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using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class SimulationManager : MonoBehaviour
{
[Header("Checkpoint (debug)")]
[SerializeField] private bool startInDebugMode = false;
[SerializeField] private int _maxCheckpoints;
[SerializeField] private int _currentCheckpointIndex;
private GameObject _currentCheckpoint;
[SerializeField] private TMP_Text _checkpointText;
private List<GameObject> _debugGOs;
[Header("AR Object Transform (debug)")]
[SerializeField] private GameObject _simulationObject;
[Header("Position")]
[SerializeField] private TMP_InputField _positionXInputField;
[SerializeField] private TMP_InputField _positionYInputField;
[SerializeField] private TMP_InputField _positionZInputField;
[Header("Rotation")]
[SerializeField] private TMP_InputField _rotationXInputField;
[SerializeField] private TMP_InputField _rotationYInputField;
[SerializeField] private TMP_InputField _rotationZInputField;
[Header("Scale")]
[SerializeField] private TMP_InputField _scaleXInputField;
[SerializeField] private TMP_InputField _scaleYInputField;
[SerializeField] private TMP_InputField _scaleZInputField;
[SerializeField] private Button _button;
private Vector3 _initialPosition;
private Quaternion _initialRotation;
private Vector3 _initialScale;
// Start is called before the first frame update
void Start()
{
_currentCheckpointIndex = 0;
GetFinalTransformValues();
// Store the initial transform values
_initialPosition = _simulationObject.transform.position;
_initialRotation = _simulationObject.transform.rotation;
_initialScale = _simulationObject.transform.localScale;
// Attach button click listener
_button.onClick.AddListener(OnButtonClick);
if (!startInDebugMode) ToggleDebugMode();
}
public void PreviousCheckpoint()
{
if (_currentCheckpointIndex > 0)
{
_currentCheckpointIndex--;
UpdateCheckpointUI();
}
}
public void NextCheckpoint()
{
if (_currentCheckpointIndex < _maxCheckpoints - 1)
{
_currentCheckpointIndex++;
UpdateCheckpointUI();
}
}
public void GetFinalTransformValues()
{
_positionXInputField.text = _simulationObject.transform.position.x.ToString();
_positionYInputField.text = _simulationObject.transform.position.y.ToString();
_positionZInputField.text = _simulationObject.transform.position.z.ToString();
_rotationXInputField.text = _simulationObject.transform.rotation.eulerAngles.x.ToString();
_rotationYInputField.text = _simulationObject.transform.rotation.eulerAngles.y.ToString();
_rotationZInputField.text = _simulationObject.transform.rotation.eulerAngles.z.ToString();
_scaleXInputField.text = _simulationObject.transform.localScale.x.ToString();
_scaleYInputField.text = _simulationObject.transform.localScale.y.ToString();
_scaleZInputField.text = _simulationObject.transform.localScale.z.ToString();
}
private void UpdateCheckpointUI()
{
_checkpointText.text = "Checkpoint " + (_currentCheckpointIndex + 1);
}
private void OnButtonClick()
{
OnPositionValueChanged(_positionXInputField.text, _positionYInputField.text, _positionZInputField.text);
OnRotationValueChanged(_rotationXInputField.text, _rotationYInputField.text, _rotationZInputField.text);
OnScaleValueChanged(_scaleXInputField.text, _scaleYInputField.text, _scaleZInputField.text);
GetFinalTransformValues();
}
private void OnPositionValueChanged(string xValue, string yValue, string zValue)
{
if (float.TryParse(xValue, out float positionX) && float.TryParse(yValue, out float positionY) && float.TryParse(zValue, out float positionZ))
{
Debug.Log("Adding position: " + positionX + " " + positionY + " " + positionZ);
Vector3 newPosition = _simulationObject.transform.localPosition;
newPosition.x += positionX;
newPosition.y += positionY;
newPosition.z += positionZ;
_simulationObject.transform.position = newPosition;
}
}
private void OnRotationValueChanged(string xValue, string yValue, string zValue)
{
if (float.TryParse(xValue, out float rotationX) && float.TryParse(yValue, out float rotationY) && float.TryParse(zValue, out float rotationZ))
{
Debug.Log("Adding rotation: " + rotationX + " " + rotationY + " " + rotationZ);
Quaternion newRotation = _simulationObject.transform.localRotation;
newRotation.eulerAngles += new Vector3(rotationX, rotationY, rotationZ);
_simulationObject.transform.rotation = newRotation;
}
}
private void OnScaleValueChanged(string xValue, string yValue, string zValue)
{
if (float.TryParse(xValue, out float scaleX) && float.TryParse(yValue, out float scaleY) && float.TryParse(zValue, out float scaleZ))
{
Debug.Log("Adding scale: " + scaleX + " " + scaleY + " " + scaleZ);
Vector3 newScale = _simulationObject.transform.localScale;
newScale.x += scaleX;
newScale.y += scaleY;
newScale.z += scaleZ;
_simulationObject.transform.localScale = newScale;
}
}
public void ToggleDebugMode()
{
if (_debugGOs == null)
{
_debugGOs = new List<GameObject>();
foreach (GameObject go in GameObject.FindGameObjectsWithTag("Debug"))
{
_debugGOs.Add(go);
go.SetActive(!go.activeSelf);
Debug.Log($"Debug: {go.name}");
}
}
else
{
foreach (GameObject go in _debugGOs)
{
go.SetActive(!go.activeSelf);
Debug.Log($"Debug: {go.name}");
}
}
}
}