f, -0.5f, -12)); Positions.Add(new Vector3(-7.5f, 3, -12)); Positions.Add(new Vector3(7.5f, 3, -12)); - Positions.Add(new Vector3(7.5f, 5, -12)); - Positions.Add(new Vector3(-7.5f, 5, -12)); - Positions.Add(new Vector3(7.5f, 7, -12)); - Positions.Add(new Vector3(-7.5f, 7, -12)); - Positions.Add(new Vector3(-12.5f, 1, -12)); - Positions.Add(new Vector3(12.5f, 1, -12)); + Positions.Add(new Vector3(7.5f, 6.5f, -12)); + Positions.Add(new Vector3(-7.5f, 6.5f, -12)); + Positions.Add(new Vector3(7.5f, 10, -12)); + Positions.Add(new Vector3(-7.5f, 10, -12)); + Positions.Add(new Vector3(-12.5f, -0.5f, -12)); + Positions.Add(new Vector3(12.5f, -0.5f, -12)); Positions.Add(new Vector3(-12.5f, 3, -12)); Positions.Add(new Vector3(12.5f, 3, -12)); - Positions.Add(new Vector3(12.5f, 5, -12)); - Positions.Add(new Vector3(-12.5f, 5, -12)); - Positions.Add(new Vector3(12.5f, 7, -12)); - Positions.Add(new Vector3(-12.5f, 7, -12)); + Positions.Add(new Vector3(12.5f, 6.5f, -12)); + Positions.Add(new Vector3(-12.5f, 6.5f, -12)); + Positions.Add(new Vector3(12.5f, 10, -12)); + Positions.Add(new Vector3(-12.5f, 10, -12)); //Z=16 - Positions.Add(new Vector3(-2.5f, 1, 16)); - Positions.Add(new Vector3(2.5f, 1, 16)); + Positions.Add(new Vector3(-2.5f, -0.5f, 16)); + Positions.Add(new Vector3(2.5f, -0.5f, 16)); Positions.Add(new Vector3(-2.5f, 3, 16)); Positions.Add(new Vector3(2.5f, 3, 16)); - Positions.Add(new Vector3(2.5f, 5, 16)); - Positions.Add(new Vector3(-2.5f, 5, 16)); - Positions.Add(new Vector3(2.5f, 7, 16)); - Positions.Add(new Vector3(-2.5f, 7, 16)); - Positions.Add(new Vector3(-7.5f, 1, 16)); - Positions.Add(new Vector3(7.5f, 1, 16)); + Positions.Add(new Vector3(2.5f, 6.5f, 16)); + Positions.Add(new Vector3(-2.5f, 6.5f, 16)); + Positions.Add(new Vector3(2.5f, 10, 16)); + Positions.Add(new Vector3(-2.5f, 10, 16)); + Positions.Add(new Vector3(-7.5f, -0.5f, 16)); + Positions.Add(new Vector3(7.5f, -0.5f, 16)); Positions.Add(new Vector3(-7.5f, 3, 16)); Positions.Add(new Vector3(7.5f, 3, 16)); - Positions.Add(new Vector3(7.5f, 5, 16)); - Positions.Add(new Vector3(-7.5f, 5, 16)); - Positions.Add(new Vector3(7.5f, 7, 16)); - Positions.Add(new Vector3(-7.5f, 7, 16)); - Positions.Add(new Vector3(-12.5f, 1, 16)); - Positions.Add(new Vector3(12.5f, 1, 16)); + Positions.Add(new Vector3(7.5f, 6.5f, 16)); + Positions.Add(new Vector3(-7.5f, 6.5f, 16)); + Positions.Add(new Vector3(7.5f, 10, 16)); + Positions.Add(new Vector3(-7.5f, 10, 16)); + Positions.Add(new Vector3(-12.5f, -0.5f, 16)); + Positions.Add(new Vector3(12.5f, -0.5f, 16)); Positions.Add(new Vector3(-12.5f, 3, 16)); Positions.Add(new Vector3(12.5f, 3, 16)); - Positions.Add(new Vector3(12.5f, 5, 16)); - Positions.Add(new Vector3(-12.5f, 5, 16)); - Positions.Add(new Vector3(12.5f, 7, 16)); - Positions.Add(new Vector3(-12.5f, 7, 16)); + Positions.Add(new Vector3(12.5f, 6.5f, 16)); + Positions.Add(new Vector3(-12.5f, 6.5f, 16)); + Positions.Add(new Vector3(12.5f, 10, 16)); + Positions.Add(new Vector3(-12.5f, 10, 16)); //Z=-16 - Positions.Add(new Vector3(-2.5f, 1, -16)); - Positions.Add(new Vector3(2.5f, 1, -16)); + Positions.Add(new Vector3(-2.5f, -0.5f, -16)); + Positions.Add(new Vector3(2.5f, -0.5f, -16)); Positions.Add(new Vector3(-2.5f, 3, -16)); Positions.Add(new Vector3(2.5f, 3, -16)); - Positions.Add(new Vector3(2.5f, 5, -16)); - Positions.Add(new Vector3(-2.5f, 5, -16)); - Positions.Add(new Vector3(2.5f, 7, -16)); - Positions.Add(new Vector3(-2.5f, 7, -16)); - Positions.Add(new Vector3(-7.5f, 1, -16)); - Positions.Add(new Vector3(7.5f, 1, -16)); + Positions.Add(new Vector3(2.5f, 6.5f, -16)); + Positions.Add(new Vector3(-2.5f, 6.5f, -16)); + Positions.Add(new Vector3(2.5f, 10, -16)); + Positions.Add(new Vector3(-2.5f, 10, -16)); + Positions.Add(new Vector3(-7.5f, -0.5f, -16)); + Positions.Add(new Vector3(7.5f, -0.5f, -16)); Positions.Add(new Vector3(-7.5f, 3, -16)); Positions.Add(new Vector3(7.5f, 3, -16)); - Positions.Add(new Vector3(7.5f, 5, -16)); - Positions.Add(new Vector3(-7.5f, 5, -16)); - Positions.Add(new Vector3(7.5f, 7, -16)); - Positions.Add(new Vector3(-7.5f, 7, -16)); - Positions.Add(new Vector3(-12.5f, 1, -16)); - Positions.Add(new Vector3(12.5f, 1, -16)); + Positions.Add(new Vector3(7.5f, 6.5f, -16)); + Positions.Add(new Vector3(-7.5f, 6.5f, -16)); + Positions.Add(new Vector3(7.5f, 10, -16)); + Positions.Add(new Vector3(-7.5f, 10, -16)); + Positions.Add(new Vector3(-12.5f, -0.5f, -16)); + Positions.Add(new Vector3(12.5f, -0.5f, -16)); Positions.Add(new Vector3(-12.5f, 3, -16)); Positions.Add(new Vector3(12.5f, 3, -16)); - Positions.Add(new Vector3(12.5f, 5, -16)); - Positions.Add(new Vector3(-12.5f, 5, -16)); - Positions.Add(new Vector3(12.5f, 7, -16)); - Positions.Add(new Vector3(-12.5f, 7, -16)); + Positions.Add(new Vector3(12.5f, 6.5f, -16)); + Positions.Add(new Vector3(-12.5f, 6.5f, -16)); + Positions.Add(new Vector3(12.5f, 10, -16)); + Positions.Add(new Vector3(-12.5f, 10, -16)); //todas están disponibles al principio foreach (Vector3 position in Positions) @@ -302,4 +302,14 @@ public bool NoPositionsLeft() } return true; } + + public bool OccupyPosition(int position){ + if(AvailablePositions[position]){ + AvailablePositions[position] = false; + return true; + }else{ + Debug.LogError("Posición " + position + " ya está ocupada."); + return false; + } + } } diff --git a/New Unity Project/Assets/Scripts/Managers/SaveLoadManager.cs b/New Unity Project/Assets/Scripts/Managers/SaveLoadManager.cs new file mode 100644 index 0000000..c8c5634 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Managers/SaveLoadManager.cs @@ -0,0 +1,79 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using System.IO; + +public class SaveLoadManager : MonoBehaviour +{ + private AtomManager atomManager; + private MoleculeManager moleculeManager; + private MaterialManager materialManager; + private PopulateMoleculeList populateMoleculeList; + private string savePath; + + private void Awake() { + atomManager = FindObjectOfType<AtomManager>(); + moleculeManager = FindObjectOfType<MoleculeManager>(); + materialManager = FindObjectOfType<MaterialManager>(); + populateMoleculeList = FindObjectOfType<PopulateMoleculeList>(); + savePath = Application.dataPath + "/save.json"; + } + + public void Save(){ + List<AtomSaveData> atomSaveData = ObtainAtomsData(); + List<MoleculeSaveData> moleculeSaveData = ObtainMoleculesData(); + List<MaterialSaveData> materialSaveData = ObtainMaterialsData(); + SaveData save = new SaveData(atomSaveData, moleculeSaveData, materialSaveData); + string json = JsonUtility.ToJson(save); + Debug.Log("Game Saved! " + json); + File.WriteAllText(savePath, json); + } + + private List<AtomSaveData> ObtainAtomsData(){ + List<Atom> atoms = atomManager.AtomsList; + List<AtomSaveData> atomSaveData = new List<AtomSaveData>(); + foreach(Atom atom in atoms){ + atomSaveData.Add(new AtomSaveData(atom.ProtonCounter, atom.NeutronCounter, + atom.ElectronCounter, atom.AtomIndex)); + } + return atomSaveData; + } + + private List<MoleculeSaveData> ObtainMoleculesData(){ + List<Molecule> molecules = moleculeManager.Molecules; + List<MoleculeSaveData> moleculeSaveData = new List<MoleculeSaveData>(); + foreach(Molecule molecule in molecules){ + moleculeSaveData.Add(new MoleculeSaveData(molecule.MoleculeId, molecule.MoleculeIndex, + molecule.MoleculeName)); + } + return moleculeSaveData; + } + + private List<MaterialSaveData> ObtainMaterialsData(){ + List<MaterialObject> materials = materialManager.Materials; + List<MaterialSaveData> materialSaveData = new List<MaterialSaveData>(); + foreach(MaterialObject material in materials){ + materialSaveData.Add(new MaterialSaveData(material.MaterialId, material.MaterialIndex, + material.MaterialName, material.ModelFile)); + } + return materialSaveData; + } + + public void Load(){ + SaveData save = JsonUtility.FromJson<SaveData>(File.ReadAllText(savePath)); + atomManager.DeleteAllAtoms(); + moleculeManager.DeleteAllMolecules(); + materialManager.DeleteAllMaterials(); + foreach(AtomSaveData atomData in save.atoms){ + atomManager.SpawnFromSaveData(atomData); + } + foreach(MoleculeSaveData moleculeData in save.molecules){ + populateMoleculeList.AddMolecule(moleculeData.name, moleculeData.position, + moleculeData.moleculeId); + } + foreach(MaterialSaveData materialData in save.materials){ + materialManager.SpawnMaterialFromSave(materialData.position, materialData.materialId, + materialData.name, materialData.modelFile); + } + } +} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipInfo.cs.meta b/New Unity Project/Assets/Scripts/Managers/SaveLoadManager.cs.meta similarity index 83% rename from New Unity Project/Assets/Scripts/UI/UIToolTipInfo.cs.meta rename to New Unity Project/Assets/Scripts/Managers/SaveLoadManager.cs.meta index 28976f4..02b16ff 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipInfo.cs.meta +++ b/New Unity Project/Assets/Scripts/Managers/SaveLoadManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: cfd0604440873ea448202b48403e242b +guid: d6133cd9d0722b2428a92ee2c2998b2b MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/New Unity Project/Assets/Scripts/Managers/SelectionManager.cs b/New Unity Project/Assets/Scripts/Managers/SelectionManager.cs index d622cb2..b6a6a43 100644 --- a/New Unity Project/Assets/Scripts/Managers/SelectionManager.cs +++ b/New Unity Project/Assets/Scripts/Managers/SelectionManager.cs @@ -4,18 +4,27 @@ public class SelectionManager : MonoBehaviour { + + #region atributos + private CombinationManager combinationManager; private AtomManager atomManager; private MoleculeManager moleculeManager; + private MaterialManager materialManager; private List<int> selectedObjects; - //se asigna desde la interfaz - public CanvasGroup panelElements; + + //panel de cambios en particulas subatomicas que tiene que aparecer o no depende del contexto + private GameObject panelElements; + //panel de info private MainInfoPanel mainInfoPanel; //hace referencia desde la clase selection manager public List<int> SelectedObjects { get => selectedObjects; } + public GameObject PanelElements { get => panelElements; } + + #endregion private void Awake() { @@ -23,7 +32,10 @@ private void Awake() combinationManager = FindObjectOfType<CombinationManager>(); atomManager = FindObjectOfType<AtomManager>(); moleculeManager = FindObjectOfType<MoleculeManager>(); + materialManager = FindObjectOfType<MaterialManager>(); mainInfoPanel = FindObjectOfType<MainInfoPanel>(); + //panel superior del canvas + panelElements = GameObject.Find("InteractivePanelElements"); } public bool SelectObject(Atom atom) @@ -34,9 +46,12 @@ public bool SelectObject(Atom atom) // Este átomo ya estaba seleccionado. Se quitará la selección selectedObjects.Remove(atom.AtomIndex); atom.Deselect(); - mainInfoPanel.HideInfo(); + + //si se quita la seleccion y no hay otros seleccionados cierra panel + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanel(); + //no muestro panel de agregar elementos - panelElements.alpha = 0; + panelElements.GetComponent<CanvasGroup>().alpha = 0; return false; } @@ -48,13 +63,17 @@ public bool SelectObject(Atom atom) selectedObjects.Add(atom.AtomIndex); atom.Select(); + + //seteo info en panel inferior de elementos mainInfoPanel.SetInfo(atom); + //hay que controlar SI no esta abierto otro de los menues! + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanelCombine(); //muestro ademas el panel de agregar elementos! //SI EL MODO ES NORMAL(lo hago posterior al if antesesor porque primero lo agrego y lo hago seleccionado) if (!combinationManager.CombineMode) { - panelElements.alpha = 1; + panelElements.GetComponent<CanvasGroup>().alpha = 1; } return true; @@ -68,6 +87,10 @@ public bool SelectObject(Molecule molecule) // Esta molecula ya estaba seleccionada. Se quitará la selección selectedObjects.Remove(molecule.MoleculeIndex); molecule.Deselect(); + + //si se quita la seleccion y no hay otros seleccionados cierra panel + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanel(); + return false; } @@ -79,8 +102,48 @@ public bool SelectObject(Molecule molecule) selectedObjects.Add(molecule.MoleculeIndex); molecule.Select(); + + //seteo info en panel inferior de elementos + mainInfoPanel.SetInfoMolecule(molecule); + //hay que controlar SI no esta abierto otro de los menues! + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanelCombine(); + //no muestro panel de agregar elementos porque una molecula no se cambia - panelElements.alpha = 0; + panelElements.GetComponent<CanvasGroup>().alpha = 0; + return true; + } + + public bool SelectObject(MaterialObject material) + { + // verifico si el objeto estaba seleccionado + if (selectedObjects.IndexOf(material.MaterialIndex) != -1) + { + // Este material ya estaba seleccionada. Se quitará la selección + selectedObjects.Remove(material.MaterialIndex); + material.Deselect(); + + //si se quita la seleccion y no hay otros seleccionados cierra panel + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanel(); + + return false; + } + + // si habia uno seleccionado, lo deselecciono ->>> CREO QUE ACA ESTA EL PROBLEMA DEL BUG, QUE PIERDE EL INDEX DE LA SELECCION.. AL MOMENTO DE COMBINAR! + if (!combinationManager.CombineMode) + { + DeselectAll(); + } + + selectedObjects.Add(material.MaterialIndex); + material.Select(); + + //seteo info en panel inferior de elementos + mainInfoPanel.SetInfoMaterial(material); + //hay que controlar SI no esta abierto otro de los menues! + mainInfoPanel.GetComponent<OpenMenus>().CloseBottomPanelCombine(); + + //no muestro panel de agregar elementos porque no es un atomo + panelElements.GetComponent<CanvasGroup>().alpha = 0; return true; } @@ -89,16 +152,24 @@ public void RemoveObject(int toRemove) selectedObjects.Remove(toRemove); } - public void SwitchCombineMode(bool newMode) + public void SwitchCombineMode(bool combineMode) { // si se salio del modo combinar - if (!newMode) + if (!combineMode) { DeselectAll(); } + else + { + // en el modo combinacion no se pueden seleccionar materiales + //DeselectAllMaterials(); - //no muestro panel de agregar elementos cuando se activa el switch - panelElements.alpha = 0; + //CON ESTO ESTARIA ARREGLANDO EL BUG QUE AL OCMBINAR SALTA EL POPUP DE QUE FALTAN ELEGIR ELEMENTOS.. CHARLARLO LUEGO + DeselectAll(); + + //no muestro panel de agregar elementos cuando se activa el switch + panelElements.GetComponent<CanvasGroup>().alpha = 0; + } } public void DeselectAll() @@ -114,5 +185,20 @@ public void DeselectAll() { atom.Deselect(); } + + foreach (MaterialObject material in materialManager.Materials) + { + material.Deselect(); + } + } + + public void DeselectAllMaterials() + { + selectedObjects = new List<int>(); + + foreach (MaterialObject material in materialManager.Materials) + { + material.Deselect(); + } } } diff --git a/New Unity Project/Assets/Scripts/Managers/SuggestionManager.cs b/New Unity Project/Assets/Scripts/Managers/SuggestionManager.cs new file mode 100644 index 0000000..f0cf37d --- /dev/null +++ b/New Unity Project/Assets/Scripts/Managers/SuggestionManager.cs @@ -0,0 +1,271 @@ +using UnityEngine; +using System; +using System.Collections; +using System.Collections.Generic; + +public class SuggestionManager : MonoBehaviour +{ + private QryMoleculas qryMolecules; + private QryMaterials qryMaterials; + private QryElementos qryElementos; + private UIPopup popup; + private AtomManager atomManager; + private MoleculeManager moleculeManager; + private MaterialManager materialManager; + private PopulateSuggestionList populateSuggestionList; + + private List<MoleculeElementsMapping> moleculeMappingList = new List<MoleculeElementsMapping>(); + private List<MaterialMappingData> materialMappingList = new List<MaterialMappingData>(); + + private List<int> moleculesFullyMatched = new List<int>(); + private List<int> moleculesPartiallyMatched = new List<int>(); + private List<int> materialsFullyMatched = new List<int>(); + private List<int> materialsPartiallyMatched = new List<int>(); + + public List<int> MoleculesFullyMatched { get => moleculesFullyMatched; set => moleculesFullyMatched = value; } + public List<int> MoleculesPartiallyMatched { get => moleculesPartiallyMatched; set => moleculesPartiallyMatched = value; } + public List<int> MaterialsFullyMatched { get => materialsFullyMatched; set => materialsFullyMatched = value; } + public List<int> MaterialsPartiallyMatched { get => materialsPartiallyMatched; set => materialsPartiallyMatched = value; } + + void Start() + { + GameObject go = new GameObject(); + go.AddComponent<QryMoleculas>(); + go.AddComponent<QryMaterials>(); + go.AddComponent<QryElementos>(); + qryMolecules = go.GetComponent<QryMoleculas>(); + qryMaterials = go.GetComponent<QryMaterials>(); + qryElementos = go.GetComponent<QryElementos>(); + popup = FindObjectOfType<UIPopup>(); + + populateSuggestionList = GameObject.Find("SuggestionList").GetComponent<PopulateSuggestionList>(); + + moleculeManager = FindObjectOfType<MoleculeManager>(); + atomManager = FindObjectOfType<AtomManager>(); + materialManager = FindObjectOfType<MaterialManager>(); + + try + { + moleculeMappingList = MoleculeElementsMapping.FormatMoleculeMapping(qryMolecules.GetAllMoleculeMappings()); + materialMappingList = qryMaterials.GetAllMaterialMappings(); + updateSuggestions(); + } + catch (Exception e) + { + Debug.LogError("SuggestionManager :: Ocurrio un error al traer moleculas o materiales de la DB: " + e.StackTrace); + popup.MostrarPopUp("ERROR", "Error inicializando motor de sugerencias"); + } + } + + public void updateSuggestions() + { + moleculesFullyMatched = new List<int>(); + moleculesPartiallyMatched = new List<int>(); + materialsFullyMatched = new List<int>(); + materialsPartiallyMatched = new List<int>(); + + materialMappingList.ForEach(mapping => + { + int elementsMatchedCount = 0; + if (mapping.IdElement > 0) + { + int matchedAmount = atomManager.AtomsList.FindAll(atom => atom.ElementNumber == mapping.IdElement).Count; + elementsMatchedCount = matchedAmount >= mapping.Amount ? elementsMatchedCount + mapping.Amount : elementsMatchedCount + matchedAmount; + } + else if (mapping.IdMolecule > 0) + { + int matchedAmount = moleculeManager.Molecules.FindAll(molecule => molecule.MoleculeId == mapping.IdMolecule).Count; + elementsMatchedCount = matchedAmount >= mapping.Amount ? elementsMatchedCount + mapping.Amount : elementsMatchedCount + matchedAmount; + } + + if (elementsMatchedCount == mapping.Amount) + { + materialsFullyMatched.Add(mapping.IdMaterial); + } + else if (elementsMatchedCount > 0) + { + materialsPartiallyMatched.Add(mapping.IdMaterial); + } + }); + + moleculeMappingList.ForEach(mapping => + { + int elementsMatchedCount = 0; + mapping.Elements.ForEach(element => + { + int matchedAmount = atomManager.AtomsList.FindAll(atom => atom.ElementNumber == element.IdElement).Count; + elementsMatchedCount = matchedAmount >= element.Amount ? elementsMatchedCount + element.Amount : elementsMatchedCount + matchedAmount; + }); + if (elementsMatchedCount == mapping.totalElementsAmount()) + { + moleculesFullyMatched.Add(mapping.IdMolecule); + } + else if (elementsMatchedCount > 0) + { + moleculesPartiallyMatched.Add(mapping.IdMolecule); + } + }); + + populateSuggestionList.UpdateList(); + } + + public void spawnSuggestedMolecule(MoleculeData molecule) + { + try + { + if (!isMoleculeFullyMatched(molecule.Id)) + { + showMissingElementsOfMolecule(molecule.Id); + return; + } + deleteElementsOfMolecule(molecule.Id); + List<AtomInMolPositionData> atomsPosition = qryMolecules.GetElementPositions(molecule.Id); + moleculeManager.SpawnMolecule(atomsPosition, molecule.ToStringToList); + } + catch (Exception e) + { + Debug.LogError("SuggestionManager :: Error spawneando molecula: " + e.StackTrace); + popup.MostrarPopUp("ERROR", "Error aplicando sugerencia"); + } + } + + public void spawnSuggestedMaterial(MaterialData material) + { + try + { + if (!isMaterialFullyMatched(material.Id)) + { + showMissingElementsOfMaterial(material.Id); + return; + } + deleteElementsOfMaterial(material.Id); + materialManager.SpawnMaterial(material); + } + catch (Exception e) + { + Debug.LogError("SuggestionManager :: Error spawneando molecula: " + e.StackTrace); + popup.MostrarPopUp("ERROR", "Error aplicando sugerencia"); + } + } + + public bool isMaterialFullyMatched(int materialId) + { + return isFullyMatched(materialId, materialsFullyMatched); + } + + public bool isMoleculeFullyMatched(int moleculeId) + { + return isFullyMatched(moleculeId, moleculesFullyMatched); + } + + private bool isFullyMatched(int id, List<int> list) + { + return list.Find(item => item == id) > 0; + } + + private void deleteElementsOfMolecule(int moleculeId) + { + MoleculeElementsMapping moleculeMapping = moleculeMappingList.Find(mapping => mapping.IdMolecule == moleculeId); + if (moleculeMapping == null) return; + + moleculeMapping.Elements.ForEach(element => + { + for (int i = 0; i < element.Amount; i++) + { + Atom foundAtom = atomManager.AtomsList.Find(atom => atom.ElementNumber == element.IdElement); + if (foundAtom != null) + { + atomManager.DeleteAtom(foundAtom.AtomIndex); + } + } + }); + } + + private void deleteElementsOfMaterial(int materialId) + { + MaterialMappingData materialMapping = materialMappingList.Find(mapping => mapping.IdMaterial == materialId); + if (materialMapping == null) return; + if (materialMapping.IdElement > 0) + { + for (int i = 0; i < materialMapping.Amount; i++) + { + Atom foundAtom = atomManager.AtomsList.Find(atom => atom.ElementNumber == materialMapping.IdElement); + if (foundAtom != null) + { + atomManager.DeleteAtom(foundAtom.AtomIndex); + } + } + } + else if(materialMapping.IdMolecule > 0) + { + for (int i = 0; i < materialMapping.Amount; i++) + { + Molecule foundMolecule = moleculeManager.Molecules.Find(molecule => molecule.MoleculeId == materialMapping.IdMolecule); + if (foundMolecule != null) + { + moleculeManager.DeleteMolecule(foundMolecule); + } + } + } + } + + private void showMissingElementsOfMolecule(int moleculeId) + { + MoleculeElementsMapping moleculeMapping = moleculeMappingList.Find(mapping => mapping.IdMolecule == moleculeId); + if (moleculeMapping == null) return; + + int extraLines = 0; + string message = "Para poder aplicar esta sugerencia falta cargar:"; + moleculeMapping.Elements.ForEach(element => + { + List<Atom> foundAtoms = atomManager.AtomsList.FindAll(atom => atom.ElementNumber == element.IdElement); + int missingAmount = foundAtoms.Count > 0 ? element.Amount - foundAtoms.Count : element.Amount; + if (missingAmount > 0) + { + ElementTabPer elementTabPer = qryElementos.GetElementFromNro(element.IdElement); + message += "\n" + missingAmount + " " + (missingAmount > 1 ? "átomos" : "átomo") + " de " + elementTabPer.Name; + extraLines++; + } + }); + message += "\n(Tip: Podés usar la tabla periódica)"; + extraLines++; + popup.MostrarPopUp("Atención!", message, extraLines + 1); + } + + private void showMissingElementsOfMaterial(int materialId) + { + MaterialMappingData materialMapping = materialMappingList.Find(mapping => mapping.IdMaterial == materialId); + if (materialMapping == null) return; + + int extraLines = 0; + string message = "Para poder aplicar esta sugerencia falta cargar:"; + + if (materialMapping.IdElement > 0) + { + List<Atom> foundAtoms = atomManager.AtomsList.FindAll(atom => atom.ElementNumber == materialMapping.IdElement); + int missingAmount = foundAtoms.Count > 0 ? materialMapping.Amount - foundAtoms.Count : materialMapping.Amount; + if (missingAmount > 0) + { + ElementTabPer elementTabPer = qryElementos.GetElementFromNro(materialMapping.IdElement); + message += "\n" + missingAmount + " " + (missingAmount > 1 ? "átomos" : "átomo") + " de " + elementTabPer.Name; + extraLines++; + } + message += "\n(Tip: Podés usar la tabla periódica)"; + extraLines++; + } + else if (materialMapping.IdMolecule > 0) + { + List<Molecule> foundMolecules = moleculeManager.Molecules.FindAll(molecule => molecule.MoleculeId == materialMapping.IdMolecule); + int missingAmount = foundMolecules.Count > 0 ? materialMapping.Amount - foundMolecules.Count : materialMapping.Amount; + if (missingAmount > 0) + { + MoleculeData moleculeData = qryMolecules.GetMoleculeById(materialMapping.IdMolecule); + message += "\n" + missingAmount + " " + (missingAmount > 1 ? "moléculas" : "molécula") + " de " + moleculeData.ToStringToList; + extraLines++; + } + message += "\n(Tip: Podés usar la lista de moléculas)"; + extraLines++; + } + popup.MostrarPopUp("Atención!", message, extraLines + 1); + } +} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipAtom.cs.meta b/New Unity Project/Assets/Scripts/Managers/SuggestionManager.cs.meta similarity index 83% rename from New Unity Project/Assets/Scripts/UI/UIToolTipAtom.cs.meta rename to New Unity Project/Assets/Scripts/Managers/SuggestionManager.cs.meta index 1d0e87c..e8b7da1 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipAtom.cs.meta +++ b/New Unity Project/Assets/Scripts/Managers/SuggestionManager.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f3d3668fafa9a1e49acb415d8a95307e +guid: 1f7ce789ece88e245ab3f0f2326a8072 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/New Unity Project/Assets/Scripts/Material.meta b/New Unity Project/Assets/Scripts/Material.meta new file mode 100644 index 0000000..041cabf --- /dev/null +++ b/New Unity Project/Assets/Scripts/Material.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: c13dc0359fb383f4b8793c59dc4c3459 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Material/MaterialObject.cs b/New Unity Project/Assets/Scripts/Material/MaterialObject.cs new file mode 100644 index 0000000..0131149 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Material/MaterialObject.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using UnityEditor; + +public class MaterialObject : MonoBehaviour +{ + public Transform parent; + public GameObject materialLabel; + private GameObject materialModel; + private MaterialManager materialManager; + //position + private int materialIndex; + //table id + private int materialId; + private string materialName; + private string modelFile; + + public int MaterialIndex { get => materialIndex; set => materialIndex = value; } + public int MaterialId { get => materialId; set => materialId = value; } + public string MaterialName { get => materialName; set => materialName = value; } + public string ModelFile { get => modelFile; set => modelFile = value; } + + private void Awake() + { + materialManager = FindObjectOfType<MaterialManager>(); + } + + //rotar el material y el label + private void FixedUpdate() + { + //rota el objeto 0.15 grados en el eje Y a la derecha + parent.Rotate(0, 0.15f, 0); + //y el label al revés + materialLabel.transform.Rotate(0, -0.15f, 0); + } + + /* cuando se destruye la instancia de este script, tengo que destruir + * manualmente el gameObject al cual está asignado este script + */ + void OnDestroy() + { + Destroy(gameObject); + } + + public void OnMouseDown() + { + materialManager.SelectMaterial(materialIndex); + } + + public void SetMaterialName(string name) + { + materialLabel.GetComponent<TextMesh>().text = name; + materialName = name; + } + + public void SpawnModel(Object model) + { + materialModel = Instantiate(model, parent) as GameObject; + } + + public void Select() + { + materialLabel.GetComponent<TextMesh>().color = new Color(240, 0, 0); + // StartAllHighlights(); + } + + public void Deselect() + { + materialLabel.GetComponent<TextMesh>().color = new Color(255, 255, 255); + + // El stop no esta funcionando + // StopAllHighlights(); + } + + private void StartAllHighlights() + { + materialModel.GetComponent<HighlightObject>().StartHighlight(); + } + + private void StopAllHighlights() + { + materialModel.GetComponent<HighlightObject>().StopHighlight(); + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipMolecule.cs.meta b/New Unity Project/Assets/Scripts/Material/MaterialObject.cs.meta similarity index 83% rename from New Unity Project/Assets/Scripts/UI/UIToolTipMolecule.cs.meta rename to New Unity Project/Assets/Scripts/Material/MaterialObject.cs.meta index 8c09b53..35de304 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipMolecule.cs.meta +++ b/New Unity Project/Assets/Scripts/Material/MaterialObject.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 75677bb78058f1b4ab199f9adeeda6d8 +guid: 87c05f723b9862d4bb65a0c2872e6c9a MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/New Unity Project/Assets/Scripts/Material/PopulateMaterialList.cs b/New Unity Project/Assets/Scripts/Material/PopulateMaterialList.cs new file mode 100644 index 0000000..f7ee58f --- /dev/null +++ b/New Unity Project/Assets/Scripts/Material/PopulateMaterialList.cs @@ -0,0 +1,167 @@ +using System; +using System.Collections.Generic; +using System.Globalization; +using System.Text; +using TMPro; +using UnityEngine; +using UnityEngine.UI; + +public class PopulateMaterialList : MonoBehaviour +{ + // seteados desde unity + public GameObject materialItem; + public GameObject content; + + private MaterialManager materialManager; + private QryMaterials qryMaterials; + + private InputField inputFilter; + + private List<MaterialData> materialList = new List<MaterialData>(); + public MaterialData SelectedMaterial { get; set; } = null; + + private UIPopup popup = null; + + void Start() + { + popup = FindObjectOfType<UIPopup>(); + inputFilter = gameObject.GetComponentInChildren<InputField>(); + + GameObject go = new GameObject(); + go.AddComponent<QryMaterials>(); + qryMaterials = go.GetComponent<QryMaterials>(); + + materialManager = FindObjectOfType<MaterialManager>(); + + try + { + materialList = qryMaterials.GetAllMaterials(); + } + catch (Exception e) + { + Debug.LogError("PopulateMaterialList :: Ocurrió un error al buscar Todos los Materiales de la Base: " + e.Message); + popup.MostrarPopUp("Materiales Qry DB", "Error Obteniendo Todos los Materiales de la Base"); + return; + } + + // cargo todos los materiales a la lista + foreach (MaterialData material in materialList) + { + LoadMaterialToList(material); + } + } + + /** + * Carga un material a la lista + */ + public void LoadMaterialToList(MaterialData material) + { + // crea un nuevo item en la lista + var itemList = Instantiate(materialItem); + itemList.transform.SetParent(content.transform); + itemList.transform.localPosition = Vector3.zero; + itemList.GetComponentInChildren<TextMeshProUGUI>().text = material.Name; + + // le agrega comportamiento al componente button del texto seleccionado + itemList.GetComponent<Button>().onClick.AddListener( + () => + { + SelectMaterial(material, itemList); + Debug.Log("Clicked: " + material.Name); + } + ); + } + + /** + * Selecciona un material de la lista, marcandolo en azul + */ + public void SelectMaterial(MaterialData material, GameObject selectedItem) + { + // deselecciono todos los elementos de la lista + int childCount = content.transform.childCount; + for (int i = 0; i < childCount; i++) + { + GameObject child = content.transform.GetChild(i).gameObject; + child.GetComponentInChildren<TextMeshProUGUI>().color = new Color32(0x32, 0x32, 0x32, 0xFF); + } + + // selecciono el que quiero o lo deselecciono si ya estaba seleccionado + if (SelectedMaterial == material) + { + SelectedMaterial = null; + } + else + { + SelectedMaterial = material; + selectedItem.GetComponentInChildren<TextMeshProUGUI>().color = Color.blue; + } + } + + /** + * Agrega el material seleccionado al workspace + */ + public void AddMaterial() + { + if (SelectedMaterial != null) + { + materialManager.SpawnMaterial(SelectedMaterial); + } + } + + /* + * Elimina el contenido de la lista y la vuelve a popular con los materiales filtrados + * Es case insensitive e ignora tildes. + * Es llamado con el evento OnValueChanged del InputField de la lista de moleculas + * Busca mientras el usuario escribe + */ + public void FilterMaterials() + { + if (inputFilter != null) + { + string searchQuery = EliminarTildes(inputFilter.text.ToUpper()); + ClearList(); + foreach (MaterialData material in materialList) + { + if (searchQuery == "" || + EliminarTildes(material.Name).ToUpper().Contains(searchQuery)) + { + LoadMaterialToList(material); + } + } + } + } + + /** + * Elimina todos los elementos de la lista + */ + private void ClearList() + { + SelectedMaterial = null; + int childCount = content.transform.childCount; + for (int i = 0; i < childCount; i++) + { + GameObject child = content.transform.GetChild(i).gameObject; + Destroy(child); + } + } + + /** + * Este metodo sirve para eliminar los tildes de un string + * Ademas de tildes todos los caracteres Unicode de categoria NonSpacing Mark + * Especificados aca: https://www.fileformat.info/info/unicode/category/Mn/list.htm + */ + public string EliminarTildes(String s) + { + string normalizar = s.Normalize(NormalizationForm.FormD); + StringBuilder stringBuilder = new StringBuilder(); + + for (int i = 0; i < normalizar.Length; i++) + { + Char c = normalizar[i]; + if (CharUnicodeInfo.GetUnicodeCategory(c) != UnicodeCategory.NonSpacingMark) + stringBuilder.Append(c); + } + + return stringBuilder.ToString(); + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Scripts/Material/PopulateMaterialList.cs.meta b/New Unity Project/Assets/Scripts/Material/PopulateMaterialList.cs.meta new file mode 100644 index 0000000..ba66fd0 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Material/PopulateMaterialList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8729b3d68a1fd42438f2a99efb3ecd38 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/IsotopoAllData.cs b/New Unity Project/Assets/Scripts/Model/IsotopoAllData.cs new file mode 100644 index 0000000..88e22f2 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/IsotopoAllData.cs @@ -0,0 +1,23 @@ +//clase normal que sirve de una especie de DTO +public class IsotopoAllData +{ + private int id; + private int numeroAtomico; + private int numeroCorrelativo; + private string isotopo; + private int numeroMasa; + private string masaAtomicaRelativa; + private string composicionIsotopica; + private string pesoAtomicoEstandar; + + /*Get & Set version nueva para funcionalidades extra, la vieja forma de codificacion se modifico*/ + public int Id { get => id; set => id = value; } + public int NumeroAtomico { get => numeroAtomico; set => numeroAtomico = value; } + public int NumeroCorrelativo { get => numeroCorrelativo; set => numeroCorrelativo = value; } + public string Isotopo { get => isotopo; set => isotopo = value; } + public int NumeroMasa { get => numeroMasa; set => numeroMasa = value; } + public string MasaAtomicaRelativa { get => masaAtomicaRelativa; set => masaAtomicaRelativa = value; } + public string ComposicionIsotopica {get => composicionIsotopica; set => composicionIsotopica = value; } + public string PesoAtomicoEstandar { get => pesoAtomicoEstandar; set => pesoAtomicoEstandar = value; } + + } diff --git a/New Unity Project/Assets/Scripts/Model/IsotopoAllData.cs.meta b/New Unity Project/Assets/Scripts/Model/IsotopoAllData.cs.meta new file mode 100644 index 0000000..64a9bdc --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/IsotopoAllData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a74ba1eb63b0f334abb6822f7963161e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/IsotopoData.cs b/New Unity Project/Assets/Scripts/Model/IsotopoData.cs index 184cbbc..114d4b5 100644 --- a/New Unity Project/Assets/Scripts/Model/IsotopoData.cs +++ b/New Unity Project/Assets/Scripts/Model/IsotopoData.cs @@ -1,11 +1,13 @@ //clase normal que sirve de una especie de DTO public class IsotopoData { + private int id; private string name; private int masa; private int estable; /*Get & Set version nueva para funcionalidades extra, la vieja forma de codificacion se modifico*/ + public int Id { get => id; set => id = value; } public string Name { get => name; set => name = value; } public int Masa { get => masa; set => masa = value; } public int Estable { get => estable; set => estable = value; } diff --git a/New Unity Project/Assets/Scripts/Model/MaterialData.cs b/New Unity Project/Assets/Scripts/Model/MaterialData.cs index 0b1ff32..f72fe88 100644 --- a/New Unity Project/Assets/Scripts/Model/MaterialData.cs +++ b/New Unity Project/Assets/Scripts/Model/MaterialData.cs @@ -1,14 +1,36 @@ -public class MaterialData{ - +public class MaterialData +{ private int id; private string name; + private string modelFile; + private string clasificacion; + private string caracteristicas; + private string propiedades; + private string usos; + private string notas; public int Id { get => id; set => id = value; } public string Name { get => name; set => name = value; } + public string ModelFile { get => modelFile; set => modelFile = value; } + public string Clasificacion { get => clasificacion; set => clasificacion = value; } + public string Caracteristicas { get => caracteristicas; set => caracteristicas = value; } + public string Propiedades { get => propiedades; set => propiedades = value; } + public string Usos { get => usos; set => usos = value; } + public string Notas { get => notas; set => notas = value; } - public MaterialData(int id, string name) + public MaterialData(int id, string name, string modelFile, string clasificacion, string caracteristicas, string propiedades, string usos, string notas) { this.id = id; this.name = name; + this.modelFile = modelFile; + this.clasificacion = clasificacion; + this.caracteristicas = caracteristicas; + this.propiedades = propiedades; + this.usos = usos; + this.notas = notas; } + + public new string ToString => "[Material]: " + name; + + public string ToStringToList => name + " (Material)"; } \ No newline at end of file diff --git a/New Unity Project/Assets/Scripts/Model/MoleculeData.cs b/New Unity Project/Assets/Scripts/Model/MoleculeData.cs index 89e21e4..48777fd 100644 --- a/New Unity Project/Assets/Scripts/Model/MoleculeData.cs +++ b/New Unity Project/Assets/Scripts/Model/MoleculeData.cs @@ -6,15 +6,24 @@ public class MoleculeData public string SystematicNomenclature { get; set; } public string StockNomenclature { get; set; } public string TraditionalNomenclature { get; set; } + public string Caracteristicas { get; set; } + public string Propiedades { get; set; } + public string Usos { get; set; } + public string Clasificacion { get; set; } + //constructor - public MoleculeData(int Id, string Formula, string SystematicNomenclature, string StockNomenclature, string TraditionalNomenclature) + public MoleculeData(int Id, string Formula, string SystematicNomenclature, string StockNomenclature, string TraditionalNomenclature, string Caracteristicas, string Propiedades, string Usos, string Clasificacion) { this.Id = Id; this.Formula = Formula; this.SystematicNomenclature = SystematicNomenclature; this.StockNomenclature = StockNomenclature; this.TraditionalNomenclature = TraditionalNomenclature; + this.Caracteristicas = Caracteristicas; + this.Propiedades = Propiedades; + this.Usos = Usos; + this.Clasificacion = Clasificacion; } public new string ToString => "[Molecula]: " + TraditionalNomenclature + " (" + Formula + ")."; diff --git a/New Unity Project/Assets/Scripts/Model/MoleculeMappingData.cs b/New Unity Project/Assets/Scripts/Model/MoleculeMappingData.cs new file mode 100644 index 0000000..973f963 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/MoleculeMappingData.cs @@ -0,0 +1,19 @@ +using System.Collections.Generic; + +public class MoleculeMappingData +{ + private int idMolecule; + private int idElement; + private int amount; + + public int IdMolecule { get => idMolecule; set => idMolecule = value; } + public int IdElement { get => idElement; set => idElement = value; } + public int Amount { get => amount; set => amount = value; } + + public MoleculeMappingData(int idMolecule, int idElement, int amount) + { + this.idMolecule = idMolecule; + this.idElement = idElement; + this.amount = amount; + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Scripts/Model/MoleculeMappingData.cs.meta b/New Unity Project/Assets/Scripts/Model/MoleculeMappingData.cs.meta new file mode 100644 index 0000000..7c76ebf --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/MoleculeMappingData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fa27f53f665a8f046ac22868fd933483 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData.meta b/New Unity Project/Assets/Scripts/Model/SaveLoadData.meta new file mode 100644 index 0000000..039f22d --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: baecf5cd39d656c40b5c22bd6572f02a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/AtomSaveData.cs b/New Unity Project/Assets/Scripts/Model/SaveLoadData/AtomSaveData.cs new file mode 100644 index 0000000..db585d5 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/AtomSaveData.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class AtomSaveData +{ + public int neutrons; + public int protons; + public int electrons; + public int position; + + public AtomSaveData(int protons, int neutrons, int electrons, int position) + { + this.neutrons = neutrons; + this.protons = protons; + this.electrons = electrons; + this.position = position; + } +} diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/AtomSaveData.cs.meta b/New Unity Project/Assets/Scripts/Model/SaveLoadData/AtomSaveData.cs.meta new file mode 100644 index 0000000..5069e1d --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/AtomSaveData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 629e794dc05f8ad40a1265c5157f450b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/MaterialSaveData.cs b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MaterialSaveData.cs new file mode 100644 index 0000000..6bfaac5 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MaterialSaveData.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class MaterialSaveData +{ + public int materialId; + public int position; + public string name; + public string modelFile; + + public MaterialSaveData(int materialId, int position, string name, string modelFile) + { + this.materialId = materialId; + this.position = position; + this.name = name; + this.modelFile = modelFile; + } +} \ No newline at end of file diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/MaterialSaveData.cs.meta b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MaterialSaveData.cs.meta new file mode 100644 index 0000000..d64bb1e --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MaterialSaveData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 12362d2f3e61f0241896dafbe405c0ed +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/MoleculeSaveData.cs b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MoleculeSaveData.cs new file mode 100644 index 0000000..aeee460 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MoleculeSaveData.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class MoleculeSaveData +{ + public int moleculeId; + public int position; + public string name; + + public MoleculeSaveData(int moleculeId, int position, string name) + { + this.moleculeId = moleculeId; + this.position = position; + this.name = name; + } +} diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/MoleculeSaveData.cs.meta b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MoleculeSaveData.cs.meta new file mode 100644 index 0000000..3030bfb --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/MoleculeSaveData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 52a23a6d8223f4a498f8d7066aa9f89c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/SaveData.cs b/New Unity Project/Assets/Scripts/Model/SaveLoadData/SaveData.cs new file mode 100644 index 0000000..37ce533 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/SaveData.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[System.Serializable] +public class SaveData +{ + public List<AtomSaveData> atoms; + public List<MoleculeSaveData> molecules; + public List<MaterialSaveData> materials; + + public SaveData(List<AtomSaveData> atoms, List<MoleculeSaveData> molecules, List<MaterialSaveData> materials) + { + this.atoms = atoms; + this.molecules = molecules; + this.materials = materials; + } +} diff --git a/New Unity Project/Assets/Scripts/Model/SaveLoadData/SaveData.cs.meta b/New Unity Project/Assets/Scripts/Model/SaveLoadData/SaveData.cs.meta new file mode 100644 index 0000000..402388e --- /dev/null +++ b/New Unity Project/Assets/Scripts/Model/SaveLoadData/SaveData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8692a4daf96a9d44798c922f5691f4bc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Molecule/Molecule.cs b/New Unity Project/Assets/Scripts/Molecule/Molecule.cs index 29a1764..00265a5 100644 --- a/New Unity Project/Assets/Scripts/Molecule/Molecule.cs +++ b/New Unity Project/Assets/Scripts/Molecule/Molecule.cs @@ -4,6 +4,8 @@ public class Molecule : MonoBehaviour { + #region Atributos + private MoleculeManager moleculeManager; //lista de átomos private List<GameObject> atoms = new List<GameObject>(); @@ -21,27 +23,33 @@ public class Molecule : MonoBehaviour private int moleculeIndex; //indica id en tabla de moléculas private int moleculeId; + //nombre + private string moleculeName; public int MoleculeId { get => moleculeId; set => moleculeId = value; } + public string MoleculeName { get => moleculeName; set => moleculeName = value; } public int MoleculeIndex { get => moleculeIndex; set => moleculeIndex = value; } + #endregion + private void Awake() { moleculeManager = FindObjectOfType<MoleculeManager>(); } - + + #region spawn // spawnear un átomo - public void SpawnAtom(AtomInMolPositionData positionData, Material mat) + public void SpawnAtom(AtomInMolPositionData positionData, Color32 color) { // obtengo la posición de la data Vector3 position = new Vector3(positionData.XPos, positionData.YPos, positionData.ZPos); // creo una copia del prefab GameObject tempPrefab = Instantiate<GameObject>(atomPrefab); - // seteo el material + // seteo el color // (necesario setear el material antes de instanciar el objeto // para que el highlight tome el normalColor correcto) - tempPrefab.GetComponent<Renderer>().material = mat; + tempPrefab.GetComponent<Renderer>().material.color = color; // seteo posición tempPrefab.transform.localPosition = position; @@ -51,29 +59,13 @@ public void SpawnAtom(AtomInMolPositionData positionData, Material mat) // lo creo y borro la copia del prefab GameObject spawn = Instantiate<GameObject>(tempPrefab, parent); + Destroy(tempPrefab); // lo agrego a las listas atoms.Add(spawn); atomsData.Add(positionData); } - //rotar la molécula y el label - private void FixedUpdate() - { - //rota el objeto 0.15 grados en el eje Y a la derecha - parent.Rotate(0, 0.15f, 0); - //y el label al revés - moleculeLabel.transform.Rotate(0, -0.15f, 0); - } - - /* cuando se destruye la instancia de este script, tengo que destruir - * manualmente el gameObject al cual está asignado este script - */ - void OnDestroy() - { - Destroy(gameObject); - } - //spawnea una conexión entre dos átomos //type => 1-> simple, 2-> doble, 3-> triple public void SpawnConnection(int from, int to, int type, int lineType) @@ -89,7 +81,7 @@ public void SpawnConnection(int from, int to, int type, int lineType) if (type.Equals(1) || type.Equals(3)) SpawnConnection(positionFrom, positionTo, lineType); - + //si es mayor a uno significa que necesito agregar 1 a 0.025 + en todos los ejes, porque depende de las coordenadas en donde se ubican los atomos if (type.Equals(2) || type.Equals(3)) { @@ -111,7 +103,7 @@ public void SpawnConnection(int from, int to, int type, int lineType) positionFrom.z -= 0.05f; positionTo.z -= 0.05f; SpawnConnection(positionFrom, positionTo, lineType); - } + } } private void SpawnConnection(Vector3 positionFrom, Vector3 positionTo, int lineType) @@ -129,7 +121,7 @@ private void SpawnConnection(Vector3 positionFrom, Vector3 positionTo, int lineT if (lineType == 2) { // ESTA sera para la UNIONICA (la que no tiene coneccion y quedamos con el profesor de mostrarla finita) - newConnection.transform.localScale = new Vector3(0.01f, distance / 2, 0.01f); + newConnection.transform.localScale = new Vector3(0.01f, distance / 2, 0.01f); } else // lineType == 1 normal y el 0 quedo para el atomo que no tiene conexiones segun nuestra logica { @@ -139,9 +131,31 @@ private void SpawnConnection(Vector3 positionFrom, Vector3 positionTo, int lineT connections.Add(newConnection); } + #endregion + + #region Metodos Varios + + //rotar la molécula y el label + private void FixedUpdate() + { + //rota el objeto 0.15 grados en el eje Y a la derecha + parent.Rotate(0, 0.15f, 0); + //y el label al revés + moleculeLabel.transform.Rotate(0, -0.15f, 0); + } + + /* cuando se destruye la instancia de este script, tengo que destruir + * manualmente el gameObject al cual está asignado este script + */ + void OnDestroy() + { + Destroy(gameObject); + } + public void SetMoleculeName(string name) { moleculeLabel.GetComponent<TextMesh>().text = name; + moleculeName = name; } //se lanza cuando se hace click a la molécula @@ -180,4 +194,6 @@ private void StopAllHighlights(List<GameObject> list) obj.GetComponent<HighlightObject>().StopHighlight(); } } + + #endregion } diff --git a/New Unity Project/Assets/Scripts/Molecule/MoleculeElementAmountStruct.cs b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementAmountStruct.cs new file mode 100644 index 0000000..4c12bc7 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementAmountStruct.cs @@ -0,0 +1,17 @@ +using UnityEngine; +using System.Collections; + +public struct MoleculeElementAmountStruct +{ + private int idElement; + private int amount; + + public int IdElement { get => idElement; } + public int Amount { get => amount; } + + public MoleculeElementAmountStruct(int idElement, int amount) + { + this.idElement = idElement; + this.amount = amount; + } +} diff --git a/New Unity Project/Assets/Scripts/Molecule/MoleculeElementAmountStruct.cs.meta b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementAmountStruct.cs.meta new file mode 100644 index 0000000..730b09d --- /dev/null +++ b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementAmountStruct.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1873946f696c48a408ca68b618aa548e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Molecule/MoleculeElementsMapping.cs b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementsMapping.cs new file mode 100644 index 0000000..c299b43 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementsMapping.cs @@ -0,0 +1,51 @@ +using System.Collections.Generic; + +public class MoleculeElementsMapping +{ + private int idMolecule; + private List<MoleculeElementAmountStruct> elements; + + public int IdMolecule { get => idMolecule; } + public List<MoleculeElementAmountStruct> Elements { get => elements; } + + public MoleculeElementsMapping(int idMolecule, List<MoleculeElementAmountStruct> elements) + { + this.idMolecule = idMolecule; + this.elements = elements; + } + + public static List<MoleculeElementsMapping> FormatMoleculeMapping(List<MoleculeMappingData> mappings) + { + if (mappings.Count <= 0) return null; + + List<MoleculeElementsMapping> formattedMappings = new List<MoleculeElementsMapping>(); + int currentMolecule = 0; + List<MoleculeElementAmountStruct> elementList = new List<MoleculeElementAmountStruct>(); + mappings.ForEach(mapping => + { + if (mapping.IdMolecule != currentMolecule) + { + if (currentMolecule != 0) + { + MoleculeElementsMapping newMappingStruct = new MoleculeElementsMapping(currentMolecule, elementList); + formattedMappings.Add(newMappingStruct); + } + currentMolecule = mapping.IdMolecule; + elementList = new List<MoleculeElementAmountStruct>(); + } + elementList.Add(new MoleculeElementAmountStruct(mapping.IdElement, mapping.Amount)); + }); + + return formattedMappings; + } + + public int totalElementsAmount() + { + int total = 0; + elements.ForEach(element => + { + total += element.Amount; + }); + return total; + } +} diff --git a/New Unity Project/Assets/Scripts/Molecule/MoleculeElementsMapping.cs.meta b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementsMapping.cs.meta new file mode 100644 index 0000000..0ab2ba8 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Molecule/MoleculeElementsMapping.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 48673b6452590774cb52159132e06fcb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Molecule/PopulateMoleculeList.cs b/New Unity Project/Assets/Scripts/Molecule/PopulateMoleculeList.cs index e7d8eb6..b4f7d7b 100644 --- a/New Unity Project/Assets/Scripts/Molecule/PopulateMoleculeList.cs +++ b/New Unity Project/Assets/Scripts/Molecule/PopulateMoleculeList.cs @@ -24,10 +24,6 @@ public class PopulateMoleculeList : MonoBehaviour void Start() { - // arranca oculto y desactivado - gameObject.GetComponent<CanvasGroup>().alpha = 0; - gameObject.SetActive(false); - popup = FindObjectOfType<UIPopup>(); inputFilter = gameObject.GetComponentInChildren<InputField>(); @@ -115,6 +111,11 @@ public void AddMolecule() } } + public void AddMolecule(string name, int position, int moleculeId){ + List<AtomInMolPositionData> atomsPosition = qryMolecule.GetElementPositions(moleculeId); + moleculeManager.SpawnMoleculeFromSavedData(atomsPosition, name, position, moleculeId); + } + /* * Elimina el contenido de la lista y la vuelve a popular con las moleculas filtradas * Solo filtra por nomenclatura tradicional (ej. "Agua") o formula molecular (ej. "H2O") diff --git a/New Unity Project/Assets/Scripts/Querys/QryElementos.cs b/New Unity Project/Assets/Scripts/Querys/QryElementos.cs index 66111e2..4a4eacc 100644 --- a/New Unity Project/Assets/Scripts/Querys/QryElementos.cs +++ b/New Unity Project/Assets/Scripts/Querys/QryElementos.cs @@ -188,7 +188,7 @@ public IsotopoData GetIsotopo(int neutrones, int numeroAtomico) try { - string sqlQuery = "SELECT isotopo, numero_de_masa, estable FROM valida_isotopos WHERE neutrones=" + string sqlQuery = "SELECT id, isotopo, numero_de_masa, estable FROM valida_isotopos WHERE neutrones=" + neutrones + " AND numero_atomico=" + numeroAtomico + ";"; //LLAMADA AL METODO DE LA DBMANAGER @@ -197,9 +197,10 @@ public IsotopoData GetIsotopo(int neutrones, int numeroAtomico) while (reader.Read()) { - isotopoData.Name = reader.GetString(0); - isotopoData.Masa = reader.GetInt32(1); - isotopoData.Estable = reader.GetInt32(2); + isotopoData.Id = reader.GetInt32(0); + isotopoData.Name = reader.GetString(1); + isotopoData.Masa = reader.GetInt32(2); + isotopoData.Estable = reader.GetInt32(3); } } catch (Exception e) @@ -214,6 +215,48 @@ public IsotopoData GetIsotopo(int neutrones, int numeroAtomico) } + + //trae TODOS los datos del isotopo a partir del nro atomico del elemento + public IsotopoAllData GetAllDataIsotopo(int idIsotopo) + { + IsotopoAllData isotopoData = new IsotopoAllData(); + //dejo un reader local para cada query, no siendo global + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT id, numero_atomico, numero_correlativo, isotopo, numero_masa, masa_atomica_relativa, composicion_isotopica, peso_atomico_estandar FROM isotopos WHERE id=" + + idIsotopo + ";"; + + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + + while (reader.Read()) + { + isotopoData.Id = reader.GetInt32(0); + isotopoData.NumeroAtomico = reader.GetInt32(1); + isotopoData.NumeroCorrelativo = reader.GetInt32(2); + isotopoData.Isotopo = dBManager.SafeGetString(reader, 3); + isotopoData.NumeroMasa = reader.GetInt32(4); + isotopoData.MasaAtomicaRelativa = dBManager.SafeGetString(reader, 5); + isotopoData.ComposicionIsotopica = dBManager.SafeGetString(reader, 6); + isotopoData.PesoAtomicoEstandar = dBManager.SafeGetString(reader, 7); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + return isotopoData; + } + + //trae de acuerdo a la orbita la cantidad maxima de electrones public OrbitData GetOrbitDataByNumber(int orbitNumber) { @@ -314,6 +357,33 @@ public ElementInfoBasic GetElementInfoBasica(int nroAtomico) return elementInfoBasic; } + //trae colores de elementos + public Color32 GetElementColor(int elementId){ + Color32 result = new Color32(0,0,0,1); + //dejo un reader local para cada query, no siendo global + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try{ + string sqlQuery = "SELECT * FROM elementos_colores WHERE id_elemento=" + elementId + ";"; + + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + while(reader.Read()){ + result = new Color32((byte)reader.GetInt32(1), (byte)reader.GetInt32(2), (byte)reader.GetInt32(3), 1); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + return result; + } + //trae sugerencias de elementos public List<Suggestion> GetSuggestionForElement(int elementId){ List<Suggestion> suggestions = new List<Suggestion>(); diff --git a/New Unity Project/Assets/Scripts/Querys/QryMaterials.cs b/New Unity Project/Assets/Scripts/Querys/QryMaterials.cs index 2f9ca90..7ef5ea2 100644 --- a/New Unity Project/Assets/Scripts/Querys/QryMaterials.cs +++ b/New Unity Project/Assets/Scripts/Querys/QryMaterials.cs @@ -13,15 +13,56 @@ private void Awake() } #region Metodos Exec Querys & Management + + //Obtiene todos los materiales + public List<MaterialData> GetAllMaterials(){ + List<MaterialData> materials = new List<MaterialData>(); + //dejo un reader local para cada query, no siendo global + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT id, nombre, archivo_modelo, clasificacion, caracteristicas, propiedades, usos, notas " + + "FROM materiales_lista"; + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + + while (reader.Read()) + { + int idMat = reader.GetInt32(0); + string name = reader.GetString(1); + string modelFile = reader.GetString(2); + string clasification = dBManager.SafeGetString(reader, 3); + string characteristics = dBManager.SafeGetString(reader, 4); + string properties = dBManager.SafeGetString(reader, 5); + string uses = dBManager.SafeGetString(reader, 6); + string notes = dBManager.SafeGetString(reader, 7); + materials.Add(new MaterialData(idMat, name, modelFile, clasification, characteristics, + properties, uses, notes)); + } + }catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + + return materials; + } - public MaterialMappingData GetMaterialByMoleculeId(int moleculeId){ + public MaterialMappingData GetMaterialByMoleculeId(int moleculeId) + { MaterialMappingData result = null; //dejo un reader local para cada query, no siendo global SqliteDataReader reader = null; SqliteConnection dbConnection = null; try{ - string sqlQuery = "SELECT * FROM materiales_mapping_element WHERE id_molecula=" + moleculeId; + string sqlQuery = "SELECT id_material, id_elemento, id_molecula, cantidad FROM materiales_mapping_element WHERE id_molecula=" + moleculeId; //LLAMADA AL METODO DE LA DBMANAGER dbConnection = dBManager.openCon(); reader = dBManager.ManageExec(dbConnection, sqlQuery); @@ -46,26 +87,70 @@ public MaterialMappingData GetMaterialByMoleculeId(int moleculeId){ return result; } - public MaterialData GetMaterialById(int materialId){ + public List<MaterialMappingData> GetMaterialByAtomId(int atomId) + { + List<MaterialMappingData> result = new List<MaterialMappingData>(); + //dejo un reader local para cada query, no siendo global + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT id_material, id_elemento, id_molecula, cantidad FROM materiales_mapping_element WHERE id_elemento=" + atomId; + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + while (reader.Read()) + { + int idMat = reader.GetInt32(0); + int idElem = reader.GetInt32(1); + int idMol = reader.GetInt32(2); + int amount = reader.GetInt32(3); + + result.Add(new MaterialMappingData(idMat, idElem, idMol, amount)); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + return result; + } + + public MaterialData GetMaterialById(int materialId) + { MaterialData data = null; //dejo un reader local para cada query, no siendo global SqliteDataReader reader = null; SqliteConnection dbConnection = null; - try{ - string sqlQuery = "SELECT * FROM materiales_lista WHERE id=" + materialId; - //LLAMADA AL METODO DE LA DBMANAGER + try + { + string sqlQuery = "SELECT id, nombre, archivo_modelo, clasificacion, caracteristicas, propiedades, usos, notas " + + "FROM materiales_lista WHERE id=" + materialId + ";"; + + //LLAMADA AL METODO DE LA DBMANAGER dbConnection = dBManager.openCon(); reader = dBManager.ManageExec(dbConnection, sqlQuery); while (reader.Read()) { int idMat = reader.GetInt32(0); string name = reader.GetString(1); + string modelFile = reader.GetString(2); + string clasificacion = dBManager.SafeGetString(reader, 3); + string caracteristicas = dBManager.SafeGetString(reader, 4); + string propiedades = dBManager.SafeGetString(reader, 5); + string usos = dBManager.SafeGetString(reader, 6); + string notas = dBManager.SafeGetString(reader, 7); - data = new MaterialData(idMat, name); + data = new MaterialData(idMat, name, modelFile, clasificacion, caracteristicas, propiedades, usos, notas); } } catch (Exception e) - { + { throw e; } finally @@ -74,6 +159,90 @@ public MaterialData GetMaterialById(int materialId){ } return data; } - + + public List<MaterialMappingData> GetAllMaterialMappings() + { + List<MaterialMappingData> materials = new List<MaterialMappingData>(); + //dejo un reader local para cada query, no siendo global + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT * FROM materiales_mapping_element;"; + + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + + while (reader.Read()) + { + int idMat = reader.GetInt32(0); + int idEle = reader.GetInt32(1); + int idMol = reader.GetInt32(2); + int amount = reader.GetInt32(3); + MaterialMappingData materialMapping = new MaterialMappingData(idMat, idEle, idMol, amount); + materials.Add(materialMapping); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + + return materials; + } + + public List<MaterialData> GetAllMaterialsIn(List<int> materialIdList) + { + List<MaterialData> materials = new List<MaterialData>(); + if (materialIdList != null && materialIdList.Count <= 0) return materials; + + string idList = "(" + String.Join(",", materialIdList) + ")"; + + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT id, nombre, archivo_modelo, clasificacion, caracteristicas, propiedades, usos, notas FROM materiales_lista WHERE id IN " + + idList + + ";"; + + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + + while (reader.Read()) + { + int idMat = reader.GetInt32(0); + string name = reader.GetString(1); + string modelFile = reader.GetString(2); + string clasification = dBManager.SafeGetString(reader, 3); + string characteristics = dBManager.SafeGetString(reader, 4); + string properties = dBManager.SafeGetString(reader, 5); + string uses = dBManager.SafeGetString(reader, 6); + string notes = dBManager.SafeGetString(reader, 7); + + MaterialData materialData = new MaterialData(idMat, name, modelFile, clasification, characteristics, properties, uses, notes); + materials.Add(materialData); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + + return materials; + } + #endregion } diff --git a/New Unity Project/Assets/Scripts/Querys/QryMoleculas.cs b/New Unity Project/Assets/Scripts/Querys/QryMoleculas.cs index 86f8816..12d8728 100644 --- a/New Unity Project/Assets/Scripts/Querys/QryMoleculas.cs +++ b/New Unity Project/Assets/Scripts/Querys/QryMoleculas.cs @@ -60,7 +60,7 @@ public MoleculeData GetMoleculeById(int moleculaId) try { - string sqlQuery = "SELECT id, formula, formula_nomenclatura_sistematica, nomenclatura_stock, nomenclatura_tradicional " + + string sqlQuery = "SELECT id, formula, formula_nomenclatura_sistematica, nomenclatura_stock, nomenclatura_tradicional, caracteristicas, propiedades, usos, clasificacion " + "FROM moleculas_lista WHERE id=" + moleculaId + ";"; //LLAMADA AL METODO DE LA DBMANAGER @@ -74,7 +74,12 @@ public MoleculeData GetMoleculeById(int moleculaId) string systematicNm = reader.GetString(2); string stockNm = reader.GetString(3); string traditionalNm = reader.GetString(4); - moleculeData = new MoleculeData(id, formula, systematicNm, stockNm, traditionalNm); + string caracteristicas = dBManager.SafeGetString(reader, 5); + string propiedades = dBManager.SafeGetString(reader, 6); + string usos = dBManager.SafeGetString(reader, 7); + string clasificacion = dBManager.SafeGetString(reader, 8); + + moleculeData = new MoleculeData(id, formula, systematicNm, stockNm, traditionalNm, caracteristicas, propiedades, usos, clasificacion); } } @@ -182,7 +187,7 @@ public List<MoleculeData> GetAllMolecules() try { - string sqlQuery = "SELECT id, formula, formula_nomenclatura_sistematica, nomenclatura_stock, nomenclatura_tradicional " + + string sqlQuery = "SELECT id, formula, formula_nomenclatura_sistematica, nomenclatura_stock, nomenclatura_tradicional, caracteristicas, propiedades, usos, clasificacion " + "FROM moleculas_lista;"; //LLAMADA AL METODO DE LA DBMANAGER @@ -196,10 +201,13 @@ public List<MoleculeData> GetAllMolecules() string systematicNm = reader.GetString(2); string stockNm = reader.GetString(3); string traditionalNm = reader.GetString(4); - MoleculeData moleculeData = new MoleculeData(id, formula, systematicNm, stockNm, traditionalNm); + string caracteristicas = dBManager.SafeGetString(reader, 5); + string propiedades = dBManager.SafeGetString(reader, 6); + string usos = dBManager.SafeGetString(reader, 7); + string clasificacion = dBManager.SafeGetString(reader, 8); + MoleculeData moleculeData = new MoleculeData(id, formula, systematicNm, stockNm, traditionalNm, caracteristicas, propiedades, usos, clasificacion); molecules.Add(moleculeData); } - } catch (Exception e) { @@ -213,5 +221,86 @@ public List<MoleculeData> GetAllMolecules() return molecules; } + public List<MoleculeMappingData> GetAllMoleculeMappings() + { + List<MoleculeMappingData> molecules = new List<MoleculeMappingData>(); + //dejo un reader local para cada query, no siendo global + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT * FROM moleculas_mapping_element;"; + + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + + while (reader.Read()) + { + int idMol = reader.GetInt32(0); + int idEle = reader.GetInt32(1); + int amount = reader.GetInt32(2); + MoleculeMappingData moleculeMapping = new MoleculeMappingData(idMol, idEle, amount); + molecules.Add(moleculeMapping); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + + return molecules; + } + + public List<MoleculeData> GetAllMoleculesIn(List<int> moleculeIdList) + { + List<MoleculeData> molecules = new List<MoleculeData>(); + if (moleculeIdList != null && moleculeIdList.Count <= 0) return molecules; + + string idList = "(" + String.Join(",", moleculeIdList) + ")"; + + SqliteDataReader reader = null; + SqliteConnection dbConnection = null; + + try + { + string sqlQuery = "SELECT id, formula, formula_nomenclatura_sistematica, nomenclatura_stock, nomenclatura_tradicional, caracteristicas, propiedades, usos, clasificacion " + + "FROM moleculas_lista WHERE id IN " + idList + ";"; + + //LLAMADA AL METODO DE LA DBMANAGER + dbConnection = dBManager.openCon(); + reader = dBManager.ManageExec(dbConnection, sqlQuery); + + while (reader.Read()) + { + int id = reader.GetInt32(0); + string formula = reader.GetString(1); + string systematicNm = reader.GetString(2); + string stockNm = reader.GetString(3); + string traditionalNm = reader.GetString(4); + string caracteristicas = dBManager.SafeGetString(reader, 5); + string propiedades = dBManager.SafeGetString(reader, 6); + string usos = dBManager.SafeGetString(reader, 7); + string clasificacion = dBManager.SafeGetString(reader, 8); + MoleculeData moleculeData = new MoleculeData(id, formula, systematicNm, stockNm, traditionalNm, caracteristicas, propiedades, usos, clasificacion); + molecules.Add(moleculeData); + } + } + catch (Exception e) + { + throw e; + } + finally + { + dBManager.ManageClosing(dbConnection, reader); + } + + return molecules; + } #endregion } diff --git a/New Unity Project/Assets/Scripts/Suggestions.meta b/New Unity Project/Assets/Scripts/Suggestions.meta new file mode 100644 index 0000000..29b29a9 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Suggestions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 599929545f7ea4940b98edb03fab0ff7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Suggestions/PopulateSuggestionList.cs b/New Unity Project/Assets/Scripts/Suggestions/PopulateSuggestionList.cs new file mode 100644 index 0000000..a93f626 --- /dev/null +++ b/New Unity Project/Assets/Scripts/Suggestions/PopulateSuggestionList.cs @@ -0,0 +1,230 @@ +using UnityEngine; +using System.Collections; +using System.Collections.Generic; +using TMPro; +using UnityEngine.UI; +using System; + +public class PopulateSuggestionList : MonoBehaviour +{ + // seteados desde unity + public GameObject listItem; + public GameObject content; + + private SuggestionManager suggestionManager; + private MoleculeManager moleculeManager; + private MaterialManager materialManager; + private QryMoleculas qryMolecule; + private QryMaterials qryMaterial; + + private UIPopup popup = null; + + private List<MoleculeData> fullyMatchedMolecules = new List<MoleculeData>(); + private List<MoleculeData> partiallyMatchedMolecules = new List<MoleculeData>(); + private List<MaterialData> fullyMatchedMaterials = new List<MaterialData>(); + private List<MaterialData> partiallyMatchedMaterials = new List<MaterialData>(); + + private MoleculeData selectedMolecule = null; + private MaterialData selectedMaterial = null; + + public MoleculeData SelectedMolecule { get => selectedMolecule; set => selectedMolecule = value; } + public MaterialData SelectedMaterial { get => selectedMaterial; set => selectedMaterial = value; } + + // Use this for initialization + void Start() + { + popup = FindObjectOfType<UIPopup>(); + suggestionManager = FindObjectOfType<SuggestionManager>(); + materialManager = FindObjectOfType<MaterialManager>(); + moleculeManager = FindObjectOfType<MoleculeManager>(); + + GameObject go = new GameObject(); + go.AddComponent<QryMoleculas>(); + go.AddComponent<QryMaterials>(); + qryMolecule = go.GetComponent<QryMoleculas>(); + qryMaterial = go.GetComponent<QryMaterials>(); + } + + public void UpdateList() + { + try + { + ClearList(); + + // TODO reemplazar todas estas llamadas a DB por filtrado de listas con todas las moleculas y materiales. + // Las llamadas a DB para traer todo tienen que estar en el Start. + + if (suggestionManager.MoleculesFullyMatched != null && suggestionManager.MoleculesFullyMatched.Count > 0) + { + fullyMatchedMolecules = qryMolecule.GetAllMoleculesIn(suggestionManager.MoleculesFullyMatched); + } + + if (suggestionManager.MoleculesPartiallyMatched != null && suggestionManager.MoleculesPartiallyMatched.Count > 0) + { + partiallyMatchedMolecules = qryMolecule.GetAllMoleculesIn(suggestionManager.MoleculesPartiallyMatched); + } + + if (suggestionManager.MaterialsFullyMatched != null && suggestionManager.MaterialsFullyMatched.Count > 0) + { + fullyMatchedMaterials = qryMaterial.GetAllMaterialsIn(suggestionManager.MaterialsFullyMatched); + } + + if (suggestionManager.MaterialsPartiallyMatched != null && suggestionManager.MaterialsPartiallyMatched.Count > 0) + { + partiallyMatchedMaterials = qryMaterial.GetAllMaterialsIn(suggestionManager.MaterialsPartiallyMatched); + } + + + if (fullyMatchedMolecules.Count > 0) + { + fullyMatchedMolecules.ForEach(moleculeData => LoadItemToList(moleculeData)); + } + if (fullyMatchedMaterials.Count > 0) + { + fullyMatchedMaterials.ForEach(materialData => LoadItemToList(materialData)); + } + + if (partiallyMatchedMolecules.Count > 0) + { + partiallyMatchedMolecules.ForEach(moleculeData => LoadItemToList(moleculeData)); + } + if (partiallyMatchedMaterials.Count > 0) + { + partiallyMatchedMaterials.ForEach(materialData => LoadItemToList(materialData)); + } + } + catch (Exception e) + { + Debug.Log("PopulateSuggestionList :: Error getting data from database: " + e.StackTrace); + popup.MostrarPopUp("Error", "Error cargando sugerencias"); + } + } + + /** + * Carga una molecula a la lista + */ + public void LoadItemToList(MoleculeData molecule) + { + // crea un nuevo item en la lista + var itemList = Instantiate(listItem); + itemList.transform.SetParent(content.transform); + itemList.transform.localPosition = Vector3.zero; + //mostrara la formula + tradicional nom + itemList.GetComponentInChildren<TextMeshProUGUI>().text = molecule.ToStringToList; + + // le agrega comportamiento al componente button del texto seleccionado + itemList.GetComponent<Button>().onClick.AddListener( + () => + { + SelectItem(molecule, itemList); + Debug.Log("Clicked: " + molecule.ToString); + } + ); + } + + /** + * Carga un material a la lista + */ + public void LoadItemToList(MaterialData material) + { + // crea un nuevo item en la lista + var itemList = Instantiate(listItem); + itemList.transform.SetParent(content.transform); + itemList.transform.localPosition = Vector3.zero; + itemList.GetComponentInChildren<TextMeshProUGUI>().text = material.ToStringToList; + + // le agrega comportamiento al componente button del texto seleccionado + itemList.GetComponent<Button>().onClick.AddListener( + () => + { + SelectItem(material, itemList); + Debug.Log("Clicked: " + material.ToString); + } + ); + } + + /** + * Selecciona una molecula de la lista, marcandolo en azul + */ + public void SelectItem(MoleculeData molecule, GameObject selectedItem) + { + DeselectAll(); + // selecciono el que quiero o lo deselecciono si ya estaba seleccionado + if (selectedMolecule == molecule) + { + selectedMolecule = null; + } + else + { + selectedMaterial = null; + selectedMolecule = molecule; + selectedItem.GetComponentInChildren<TextMeshProUGUI>().color = Color.blue; + } + } + + /** + * Selecciona un material de la lista, marcandolo en azul + */ + public void SelectItem(MaterialData material, GameObject selectedItem) + { + DeselectAll(); + // selecciono el que quiero o lo deselecciono si ya estaba seleccionado + if (selectedMaterial == material) + { + selectedMaterial = null; + } + else + { + selectedMolecule = null; + selectedMaterial = material; + selectedItem.GetComponentInChildren<TextMeshProUGUI>().color = Color.blue; + } + } + + /** + * Agrega el item seleccionado al workspace + */ + public void AddItem() + { + if (selectedMolecule != null) + { + suggestionManager.spawnSuggestedMolecule(selectedMolecule); + } + else if (selectedMaterial != null) + { + suggestionManager.spawnSuggestedMaterial(selectedMaterial); + } + } + + /** + * Deselecciona todos los elementos de la lista + */ + private void DeselectAll() + { + int childCount = content.transform.childCount; + for (int i = 0; i < childCount; i++) + { + GameObject child = content.transform.GetChild(i).gameObject; + child.GetComponentInChildren<TextMeshProUGUI>().color = new Color32(0x32, 0x32, 0x32, 0xFF); + } + } + + /** + * Elimina todos los elementos de la lista + */ + private void ClearList() + { + // SelectedMolecule = null; + fullyMatchedMolecules = new List<MoleculeData>(); + partiallyMatchedMolecules = new List<MoleculeData>(); + fullyMatchedMaterials = new List<MaterialData>(); + partiallyMatchedMaterials = new List<MaterialData>(); + + int childCount = content.transform.childCount; + for (int i = 0; i < childCount; i++) + { + GameObject child = content.transform.GetChild(i).gameObject; + Destroy(child); + } + } +} diff --git a/New Unity Project/Assets/Scripts/Suggestions/PopulateSuggestionList.cs.meta b/New Unity Project/Assets/Scripts/Suggestions/PopulateSuggestionList.cs.meta new file mode 100644 index 0000000..fe1fd7a --- /dev/null +++ b/New Unity Project/Assets/Scripts/Suggestions/PopulateSuggestionList.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b66833927becbf14b9088160c18432d3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/Tper/BasicInfoLoader.cs b/New Unity Project/Assets/Scripts/Tper/BasicInfoLoader.cs index 17d2275..441120f 100644 --- a/New Unity Project/Assets/Scripts/Tper/BasicInfoLoader.cs +++ b/New Unity Project/Assets/Scripts/Tper/BasicInfoLoader.cs @@ -81,7 +81,6 @@ public void SetBasicInfo(ElementInfoBasic elementInfoBasic) a.text = "Punto de Ebullición: " + managerNullables(elementInfoBasic.PuntoEbullicion); if (a.name == "txtResumen") a.text = elementInfoBasic.Resumen; - } //ACTIVA EL PANEL PRINCIPAL DE LA TABLA PERIODICA diff --git a/New Unity Project/Assets/Scripts/Tper/LoadTper.cs b/New Unity Project/Assets/Scripts/Tper/LoadTper.cs index 17527ae..e7717ef 100644 --- a/New Unity Project/Assets/Scripts/Tper/LoadTper.cs +++ b/New Unity Project/Assets/Scripts/Tper/LoadTper.cs @@ -77,18 +77,7 @@ private void LoadData (Button elem) } //a cada boton le voy a agregar componentes que estan por fuera del prefab para el manejo de tooltips - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - //setea metodos static para agregar tooltip - UIToolTipText.ShowToolTipstaticPointerEnter(elem, trigger); - UIToolTipText.HideToolTipstaticPointerExit(elem, trigger); - //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose - UIToolTipText.HideToolTipstaticPointerClick(elem, trigger); - - //setea metodos static para agregar tooltip - UIToolTip.ShowToolTipstaticPointerEnter(element.Name, elem, trigger); - UIToolTip.HideToolTipstaticPointerExit(elem, trigger); - //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose - UIToolTip.HideToolTipstaticPointerClick(elem, trigger); + LoadToolTip(elem, element.Name); } /*Obtiene el nro atomico a partir del "string" que tiene en el boton como txtNroAtomico*/ @@ -147,5 +136,15 @@ private string managerNullables(String valor) return "n/a"; return valor; } + + private void LoadToolTip(Button elem, String elementName) + { + //instancio la clase de metodo para asignacion de tooltip pero aca es dinamico porque los botones son muchos! + elem.gameObject.AddComponent<LoadPopupBtn>(); + LoadPopupBtn setToolTip = elem.gameObject.GetComponent<LoadPopupBtn>(); + setToolTip.toolTipType = TypeToolTip.buttonTper; + setToolTip.ObjectText = elementName; + } + #endregion } diff --git a/New Unity Project/Assets/Scripts/Tper/PanelInfoLoader.cs b/New Unity Project/Assets/Scripts/Tper/PanelInfoLoader.cs deleted file mode 100644 index ee10d32..0000000 --- a/New Unity Project/Assets/Scripts/Tper/PanelInfoLoader.cs +++ /dev/null @@ -1,55 +0,0 @@ -using UnityEngine; -using TMPro; -using UnityEngine.UI; -using System; - -/*Carga la info básica de los elementos*/ -public class PanelInfoLoader : MonoBehaviour -{ - #region atributos - //panel padre (asignado por interfaz) - public GameObject panel; - //array de textos a modificar - private TextMeshProUGUI[] texts; - - #endregion - - private void Awake() - { - //obtengo array de textos para después modificar en todos los hijos del panel padre busca - //no importa si tengo como en este caso panel de panel... - texts = panel.GetComponentsInChildren<TextMeshProUGUI>(); - } - - #region Metodos - - //setea la info básica y muestra el panel - public void SetPanelInfo(ElementInfoPanelInfo elementInfoBasic) - { - foreach (TextMeshProUGUI a in texts) - { - if (a.name == "txtClasificacion") - a.text = "Clasificación: " + elementInfoBasic.Clasificacion; - if (a.name == "txtClasificacionGrupo") - a.text = "Clasificación Grupo: " + elementInfoBasic.Clasificacion_grupo; - if (a.name == "txtNroOxidacion") - a.text = "Números Oxidación: " + managerNullables(elementInfoBasic.NumerosOxidacion); - if (a.name == "txtPtoFusion") - a.text = "Punto de Fusión: " + managerNullables(elementInfoBasic.PuntoFusion); - if (a.name == "txtPtoEbullicion") - a.text = "Punto de Ebullición: " + managerNullables(elementInfoBasic.PuntoEbullicion); - if(a.name == "txtDistribucionNiveles") - a.text = "Distribución de Electrones en Niveles: " + managerNullables(elementInfoBasic.DistribucionDeelectrones); - } - } - - - private string managerNullables(String valor) - { - if (valor == null || valor == "" || valor == string.Empty) - return "n/a"; - return valor; - } - - #endregion -} diff --git a/New Unity Project/Assets/Scripts/UI/LoadPopupBtn.cs b/New Unity Project/Assets/Scripts/UI/LoadPopupBtn.cs index 66689dc..36440bc 100644 --- a/New Unity Project/Assets/Scripts/UI/LoadPopupBtn.cs +++ b/New Unity Project/Assets/Scripts/UI/LoadPopupBtn.cs @@ -10,6 +10,11 @@ public class LoadPopupBtn : MonoBehaviour [SerializeField] public TypeToolTip toolTipType; private EventTrigger trigger; + private Vector3 offset; + private string objectText; + + //usado si queremos enviarle un text por parametro dinamico + public string ObjectText { get => objectText; set => objectText = value; } // Start is called before the first frame update void Start() @@ -20,34 +25,68 @@ void Start() //llama directamente a la clase estatica de cada tooltip correspondiente, cada objeto tooltip tiene su propia clase que maneja sus atributos switch (toolTipType) { - case TypeToolTip.mnuAtom: - //setea metodos static para agregar tooltip (por cada! tool tip tiene que haber un script) - UIToolTipAtom.ShowToolTipstaticPointerEnter("* ÁTOMOS\n* TABLA PERIÓDICA", gameObject, trigger); - UIToolTipAtom.HideToolTipstaticPointerExit(gameObject, trigger); - //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose - UIToolTipAtom.HideToolTipstaticPointerClick(gameObject, trigger); + case TypeToolTip.mnuAtom: + //parametro manual que tenemos que calcular para que el tooltip se muestre a un delta del gameobject + offset = new Vector3(70, 0, 0); + setPointersToolTipStaticMove("* ÁTOMOS\n* TABLA PERIÓDICA", offset); break; + case TypeToolTip.mnuCombineProton: - //setea metodos static para agregar tooltip (por cada! tool tip tiene que haber un script) - UIToolTipCombine.ShowToolTipstaticPointerEnter("COMBINAR\n * ELEMENTOS\n * MOLECÚLAS \n * MATERIALES", gameObject, trigger); - UIToolTipCombine.HideToolTipstaticPointerExit(gameObject, trigger); - //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose - UIToolTipCombine.HideToolTipstaticPointerClick(gameObject, trigger); + //parametro manual que tenemos que calcular para que el tooltip se muestre a un delta del gameobject + offset = new Vector3(25, 90, 0); + setPointersToolTipStaticMove("COMBINAR\n * ELEMENTOS\n * MOLECÚLAS \n * MATERIALES", offset); break; + case TypeToolTip.mnuInfo: - //setea metodos static para agregar tooltip (por cada! tool tip tiene que haber un script) - UIToolTipInfo.ShowToolTipstaticPointerEnter("SUGERENCIAS\nINFORMACIÓN ADICIONAL", gameObject, trigger); - UIToolTipInfo.HideToolTipstaticPointerExit(gameObject, trigger); - //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose - UIToolTipInfo.HideToolTipstaticPointerClick(gameObject, trigger); + //parametro manual que tenemos que calcular para que el tooltip se muestre a un delta del gameobject + offset = new Vector3(-200, 40, 0); + setPointersToolTipStaticMove("SUGERENCIAS\nINFORMACIÓN ADICIONAL", offset); break; + case TypeToolTip.mnuMolecule: - //setea metodos static para agregar tooltip (por cada! tool tip tiene que haber un script) - UIToolTipMolecule.ShowToolTipstaticPointerEnter("* MOLÉCULAS", gameObject, trigger); - UIToolTipMolecule.HideToolTipstaticPointerExit(gameObject, trigger); - //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose - UIToolTipMolecule.HideToolTipstaticPointerClick(gameObject, trigger); + //parametro manual que tenemos que calcular para que el tooltip se muestre a un delta del gameobject + offset = new Vector3(-70, 0, 0); + setPointersToolTipStaticMove("* MOLÉCULAS", offset); + break; + + case TypeToolTip.mnuSuggestions: + //parametro manual que tenemos que calcular para que el tooltip se muestre a un delta del gameobject + offset = new Vector3(-70, 0, 0); + setPointersToolTipStaticMove("* SUGERENCIAS", offset); + break; + + case TypeToolTip.closeTper: + setPointersToolTipMove("CERRAR TABLA PERIODICA"); + break; + + case TypeToolTip.buttonTper: + setPointersToolTipMove(objectText); + break; + + case TypeToolTip.mnuMaterial: + //parametro manual que tenemos que calcular para que el tooltip se muestre a un delta del gameobject + offset = new Vector3(70, 0, 0); + setPointersToolTipStaticMove("* MATERIALES", offset); break; } } + + private void setPointersToolTipMove (string textToShowToolTip) + { + //setea metodos static para agregar tooltip (por cada! tool tip tiene que haber un script) + UIToolTipMove.ShowToolTipstaticPointerEnter(textToShowToolTip, gameObject, trigger); + UIToolTipMove.HideToolTipstaticPointerExit(gameObject, trigger); + //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose + UIToolTipMove.HideToolTipstaticPointerClick(gameObject, trigger); + } + + private void setPointersToolTipStaticMove(string textToShowToolTip, Vector3 offset) + { + //setea metodos static para agregar tooltip (por cada! tool tip tiene que haber un script) + UIToolTipStaticMove.ShowToolTipstaticPointerEnter(textToShowToolTip, offset, gameObject, trigger); + UIToolTipStaticMove.HideToolTipstaticPointerExit(gameObject, trigger); + //este tiene que estar porque si no se moveria el mouse y solo se hace click el popop seguiria mostrandose + UIToolTipStaticMove.HideToolTipstaticPointerClick(gameObject, trigger); + } + } diff --git a/New Unity Project/Assets/Scripts/UI/MainInfoPanel.cs b/New Unity Project/Assets/Scripts/UI/MainInfoPanel.cs index 68c1b5d..e129133 100644 --- a/New Unity Project/Assets/Scripts/UI/MainInfoPanel.cs +++ b/New Unity Project/Assets/Scripts/UI/MainInfoPanel.cs @@ -4,33 +4,63 @@ using UnityEngine; using UnityEngine.UI; using TMPro; +using System.Linq; public class MainInfoPanel : MonoBehaviour { + + #region atributos + //contenedor para la info de atomos luego ira cada uno de los otros + public CanvasGroup infoContainer; + public CanvasGroup infoContainerMolecule; + public CanvasGroup infoContainerMaterial; + public CanvasGroup infoContainerIsotopos; + //objeto con el que interactúo para acceder a la DB private QryElementos qryElement; + private QryMoleculas qryMolecule; + private QryMaterials qryMaterial; + //labels donde muestra info - public TextMeshProUGUI nameLbl; + private TextMeshProUGUI nameLbl; + private TextMeshProUGUI nameLblMolecule; + private TextMeshProUGUI nameLblMaterial; + private TextMeshProUGUI nameLblIsotopos; + public GameObject[] suggestionButtons; - //contenedor para esconder la info - public CanvasGroup infoContainer; //imagen del boton public GameObject elementBtn; //diccionario que mapea categoría de la tabla, con color private Dictionary<string, Color32> categories = new Dictionary<string, Color32>(); - //para el proceso de carga de informacion (a futuro deberia detectar que tipo de info mostrar elem, mole, mat..) + //para el proceso de carga de informacion de acuerdo al tipo de info elem, mole, mat..) private PanelInfoLoader PanelInfoLoader; + #endregion private void Awake() { + //se instancia las clases para querys GameObject go = new GameObject(); go.AddComponent<QryElementos>(); qryElement = go.GetComponent<QryElementos>(); - InitializeCategoryDictionary(); + GameObject go1 = new GameObject(); + go1.AddComponent<QryMoleculas>(); + qryMolecule = go1.GetComponent<QryMoleculas>(); + + GameObject go2 = new GameObject(); + go2.AddComponent<QryMaterials>(); + qryMaterial = go2.GetComponent<QryMaterials>(); + + InitializeCategoryDictionary(); PanelInfoLoader = FindObjectOfType<PanelInfoLoader>(); + + nameLblMolecule = infoContainerMolecule.GetComponentInChildren<TextMeshProUGUI>(); + nameLbl = infoContainer.GetComponentInChildren<TextMeshProUGUI>(); //aunque hay 2 lbl el 1ro es el name + nameLblMaterial= infoContainerMaterial.GetComponentInChildren<TextMeshProUGUI>(); + nameLblIsotopos = infoContainerIsotopos.GetComponentInChildren<TextMeshProUGUI>(); } + #region elementos //diccionario de categoría_grupo -> color private void InitializeCategoryDictionary() { @@ -55,25 +85,48 @@ private Color32 GetMaterialIndexFromDictionary(string cat) public void SetInfo(Atom atom) { - ElementTabPer element = qryElement.GetElementFromNro(atom.ElementNumber); + ElementTabPer element = new ElementTabPer(); + IsotopoAllData isotopo = new IsotopoAllData(); - if (element != null && element.Nroatomico != 0) + if (atom.TypeAtom == TypeAtomEnum.atom) { - infoContainer.alpha = 1; - nameLbl.text = element.Name; - SetElementColor(element); - SetButtonTexts(element); - //carga los datos especiales del elemento - SetInfoElementSelected(atom.ElementNumber); + + element = qryElement.GetElementFromNro(atom.ElementNumber); + + if (element != null && element.Nroatomico != 0) + { + + ActivatePanelsAtoms(); + + nameLbl.text = element.Name; + SetElementColor(element); + SetButtonTexts(element); + //carga los datos especiales del elemento + SetInfoElementSelected(atom.ElementNumber); + } } - else + + else if (atom.TypeAtom == TypeAtomEnum.isotopo) { - HideInfo(); + + element = qryElement.GetElementFromNro(atom.ElementNumber); + isotopo = qryElement.GetAllDataIsotopo(atom.IsotopoNumber); + + if (isotopo != null && isotopo.NumeroAtomico != 0) + { + + ActivatePanelsAtoms(); + + nameLblIsotopos.text = isotopo.Isotopo + " de " + element.Name; + //carga los datos especiales del isotopo + SetInfoIsotopoSelected(isotopo); + } } - } - public void HideInfo(){ - infoContainer.alpha = 0; + else //NO MUESTRA NADA Y DESACTIVA TODO SI FUERA NO ENCONTRADO! no analiza si uno de los 2 paneles estaba o no activo... + { + DesactivatePanelsAtoms(); + } } private void SetButtonTexts(ElementTabPer element){ @@ -115,12 +168,94 @@ private void FillSuggestions(int elementId){ } } - - //trae de la base los 6 campo para la informacion especial + //trae de la base los 6 campos para la informacion especial private void SetInfoElementSelected(int elementId) { ElementInfoPanelInfo element = qryElement.GetElementInfoPanelSuggestion(elementId); //llamo al metodo que carga la info en los text box del panel - PanelInfoLoader.SetPanelInfo(element); + PanelInfoLoader.SetPanelInfoElement(element); + } + #endregion + + #region Moleculas + + public void SetInfoMolecule(Molecule mol) + { + MoleculeData molecule = qryMolecule.GetMoleculeById(mol.MoleculeId); + + if (molecule != null) + { + nameLblMolecule.text = molecule.TraditionalNomenclature; + //carga los datos especiales de la molecula en el panel especial + PanelInfoLoader.SetPanelInfoMolecule(molecule); + } + } + + #endregion + + #region Materiales + + /*utilizado desde el selection manager*/ + public void SetInfoMaterial(MaterialObject mapping) + { + MaterialData material = qryMaterial.GetMaterialById(mapping.MaterialId); + + if (material != null) + { + nameLblMaterial.text = material.Name; + //carga los datos especiales de la molecula en el panel especial + PanelInfoLoader.SetPanelInfoMaterial(material); + } + } + + /*Utilizado desde el Material Manager*/ + public void SetInfoMaterial(MaterialData material) + { + if (material != null) + { + nameLblMaterial.text = material.Name; + //carga los datos especiales de la molecula en el panel especial + PanelInfoLoader.SetPanelInfoMaterial(material); + } + } + + + #endregion + + #region isotopos + + private void SetInfoIsotopoSelected(IsotopoAllData isotopoData) + { + //llamo al metodo que carga la info en los text box del panel + PanelInfoLoader.SetPanelInfoIsotopos(isotopoData); + } + + #endregion + + + private void DesactivatePanelsAtoms() + { + for (int i = 0; i < infoContainer.transform.childCount; i++) + { + infoContainer.transform.GetChild(i).gameObject.SetActive(false); + } + + for (int i = 0; i < infoContainerIsotopos.transform.childCount; i++) + { + infoContainerIsotopos.transform.GetChild(i).gameObject.SetActive(false); + } + } + + private void ActivatePanelsAtoms() + { + for (int i = 0; i < infoContainer.transform.childCount; i++) + { + infoContainer.transform.GetChild(i).gameObject.SetActive(true); + } + + for (int i = 0; i < infoContainerIsotopos.transform.childCount; i++) + { + infoContainerIsotopos.transform.GetChild(i).gameObject.SetActive(true); + } } } diff --git a/New Unity Project/Assets/Scripts/UI/OpenMenus.cs b/New Unity Project/Assets/Scripts/UI/OpenMenus.cs index 27a3ca6..d2447b2 100644 --- a/New Unity Project/Assets/Scripts/UI/OpenMenus.cs +++ b/New Unity Project/Assets/Scripts/UI/OpenMenus.cs @@ -1,83 +1,394 @@ using UnityEngine; using UnityEngine.UI; -//script que abre el panel de tabla periódica public class OpenMenus : MonoBehaviour { - public GameObject panel; - public GameObject button; + #region Atributos - public void OpenPanelTextIzq() + private AtomManager atomManager; + private MoleculeManager moleculeManager; + private MaterialManager materialManager; + + //para administrar los 3 paneles + private CanvasGroup infoPanelElements; + private CanvasGroup infoPanelMolecule; + private CanvasGroup infoPanelMaterial; + private CanvasGroup infoPanelIsotopos; + + public CanvasGroup[] tabbedMenuMolecules; + public CanvasGroup[] tabbedMenuMateriales; + + #endregion + + private void Awake() { - //obtengo el animator del panel - Animator animator = panel.GetComponent<Animator>(); - bool opened = false; - //si existe - if (animator != null) - { - //obtengo el booleano que dice si esta abierto, y lo cambio - opened = animator.GetBool("open"); - animator.SetBool("open", !opened); - } - //si hay un botón - if(button != null) + atomManager = FindObjectOfType<AtomManager>(); + moleculeManager = FindObjectOfType<MoleculeManager>(); + materialManager = FindObjectOfType<MaterialManager>(); + infoPanelElements = transform.Find("InfoContainerElementos").GetComponent<CanvasGroup>(); + infoPanelMolecule = transform.Find("InfoContainerMoleculas").GetComponent<CanvasGroup>(); + infoPanelMaterial = transform.Find("InfoContainerMateriales").GetComponent<CanvasGroup>(); + infoPanelIsotopos = transform.Find("InfoContainerIsotopos").GetComponent<CanvasGroup>(); + } + + #region Metodos + + + /* + * metodo principal para el manejo de la apertura del panel INFOPANEL padre de los otros paneles de informacion + * infocontainer de atomos, moleculas y materiales + */ + public void OpenBottomPanel() + { + restoreAlphasTabbedMenu(); + + // traigo todos los atomos seleccionados + var selectedAtoms = atomManager.GetSelectedAtoms(); + var selectedMolecules = moleculeManager.GetSelectedMolecules(); + var selectedMaterials = materialManager.GetSelectedMaterials(); + + // si hay un solo atomo seleccionado y ninguna molecula o material, muestro info panel + if (selectedAtoms.Count == 1) { - //obtengo el texto del botón - Text buttonText = button.GetComponentInChildren<Text>(); - //y lo cambio según corresponda - if(!opened) - { - buttonText.text = ">"; + //obtiene el tipo de elemento seleccionado si es un isotopo o no + if (atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.atom) + { + if (selectedMolecules.Count == 0 && selectedMaterials.Count == 0 && infoPanelElements.alpha == 0) + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//el uifader lo tiene instanciado el padre de todos los panels + setInactiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } } - else + + else if (atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.isotopo) { - buttonText.text = "<"; + if (selectedMolecules.Count == 0 && selectedMaterials.Count == 0 && infoPanelIsotopos.alpha == 0) + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//el uifader lo tiene instanciado el padre de todos los panels + } } } + + // si hay una sola molecula seleccionada y ningun atomo o material, muestro info panel + else if (selectedAtoms.Count == 0 && selectedMolecules.Count == 1 && selectedMaterials.Count == 0 && infoPanelMolecule.alpha == 0) + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//el uifader lo tiene instanciado el padre de todos los panels + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + + // si hay un solo material seleccionada y ningun atomo o molecula, muestro info panel + else if (selectedAtoms.Count == 0 && selectedMolecules.Count == 0 && selectedMaterials.Count == 1 && infoPanelMaterial.alpha == 0) + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//el uifader lo tiene instanciado el padre de todos los panels + setInactiveRayCast(infoPanelIsotopos); + } + + //verifica que quiza tenga que cerrar algun panel + CloseBottomPanel(); } - //metodos cuando tienen un boton el panel - public void OpenPanelTextDer() + /* + * metodo principal para el manejo del cierre del panel INFOPANEL padre de los otros paneles de informacion + * infocontainer de atomos, moleculas y materiales + */ + public void CloseBottomPanel() { - //obtengo el animator del panel - Animator animator = panel.GetComponent<Animator>(); - bool opened = false; - //si existe - if (animator != null) + restoreAlphasTabbedMenu(); + + if (infoPanelElements.alpha == 1) + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setActiveRayCast(infoPanelIsotopos); + } + + if (infoPanelMolecule.alpha == 1) { - //obtengo el booleano que dice si esta abierto, y lo cambio - opened = animator.GetBool("open"); - animator.SetBool("open", !opened); + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject); + setActiveRayCast(infoPanelMaterial); + setActiveRayCast(infoPanelIsotopos); } - //si hay un botón - if (button != null) + + if (infoPanelMaterial.alpha == 1) + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject); + setActiveRayCast(infoPanelIsotopos); + } + + if (infoPanelIsotopos.alpha == 1) { - //obtengo el texto del botón - Text buttonText = button.GetComponentInChildren<Text>(); - //y lo cambio según corresponda - if (!opened) + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject); + } + } + + //que si algun panel esta en 1 quiere decir que el usuario en algun momento LO ACTIVO.. por lo tanto... tendria que ver ver la forma de hacer una combinacion + public void CloseBottomPanelCombine() + { + restoreAlphasTabbedMenu(); + + // traigo todos los atomos seleccionados + var selectedAtoms = atomManager.GetSelectedAtoms(); + var selectedMolecules = moleculeManager.GetSelectedMolecules(); + var selectedMaterials = materialManager.GetSelectedMaterials(); + + //son 9 combinaciones puesto que tengo 3 paneles con 3 condiciones por cada uno + //atoms + if (infoPanelElements.alpha == 1) + { + if (infoPanelMolecule.alpha == 0 && selectedMolecules.Count == 1) { - buttonText.text = "<"; + CombineAtomMolecules(); } - else + + if (infoPanelMaterial.alpha == 0 && selectedMaterials.Count == 1) + { + CombineAtomMaterials(); + } + + if (infoPanelIsotopos.alpha == 0 && selectedAtoms.Count == 1 && atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.isotopo) + { + CombineAtomIsotopos(); + } + } + + //molecules + if (infoPanelMolecule.alpha == 1) + { + if (infoPanelElements.alpha == 0 && selectedAtoms.Count == 1 && atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.atom) + { + CombineMoleculesAtom(); + } + + if (infoPanelMaterial.alpha == 0 && selectedMaterials.Count == 1) + { + CombineMoleculesMaterials(); + } + + if (infoPanelIsotopos.alpha == 0 && selectedAtoms.Count == 1 && atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.isotopo) + { + CombineMoleculesIsotopos(); + } + } + + //materiales + if (infoPanelMaterial.alpha == 1) + { + if (infoPanelElements.alpha == 0 && selectedAtoms.Count == 1 && atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.atom) + { + CombineMaterialsAtoms(); + } + + if (infoPanelMolecule.alpha == 0 && selectedMolecules.Count == 1) + { + CombineMaterialsMolecules(); + } + + if (infoPanelIsotopos.alpha == 0 && selectedAtoms.Count == 1 && atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.isotopo) + { + CombineMaterialsIsotopos(); + } + } + + //isotopos + if (infoPanelIsotopos.alpha == 1) + { + if (infoPanelMolecule.alpha == 0 && selectedMolecules.Count == 1) { - buttonText.text = ">"; + CombineIsotoposMolecules(); + } + + if (infoPanelMaterial.alpha == 0 && selectedMaterials.Count == 1) + { + CombineIsotoposMaterials(); + } + + if (infoPanelElements.alpha == 0 && selectedAtoms.Count == 1 && atomManager.GetTypeSelectedAtoms() == TypeAtomEnum.atom) + { + CombineIsotoposAtoms(); } } } - //se utiliza para el panel de informacion adicional - public void OpenPanel() + + /* este fix es para que siempre si se cierra el panel vuelva a mostrar el tab nomclatures, esto es asi porque originalmente se hacia con ACTIVE.. y con alpha.. complica + * si se deja como inactive / active los datos no pueden ser cargados desde la base de datos. + */ + private void restoreAlphasTabbedMenu() { - //obtengo el animator del panel - Animator animator = panel.GetComponent<Animator>(); - bool opened = false; - //si existe - if (animator != null) + foreach (CanvasGroup tab in tabbedMenuMolecules) + { + if (tab.gameObject.name == "Content1") + tab.alpha = 1; + else + tab.alpha = 0; + } + + foreach (CanvasGroup tab in tabbedMenuMateriales) { - //obtengo el booleano que dice si esta abierto, y lo cambio - opened = animator.GetBool("open"); - animator.SetBool("open", !opened); + if (tab.gameObject.name == "Content1") + tab.alpha = 1; + else + tab.alpha = 0; } } + + + /* Este fix tiene que ver con la "herencia y/o orden" de los GO en el canvas, como este hilo contenedor tiene 3 paneles el ultimo, siempre esta activo + * dandole prioridad sobre los otros anteriores, aqui hay 3 paneles osea que hay 2 inactivos, una opcion es utilizar SETACTIVE nativo de unity pero + * el problema es que habria que ir activando y desactivando a cada rato cada vez que tiene que ir a buscar la base de datos porque sino no carga los datos + * sobre un objeto INACTIVO. Por eso usamos CANVASGROUP y se evalua eso sin usar ACTIVE O INACTIVE + */ + private void setInactiveRayCast(CanvasGroup objActivar) + { + objActivar.blocksRaycasts = false; + } + + private void setActiveRayCast(CanvasGroup objActivar) + { + objActivar.blocksRaycasts = true; + } + + #region Metodos Show Combinaciones + + private void CombineAtomIsotopos() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//quita elementos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//muestra isotopos + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setActiveRayCast(infoPanelIsotopos); + } + + private void CombineAtomMaterials() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//quita elementos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//muestra materiales + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineAtomMolecules() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//quita elementos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//muestra moleculas + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineMoleculesAtom() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//quita moleculas + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//muestra elementos + + setActiveRayCast(infoPanelElements); + setInactiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineMoleculesMaterials() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//quita moleculas + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//muestra materiales + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineMoleculesIsotopos() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//quita moleculas + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//muestra isotopos + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setActiveRayCast(infoPanelIsotopos); + } + + + private void CombineMaterialsAtoms() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//muestra elementos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//quita materiales + + setActiveRayCast(infoPanelElements); + setInactiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineMaterialsMolecules() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//muestra moleculas + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//quita materiales + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineMaterialsIsotopos() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//muestra isotopos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//quita materiales + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setActiveRayCast(infoPanelIsotopos); + } + + private void CombineIsotoposAtoms() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//quita isotopos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelElements.gameObject);//muestra elementos + + setActiveRayCast(infoPanelElements); + setInactiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineIsotoposMaterials() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//quita isotopos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMaterial.gameObject);//muestra materiales + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setActiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + private void CombineIsotoposMolecules() + { + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelIsotopos.gameObject);//quita isotopos + gameObject.GetComponent<UIFader>().FadeInAndOut(infoPanelMolecule.gameObject);//muestra moleculas + + setActiveRayCast(infoPanelElements); + setActiveRayCast(infoPanelMolecule); + setInactiveRayCast(infoPanelMaterial); + setInactiveRayCast(infoPanelIsotopos); + } + + #endregion + + #endregion } diff --git a/New Unity Project/Assets/Scripts/UI/PanelInfoLoader.cs b/New Unity Project/Assets/Scripts/UI/PanelInfoLoader.cs new file mode 100644 index 0000000..4745343 --- /dev/null +++ b/New Unity Project/Assets/Scripts/UI/PanelInfoLoader.cs @@ -0,0 +1,131 @@ +using UnityEngine; +using TMPro; +using UnityEngine.UI; +using System; + +/*Carga la info básica de los elementos*/ +public class PanelInfoLoader : MonoBehaviour +{ + #region atributos + //panel padre (asignado por interfaz) + public GameObject panelElementos; + public GameObject panelMoleculas; + public GameObject panelMateriales; + public GameObject panelIsotopos; + //array de textos a modificar + private TextMeshProUGUI[] textsElementos; + private TextMeshProUGUI[] textsMol; + private TextMeshProUGUI[] textsMat; + private TextMeshProUGUI[] textsIsotopos; + + #endregion + + private void Awake() + { + //obtengo array de textos para después modificar en todos los hijos del panel padre busca + //no importa si tengo como en este caso panel de panel... + textsElementos = panelElementos.GetComponentsInChildren<TextMeshProUGUI>(); + textsMol = panelMoleculas.GetComponentsInChildren<TextMeshProUGUI>(); + textsMat = panelMateriales.GetComponentsInChildren<TextMeshProUGUI>(); + textsIsotopos = panelIsotopos.GetComponentsInChildren<TextMeshProUGUI>(); + } + + #region Metodos + + //setea la info básica y muestra el panel + public void SetPanelInfoElement(ElementInfoPanelInfo elementInfoBasic) + { + foreach (TextMeshProUGUI a in textsElementos) + { + if (a.name == "txtClasificacion") + a.text = "Clasificación: " + elementInfoBasic.Clasificacion; + if (a.name == "txtClasificacionGrupo") + a.text = "Clasificación Grupo: " + elementInfoBasic.Clasificacion_grupo; + if (a.name == "txtNroOxidacion") + a.text = "Números Oxidación: " + managerNullables(elementInfoBasic.NumerosOxidacion); + if (a.name == "txtPtoFusion") + a.text = "Punto de Fusión: " + managerNullables(elementInfoBasic.PuntoFusion); + if (a.name == "txtPtoEbullicion") + a.text = "Punto de Ebullición: " + managerNullables(elementInfoBasic.PuntoEbullicion); + if(a.name == "txtDistribucionNiveles") + a.text = "Distribución de Electrones en Niveles: " + managerNullables(elementInfoBasic.DistribucionDeelectrones); + } + } + + + //setea la info básica y muestra el panel + public void SetPanelInfoMolecule(MoleculeData molInfo) + { + foreach (TextMeshProUGUI a in textsMol) + { + if (a.name == "txtFormula") + a.text = "Fórmula: " + managerNullables(molInfo.Formula); + if (a.name == "txtNomenclaturaSistematica") + a.text = "Nomenclatura Sistemática: " + managerNullables(molInfo.SystematicNomenclature); + if (a.name == "txtnomenclaturaStock") + a.text = "Nomenclatura de Stock: " + managerNullables(molInfo.StockNomenclature); + if (a.name == "txtNomenclaturaTradicional") + a.text = "Nomenclatura Tradicional: " + managerNullables(molInfo.TraditionalNomenclature); + + if (a.name == "txtCaracteristicas") + a.text = "Caracteristicas: \n" + managerNullables(molInfo.Caracteristicas); + if (a.name == "txtPropiedades") + a.text = "Propiedades: \n" + managerNullables(molInfo.Propiedades); + if (a.name == "txtUsos") + a.text = "Usos: \n" + managerNullables(molInfo.Usos); + if (a.name == "txtClasificacion") + a.text = "Clasificación: \n" + managerNullables(molInfo.Clasificacion); + + } + } + + //setea la info básica y muestra el panel de materiales + public void SetPanelInfoMaterial(MaterialData matInfo) + { + foreach (TextMeshProUGUI a in textsMat) + { + if (a.name == "txtCaracteristicas") + a.text = "Caracteristicas: \n" + managerNullables(matInfo.Caracteristicas); + if (a.name == "txtPropiedades") + a.text = "Propiedades: \n" + managerNullables(matInfo.Propiedades); + if (a.name == "txtUsos") + a.text = "Usos: \n" + managerNullables(matInfo.Usos); + if (a.name == "txtClasificacion") + a.text = "Clasificación: \n" + managerNullables(matInfo.Clasificacion); + if (a.name == "txtNotas") + a.text = "Resumen: \n" + managerNullables(matInfo.Notas); + } + } + + + //setea la info básica y muestra el panel de Isotopos + public void SetPanelInfoIsotopos(IsotopoAllData isotopoInfo) + { + foreach (TextMeshProUGUI a in textsIsotopos) + { + if (a.name == "txtIsotopo") + a.text = "Nombre Isótopo:: " + managerNullables(Convert.ToString(isotopoInfo.Isotopo)); + if (a.name == "txtNumeroAtomico") + a.text = "Número Átomico: " + managerNullables(Convert.ToString(isotopoInfo.NumeroAtomico)); + if (a.name == "txtnumeroCorrelativo") + a.text = "Número Correlativo: " + managerNullables(Convert.ToString(isotopoInfo.NumeroCorrelativo)); + if (a.name == "txtNumeroMasa") + a.text = "Número Masa: " + managerNullables(Convert.ToString(isotopoInfo.NumeroMasa)); + if (a.name == "txtMasaAtomicaRelativa") + a.text = "Masa Atómica Relativa: " + managerNullables(isotopoInfo.MasaAtomicaRelativa); + if (a.name == "txtcomposicionIsotopica") + a.text = "Composición Isotópica: " + managerNullables(isotopoInfo.ComposicionIsotopica); + if (a.name == "txtPesoAtomicoEstandar") + a.text = "Peso Atómico Estandar: " + managerNullables(isotopoInfo.PesoAtomicoEstandar); + } + } + + private string managerNullables(String valor) + { + if (valor == null || valor == "" || valor == string.Empty) + return "n/a"; + return valor; + } + + #endregion +} diff --git a/New Unity Project/Assets/Scripts/Tper/PanelInfoLoader.cs.meta b/New Unity Project/Assets/Scripts/UI/PanelInfoLoader.cs.meta similarity index 100% rename from New Unity Project/Assets/Scripts/Tper/PanelInfoLoader.cs.meta rename to New Unity Project/Assets/Scripts/UI/PanelInfoLoader.cs.meta diff --git a/New Unity Project/Assets/Scripts/UI/ScaleGrid.cs b/New Unity Project/Assets/Scripts/UI/ScaleGrid.cs index 162eb92..2ee8db1 100644 --- a/New Unity Project/Assets/Scripts/UI/ScaleGrid.cs +++ b/New Unity Project/Assets/Scripts/UI/ScaleGrid.cs @@ -25,7 +25,8 @@ void Update() { #if UNITY_EDITOR //This is used to detect whether in editor view resolution has changed - if(Application.isPlaying) return; + //si NO se prueba desde el editor en minimize se puede quitar comentario, sino dejarlo para probar el scaler + //if(Application.isPlaying) return; if (GetMainGameViewSize() != viewSize || widthPercentage != lWidthPercentage) { Fix (); diff --git a/New Unity Project/Assets/Scripts/UI/UICounterLabel.cs b/New Unity Project/Assets/Scripts/UI/UICounterLabel.cs index 059cb75..999edf3 100644 --- a/New Unity Project/Assets/Scripts/UI/UICounterLabel.cs +++ b/New Unity Project/Assets/Scripts/UI/UICounterLabel.cs @@ -7,6 +7,7 @@ public class UICounterLabel : MonoBehaviour private AtomManager atomManager; private MoleculeManager moleculeManager; + private MaterialManager materialManager; // seteo desde inspector a que label pertenece la instancia de este script [SerializeField] @@ -16,6 +17,7 @@ void Awake() { atomManager = FindObjectOfType<AtomManager>(); moleculeManager = FindObjectOfType<MoleculeManager>(); + materialManager = FindObjectOfType<MaterialManager>(); } // Start is called before the first frame update @@ -30,9 +32,10 @@ void Update() // traigo todos los atomos seleccionados var selectedAtoms = atomManager.GetSelectedAtoms(); var selectedMolecules = moleculeManager.GetSelectedMolecules(); + var selectedMaterials = materialManager.GetSelectedMaterials(); - // si hay un solo atomo seleccionado y ninguna molecula, actualizo los labels con sus contadores - if (selectedAtoms.Count == 1 && selectedMolecules.Count == 0) + // si hay un solo atomo seleccionado y ninguna molecula o material, actualizo los labels con sus contadores + if (selectedAtoms.Count == 1 && selectedMolecules.Count == 0 && selectedMaterials.Count == 0) { int atomIndex = selectedAtoms[0]; Atom atom = atomManager.FindAtomInList(atomIndex); diff --git a/New Unity Project/Assets/Scripts/UI/UIFader.cs b/New Unity Project/Assets/Scripts/UI/UIFader.cs index 8fe562c..a58f713 100644 --- a/New Unity Project/Assets/Scripts/UI/UIFader.cs +++ b/New Unity Project/Assets/Scripts/UI/UIFader.cs @@ -4,61 +4,68 @@ //Aparecer y desaparecer la tabla periódica public class UIFader : MonoBehaviour { - public CanvasGroup uiElement; - - public void FadeIn() - { - StartCoroutine(fadeCanvasGroup(uiElement, uiElement.alpha, 1)); - } + //para comunicar accion en la corutina! + private bool active = false; + private bool inactive = false; /** - * Override para especificar que elemento mostrar + * Override para especificar que elemento CANVAS GROUP mostrar */ - public void FadeIn(CanvasGroup canvasGroup) + public void FadeIn(GameObject ElementWithCanvasGroup) { - StartCoroutine(fadeCanvasGroup(canvasGroup, canvasGroup.alpha, 1)); + StartCoroutine(fadeCanvasGroup(ElementWithCanvasGroup.GetComponent<CanvasGroup>(), ElementWithCanvasGroup.GetComponent<CanvasGroup>().alpha, 1)); } - - public void FadeOut() + /** + * Override para especificar que elemento CANVAS GROUP a ocultar + */ + public void FadeOut(GameObject ElementWithCanvasGroup) { //Inicia una corutina (thread) para el efecto sobre el panel - StartCoroutine(fadeCanvasGroup(uiElement, uiElement.alpha, 0)); + StartCoroutine(fadeCanvasGroup(ElementWithCanvasGroup.GetComponent<CanvasGroup>(), ElementWithCanvasGroup.GetComponent<CanvasGroup>().alpha, 0)); } - /** - * Override para especificar que elemento ocultar - */ - public void FadeOut(CanvasGroup canvasGroup) + /*este metodo se usa en varios go que estan desactivados y hacen efecto fade y luego activan!*/ + public void FadeInAndOutWithActive(GameObject ElementWithCanvasGroup) { - //Inicia una corutina (thread) para el efecto sobre el panel - StartCoroutine(fadeCanvasGroup(canvasGroup, canvasGroup.alpha, 0)); + active = true; + + if (ElementWithCanvasGroup.GetComponent<CanvasGroup>().alpha == 0) + { + ElementWithCanvasGroup.SetActive(true); + + FadeIn(ElementWithCanvasGroup); + } + else + FadeOut(ElementWithCanvasGroup); } - /*activa el panel que en la interface esta desactivado por defecto y lanza el fade segun corresponda*/ - public void FadeInAndOut() + //Se separan en metodos para hacer mas entendible desde el llamado de la UI + public void FadeInAndOutWithDesactive(GameObject ElementWithCanvasGroup) { - if (uiElement.alpha == 0) + inactive = true; + + if (ElementWithCanvasGroup.GetComponent<CanvasGroup>().alpha == 0) { - uiElement.gameObject.SetActive(true); - FadeIn(); + ElementWithCanvasGroup.SetActive(false); + + FadeIn(ElementWithCanvasGroup); } else - FadeOut(); + FadeOut(ElementWithCanvasGroup); } /** - * Override para especificar que elemento ocultar/mostrar + * especificar que elemento CANVAS GROUP ocultar/mostrar sin interaccion de activar o desactivar el objeto */ - public void FadeInAndOut(CanvasGroup canvasGroup) + public void FadeInAndOut(GameObject ElementWithCanvasGroup) { - if (canvasGroup.alpha == 0) + if (ElementWithCanvasGroup.GetComponent<CanvasGroup>().alpha == 0) { - canvasGroup.gameObject.SetActive(true); - FadeIn(canvasGroup); + FadeIn(ElementWithCanvasGroup); } else - FadeOut(canvasGroup); + FadeOut(ElementWithCanvasGroup); } /*metodo para generar el efecto de fade in and out*/ @@ -84,9 +91,19 @@ public IEnumerator fadeCanvasGroup(CanvasGroup cg, float start, float end) yield return new WaitForEndOfFrame(); } + //validar si hay que activar o desactivar el objeto contenedor del canvasgroup if (end == 0) { - cg.gameObject.SetActive(false); + //cuando termina el efecto tiene que volver a desactivarlo + if (active) + { + cg.gameObject.SetActive(false); + } + //cuando termina el efecto tiene que volver a activarlo (por ahora no se esta usando... se deja el metodo igual) + if (inactive) + { + cg.gameObject.SetActive(true); + } } } } diff --git a/New Unity Project/Assets/Scripts/UI/UIPopup.cs b/New Unity Project/Assets/Scripts/UI/UIPopup.cs index 07a3f92..85d13b6 100644 --- a/New Unity Project/Assets/Scripts/UI/UIPopup.cs +++ b/New Unity Project/Assets/Scripts/UI/UIPopup.cs @@ -4,10 +4,11 @@ public class UIPopup : MonoBehaviour { - + private const int LINE_HEIGHT = 20; private bool showPopUp = false; private string popUpMessage = ""; private string popUpTitle = ""; + private int extraLines = 0; public bool ShowPopUp { get => showPopUp; set => showPopUp = value; } public string PopUpMessage { get => popUpMessage; set => popUpMessage = value; } @@ -18,6 +19,15 @@ public void MostrarPopUp(string title, string message) PopUpTitle = title; PopUpMessage = message; showPopUp = true; + extraLines = 0; + } + + public void MostrarPopUp(string title, string message, int extraLines) + { + PopUpTitle = title; + PopUpMessage = message; + showPopUp = true; + this.extraLines = extraLines; } public void OcultarPopUp() @@ -31,7 +41,7 @@ public void OnGUI() { // Arma el pop up GUI.Window(0, new Rect((Screen.width / 2) - 150, (Screen.height / 2) - 75 - , 300, 150), ShowGUI, popUpTitle); + , 300, 150 + (extraLines * LINE_HEIGHT)), ShowGUI, popUpTitle); } } @@ -39,10 +49,10 @@ public void OnGUI() public void ShowGUI(int windowID) { // Label que muestra mensaje - GUI.Label(new Rect(65, 40, 200, 50), popUpMessage); + GUI.Label(new Rect(65, 40, 200, 50 + (extraLines * LINE_HEIGHT)), popUpMessage); // Boton OK para cerrar - if (GUI.Button(new Rect(50, 100, 75, 30), "OK")) + if (GUI.Button(new Rect(50, 100 + (extraLines * LINE_HEIGHT), 75, 30), "OK")) { OcultarPopUp(); } diff --git a/New Unity Project/Assets/Scripts/UI/UIRaycastControllerPanelInf.cs b/New Unity Project/Assets/Scripts/UI/UIRaycastControllerPanelInf.cs new file mode 100644 index 0000000..103e625 --- /dev/null +++ b/New Unity Project/Assets/Scripts/UI/UIRaycastControllerPanelInf.cs @@ -0,0 +1,32 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.EventSystems; + +public class UIRaycastControllerPanelInf : MonoBehaviour, IPointerClickHandler +{ + private GameObject panelPadre; + private CanvasGroup[] panelColection; + + + private void Awake() + { + panelColection = panelPadre.GetComponents<CanvasGroup>(); + } + + public void OnPointerClick(PointerEventData data) + { + // This will only execute if the objects collider was the first hit by the click's raycast + Debug.Log(gameObject.name + ": I was clicked!"); + + foreach (CanvasGroup tab in panelColection) + { + //if (tab.gameObject.name == "Content1") + // tab.alpha = 1; + //else + // tab.alpha = 0; + Debug.Log(tab.gameObject.name); + } + } + +} diff --git a/New Unity Project/Assets/Scripts/UI/UIRaycastControllerPanelInf.cs.meta b/New Unity Project/Assets/Scripts/UI/UIRaycastControllerPanelInf.cs.meta new file mode 100644 index 0000000..351ce51 --- /dev/null +++ b/New Unity Project/Assets/Scripts/UI/UIRaycastControllerPanelInf.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b97b146d17878c41853752e05495f85 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTip.cs b/New Unity Project/Assets/Scripts/UI/UIToolTip.cs deleted file mode 100644 index 9e19582..0000000 --- a/New Unity Project/Assets/Scripts/UI/UIToolTip.cs +++ /dev/null @@ -1,71 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; - -public class UIToolTip : MonoBehaviour -{ - private Text tooltipText; - public CanvasGroup uiElement; - public RectTransform background; - private static UIToolTip instate; - private Vector3 offset = new Vector3 (1,1,0); - - private void Awake() - { - instate = this; - background = transform.Find("BackGround").GetComponent<RectTransform>(); - tooltipText = transform.Find("Text").GetComponent<Text>(); - } - - //hace que se mueva el tooltip en conjunto con la reference camera - void Update() - { - transform.position = Input.mousePosition + offset; - } - - private void ShowToolTip(string text) - { - background.gameObject.SetActive(true); - uiElement.alpha = 1; - tooltipText.text = text; - float paddingtextSize = 4f; - Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + paddingtextSize * 2f, tooltipText.preferredHeight + paddingtextSize * 2f); - background.sizeDelta = backgroundSize; - } - - private void HideToolTip() - { - background.gameObject.SetActive(false); - uiElement.alpha = 0; - } - - //a diferencia del tipo text, este recibe un texto DINAMICO para colocar en el tooltip - public static void ShowToolTipstaticPointerEnter(string text, Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerEnter; - entry.callback.AddListener((eventData) => { instate.ShowToolTip(text); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerExit(Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerExit; - entry.callback.AddListener((eventData) => { instate.HideToolTip(); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerClick(Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerClick; - entry.callback.AddListener((eventData) => { instate.HideToolTip(); }); - trigger.triggers.Add(entry); - } -} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipAtom.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipAtom.cs deleted file mode 100644 index debf46e..0000000 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipAtom.cs +++ /dev/null @@ -1,68 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; - -public class UIToolTipAtom : MonoBehaviour -{ - private Text tooltipText; - public CanvasGroup uiElement; - public RectTransform background; - public GameObject btn; - private static UIToolTipAtom instate; - - private void Awake() - { - instate = this; - background = transform.Find("BackGround").GetComponent<RectTransform>(); - tooltipText = transform.Find("Text").GetComponent<Text>(); - } - - - private void ShowToolTip(string text) - { - background.gameObject.SetActive(true); - uiElement.alpha = 1; - tooltipText.text = text; - float paddingtextSize = 4f; - Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + paddingtextSize * 2f, tooltipText.preferredHeight + paddingtextSize * 2f); - background.sizeDelta = backgroundSize; - Vector3 offset = new Vector3(70, 0, 0); - transform.position = btn.transform.position + offset;//del boton siempre un delta! - } - - private void HideToolTip() - { - background.gameObject.SetActive(false); - uiElement.alpha = 0; - } - - //a diferencia del tipo text, este recibe un texto DINAMICO para colocar en el tooltip - public static void ShowToolTipstaticPointerEnter(string text, GameObject elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerEnter; - entry.callback.AddListener((eventData) => { instate.ShowToolTip(text); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerExit(GameObject elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerExit; - entry.callback.AddListener((eventData) => { instate.HideToolTip(); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerClick(GameObject elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerClick; - entry.callback.AddListener((eventData) => { instate.HideToolTip(); }); - trigger.triggers.Add(entry); - } -} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipControl.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipControl.cs index 9fb4cd5..e2d326b 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipControl.cs +++ b/New Unity Project/Assets/Scripts/UI/UIToolTipControl.cs @@ -5,9 +5,9 @@ public class UIToolTipControl : MonoBehaviour { - public CanvasGroup panelTper; - public CanvasGroup textToolTipCanvas; - public CanvasGroup toolTipCanvas; + public GameObject panelTper; + public CanvasGroup toolTipButton; + public CanvasGroup toolTipCloseTper; public static bool flagTooltip; // Start is called before the first frame update @@ -21,18 +21,16 @@ void Update() { //si el panel de la tabla periodica esta inactivo.. siempre tiene que estar el toolipTEXT oculto.. soluciona BUG //doble control - if (!panelTper.gameObject.activeSelf) + if (!panelTper.activeSelf) { - textToolTipCanvas.alpha = 0; - toolTipCanvas.alpha = 0; + toolTipButton.alpha = 0; + toolTipCloseTper.alpha = 0; } - + if (!flagTooltip) { - - textToolTipCanvas.alpha = 0; - toolTipCanvas.alpha = 0; + toolTipButton.alpha = 0; + toolTipCloseTper.alpha = 0; } - } } diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipMolecule.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipMolecule.cs deleted file mode 100644 index c4e87b6..0000000 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipMolecule.cs +++ /dev/null @@ -1,68 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; - -public class UIToolTipMolecule : MonoBehaviour -{ - private Text tooltipText; - public CanvasGroup uiElement; - public RectTransform background; - public GameObject btn; - private static UIToolTipMolecule instate; - - private void Awake() - { - instate = this; - background = transform.Find("BackGround").GetComponent<RectTransform>(); - tooltipText = transform.Find("Text").GetComponent<Text>(); - } - - - private void ShowToolTip(string text) - { - background.gameObject.SetActive(true); - uiElement.alpha = 1; - tooltipText.text = text; - float paddingtextSize = 4f; - Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + paddingtextSize * 2f, tooltipText.preferredHeight + paddingtextSize * 2f); - background.sizeDelta = backgroundSize; - Vector3 offset = new Vector3(-70, 0, 0); - transform.position = btn.transform.position + offset;//del boton siempre un delta! - } - - private void HideToolTip() - { - background.gameObject.SetActive(false); - uiElement.alpha = 0; - } - - //a diferencia del tipo text, este recibe un texto DINAMICO para colocar en el tooltip - public static void ShowToolTipstaticPointerEnter(string text, GameObject elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerEnter; - entry.callback.AddListener((eventData) => { instate.ShowToolTip(text); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerExit(GameObject elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerExit; - entry.callback.AddListener((eventData) => { instate.HideToolTip(); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerClick(GameObject elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerClick; - entry.callback.AddListener((eventData) => { instate.HideToolTip(); }); - trigger.triggers.Add(entry); - } -} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipInfo.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipMove.cs similarity index 73% rename from New Unity Project/Assets/Scripts/UI/UIToolTipInfo.cs rename to New Unity Project/Assets/Scripts/UI/UIToolTipMove.cs index d52befa..f758108 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipInfo.cs +++ b/New Unity Project/Assets/Scripts/UI/UIToolTipMove.cs @@ -1,25 +1,30 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; +using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; -public class UIToolTipInfo : MonoBehaviour +public class UIToolTipMove : MonoBehaviour { private Text tooltipText; public CanvasGroup uiElement; public RectTransform background; - public GameObject btn; - private static UIToolTipInfo instate; + private static UIToolTipMove instate; + private Vector3 offset; private void Awake() { instate = this; background = transform.Find("BackGround").GetComponent<RectTransform>(); tooltipText = transform.Find("Text").GetComponent<Text>(); + offset = new Vector3(1, 1, 0);//este atributo es estatico } + //hace que se mueva el tooltip en conjunto con la reference camera + void Update() + { + transform.position = Input.mousePosition + offset; + } + //tener en cuenta que es para la tabla periodica en caso de necesitar otro, hacer overrride private void ShowToolTip(string text) { background.gameObject.SetActive(true); @@ -28,17 +33,17 @@ private void ShowToolTip(string text) float paddingtextSize = 4f; Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + paddingtextSize * 2f, tooltipText.preferredHeight + paddingtextSize * 2f); background.sizeDelta = backgroundSize; - Vector3 offset = new Vector3(-200, 40, 0); - transform.position = btn.transform.position + offset;//del boton siempre un delta! + UIToolTipControl.flagTooltip = true;//le digo al controlador que se activa un tooltip DE LA TABLA! PERIODICA } + //tener en cuenta que es para la tabla periodica en caso de necesitar otro, hacer overrride private void HideToolTip() { background.gameObject.SetActive(false); uiElement.alpha = 0; + UIToolTipControl.flagTooltip = false;//le digo al controlador que se activa un tooltip DE LA TABLA! PERIODICA } - //a diferencia del tipo text, este recibe un texto DINAMICO para colocar en el tooltip public static void ShowToolTipstaticPointerEnter(string text, GameObject elem, EventTrigger trigger) { trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTip.cs.meta b/New Unity Project/Assets/Scripts/UI/UIToolTipMove.cs.meta similarity index 100% rename from New Unity Project/Assets/Scripts/UI/UIToolTip.cs.meta rename to New Unity Project/Assets/Scripts/UI/UIToolTipMove.cs.meta diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipCombine.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipStaticMove.cs similarity index 79% rename from New Unity Project/Assets/Scripts/UI/UIToolTipCombine.cs rename to New Unity Project/Assets/Scripts/UI/UIToolTipStaticMove.cs index 8b7ad06..acc65ce 100644 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipCombine.cs +++ b/New Unity Project/Assets/Scripts/UI/UIToolTipStaticMove.cs @@ -1,16 +1,13 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; +using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; -public class UIToolTipCombine : MonoBehaviour +public class UIToolTipStaticMove : MonoBehaviour { private Text tooltipText; public CanvasGroup uiElement; public RectTransform background; - public GameObject btn; - private static UIToolTipCombine instate; + private static UIToolTipStaticMove instate; private void Awake() { @@ -19,8 +16,7 @@ private void Awake() tooltipText = transform.Find("Text").GetComponent<Text>(); } - - private void ShowToolTip(string text) + private void ShowToolTip(string text, Vector3 offset, GameObject elem) { background.gameObject.SetActive(true); uiElement.alpha = 1; @@ -28,8 +24,7 @@ private void ShowToolTip(string text) float paddingtextSize = 4f; Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + paddingtextSize * 2f, tooltipText.preferredHeight + paddingtextSize * 2f); background.sizeDelta = backgroundSize; - Vector3 offset = new Vector3(25, 90, 0); - transform.position = btn.transform.position + offset;//del boton siempre un delta! + transform.position = elem.transform.position + offset;//del game object que aplicara el tooltip siempre un delta! } private void HideToolTip() @@ -38,13 +33,13 @@ private void HideToolTip() uiElement.alpha = 0; } - //a diferencia del tipo text, este recibe un texto DINAMICO para colocar en el tooltip - public static void ShowToolTipstaticPointerEnter(string text, GameObject elem, EventTrigger trigger) + //a diferencia del tipo statico, este recibe un offset que sirve para calcular del punto del go de referncia donde coloca el tooltip + public static void ShowToolTipstaticPointerEnter(string text, Vector3 offset, GameObject elem, EventTrigger trigger) { trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; EventTrigger.Entry entry = new EventTrigger.Entry(); entry.eventID = EventTriggerType.PointerEnter; - entry.callback.AddListener((eventData) => { instate.ShowToolTip(text); }); + entry.callback.AddListener((eventData) => { instate.ShowToolTip(text, offset, elem); }); trigger.triggers.Add(entry); } diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipStaticMove.cs.meta b/New Unity Project/Assets/Scripts/UI/UIToolTipStaticMove.cs.meta new file mode 100644 index 0000000..43d8a9b --- /dev/null +++ b/New Unity Project/Assets/Scripts/UI/UIToolTipStaticMove.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f2150d1d155e1c43a5f85561b644644 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipText.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipText.cs deleted file mode 100644 index 7d45d81..0000000 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipText.cs +++ /dev/null @@ -1,64 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; - -public class UIToolTipText : MonoBehaviour -{ - private Text tooltipText; - public CanvasGroup uiElement; - private static UIToolTipText instate; - - private void Awake() - { - instate = this; - tooltipText = transform.Find("Text").GetComponent<Text>(); - } - - //Callback function delegada que ejecutara el trigger event - private void ShowTextToolTip() - { - gameObject.SetActive(true); - uiElement.alpha = 1; - tooltipText.text = "Click Izquierdo: Agregar Átomo \n\n"; - tooltipText.text = tooltipText.text + "Click Derecho: Informacion del Átomo"; - UIToolTipControl.flagTooltip = true;//le digo al controlador que se activa un tooltip - } - - //Callback function delegada que ejecutara el trigger event - private void ExitTextToolTip() - { - gameObject.SetActive(false); - uiElement.alpha = 0; - UIToolTipControl.flagTooltip = false;//le digo al controlador que se activa un tooltip - } - - - public static void ShowToolTipstaticPointerEnter(Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerEnter; - entry.callback.AddListener((eventData) => { instate.ShowTextToolTip(); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerExit(Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerExit; - entry.callback.AddListener((eventData) => { instate.ExitTextToolTip(); }); - trigger.triggers.Add(entry); - } - - public static void HideToolTipstaticPointerClick(Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerClick; - entry.callback.AddListener((eventData) => { instate.ExitTextToolTip(); }); - trigger.triggers.Add(entry); - } -} diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipText.cs.meta b/New Unity Project/Assets/Scripts/UI/UIToolTipText.cs.meta deleted file mode 100644 index b61c428..0000000 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipText.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2a640cdb0d7ca0d46bd75748c4bb1fad -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/New Unity Project/Assets/Scripts/UI/UIToolTipTper.cs b/New Unity Project/Assets/Scripts/UI/UIToolTipTper.cs deleted file mode 100644 index 4e505b4..0000000 --- a/New Unity Project/Assets/Scripts/UI/UIToolTipTper.cs +++ /dev/null @@ -1,68 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; -using UnityEngine.EventSystems; - -public class UIToolTipTper : MonoBehaviour -{ - private Text tooltipText; - public CanvasGroup uiElement; - public RectTransform background; - public Button btn; - private static UIToolTipTper instate; - - private void Awake() - { - instate = this; - background = transform.Find("BackGround").GetComponent<RectTransform>(); - tooltipText = transform.Find("Text").GetComponent<Text>(); - } - - - private void ShowToolTip(string text) - { - background.gameObject.SetActive(true); - uiElement.alpha = 1; - tooltipText.text = text; - float paddingtextSize = 4f; - Vector2 backgroundSize = new Vector2(tooltipText.preferredWidth + paddingtextSize * 2f, tooltipText.preferredHeight + paddingtextSize * 2f); - background.sizeDelta = backgroundSize; - Vector3 offset = new Vector3(50, -15, 0); - transform.position = btn.transform.position + offset;//del boton siempre un delta! - } - - private void HideToolTip() - { - background.gameObject.SetActive(false); - uiElement.alpha = 0; - } - - //a diferencia del tipo text, este recibe un texto DINAMICO para colocar en el tooltip - public static void ShowToolTipstaticPointerEnter(string text, Button elem, EventTrigger trigger) - { - trigger = elem.gameObject.AddComponent<EventTrigger>() as EventTrigger; - EventTrigger.Entry entry = new EventTrigger.Entry(); - entry.eventID = EventTriggerType.PointerEnter; - entry.callback.AddListener((eventData) => { instate.ShowToolTip(text); }); - trigger.triggers.Add(entry); - 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serializedVersion: 2 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + vertices: [] + indices: + edges: [] + weights: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/Assets/save.json b/New Unity Project/Assets/save.json new file mode 100644 index 0000000..f67d302 --- /dev/null +++ b/New Unity Project/Assets/save.json @@ -0,0 +1 @@ +{"atoms":[],"molecules":[],"materials":[{"materialId":4,"position":0,"name":"Cobre","modelFile":"Copper"},{"materialId":4,"position":1,"name":"Cobre","modelFile":"Copper"}]} \ No newline at end of file diff --git a/New Unity Project/Assets/save.json.meta b/New Unity Project/Assets/save.json.meta new file mode 100644 index 0000000..3928013 --- /dev/null +++ b/New Unity Project/Assets/save.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 791bd925d9cd77d4381803944fc67c8e +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/New Unity Project/ProjectSettings/ProjectSettings.asset b/New Unity Project/ProjectSettings/ProjectSettings.asset index 5eb5080..5e8b252 100644 --- a/New Unity Project/ProjectSettings/ProjectSettings.asset +++ b/New Unity Project/ProjectSettings/ProjectSettings.asset @@ -16,13 +16,13 @@ PlayerSettings: productName: SIAMM defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} - m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} + m_SplashScreenBackgroundColor: {r: 0.8584906, g: 0.8544411, b: 0.8544411, a: 1} m_ShowUnitySplashScreen: 1 m_ShowUnitySplashLogo: 1 m_SplashScreenOverlayOpacity: 1 - m_SplashScreenAnimation: 1 - m_SplashScreenLogoStyle: 1 - m_SplashScreenDrawMode: 0 + m_SplashScreenAnimation: 2 + m_SplashScreenLogoStyle: 0 + m_SplashScreenDrawMode: 1 m_SplashScreenBackgroundAnimationZoom: 1 m_SplashScreenLogoAnimationZoom: 1 m_SplashScreenBackgroundLandscapeAspect: 1 @@ -39,7 +39,11 @@ PlayerSettings: y: 0 width: 1 height: 1 - m_SplashScreenLogos: [] + m_SplashScreenLogos: + - logo: {fileID: 21300000, guid: 34070117f29657849afad8607e963ad9, type: 3} + duration: 7 + - logo: {fileID: 10404, guid: 0000000000000000e000000000000000, type: 0} + duration: 2.5 m_VirtualRealitySplashScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 1024 @@ -118,7 +122,7 @@ PlayerSettings: 16:10: 1 16:9: 1 Others: 1 - 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m_BuildTarget: + m_Icons: + - serializedVersion: 2 + m_Icon: {fileID: 2800000, guid: be9ba14812b872c4e8145a21942277ca, type: 3} + m_Width: 128 + m_Height: 128 + m_Kind: 0 m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: - m_BuildTarget: Standalone