diff --git a/.github/workflows/doc.yml b/.github/workflows/doc.yml index dd04666a..0ef96ad4 100644 --- a/.github/workflows/doc.yml +++ b/.github/workflows/doc.yml @@ -19,6 +19,15 @@ jobs: #run: choco install -y docfx run: dotnet tool install -g docfx + - name: plantuml + id: plantuml + uses: grassedge/generate-plantuml-action@v1.5 + with: + path: . + message: "Render PlantUML files" + env: + GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} + - name: Build run: docfx DocFX/docfx.json diff --git a/.gitignore b/.gitignore index 3d6703b4..c8810a45 100644 --- a/.gitignore +++ b/.gitignore @@ -68,3 +68,6 @@ UserSettings/ #Sattelite packages unrelated to the Unity e.g. DocFx app Packages/docfx.* + +#Docfx build directory +docs/ \ No newline at end of file diff --git a/Assets/Resources/Prefabs/Modules/BaseGameNetModule.prefab b/Assets/Resources/Prefabs/Modules/BaseGameNetModule.prefab index aed3fb51..c03d013d 100644 --- a/Assets/Resources/Prefabs/Modules/BaseGameNetModule.prefab +++ b/Assets/Resources/Prefabs/Modules/BaseGameNetModule.prefab @@ -112,7 +112,7 @@ MonoBehaviour: m_OnCullStateChanged: m_PersistentCalls: m_Calls: [] - 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m_Enabled: 1 - m_EditorHideFlags: 0 - m_Script: {fileID: 11500000, guid: d5a57f767e5e46a458fc5d3c628d0cbb, type: 3} - m_Name: - m_EditorClassIdentifier: - GlobalObjectIdHash: 951099334 - AlwaysReplicateAsRoot: 0 - DontDestroyWithOwner: 0 - AutoObjectParentSync: 1 diff --git a/Assets/Resources/Prefabs/Modules/EmptyNetworkObject.prefab.meta b/Assets/Resources/Prefabs/Modules/EmptyNetworkObject.prefab.meta deleted file mode 100644 index 146cc94c..00000000 --- a/Assets/Resources/Prefabs/Modules/EmptyNetworkObject.prefab.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 13afb758b6eee1340a1140b27a95e099 -PrefabImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Prefabs/Modules/IOModules/HttpServerFbaModule.prefab b/Assets/Resources/Prefabs/Modules/IOModules/HttpServerFbaModule.prefab index ff814eaa..9e550d8b 100644 --- a/Assets/Resources/Prefabs/Modules/IOModules/HttpServerFbaModule.prefab +++ b/Assets/Resources/Prefabs/Modules/IOModules/HttpServerFbaModule.prefab @@ -206,7 +206,8 @@ MonoBehaviour: m_Mode: 2 m_Arguments: m_ObjectArgument: {fileID: 11400000, guid: 40be8598b84041740857dea79e9570ec, type: 2} - 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Override: 0 Prefab: {fileID: 747793240316498542, guid: 13afb758b6eee1340a1140b27a95e099, type: 3} diff --git a/Assets/Scripts/Demo/DemoManager.cs b/Assets/Scripts/Demo/DemoManager.cs index aec43bbe..32ab324b 100644 --- a/Assets/Scripts/Demo/DemoManager.cs +++ b/Assets/Scripts/Demo/DemoManager.cs @@ -13,211 +13,213 @@ using ECellDive.PlayerComponents; using ECellDive.SceneManagement; using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - public class DemoManager : MonoBehaviour - { - [Header("References to actions")] - [Tooltip("The action map will be globally disabled on initialization" + - "and enabled on quit.")] - public InputActionAsset refInputActionAsset; - public InputActionReference refLeftSelect; - public InputActionReference refLeftGrab; - public InputActionReference refLeftOpenObjectMenu; - public InputActionReference refRightTeleportation; - - - [Tooltip("The action map will be globally disabled on initialization" + - "and enabled on quit.")] - public LeftRightData refInputSwitchMode; - - - [Header("References to CyJsonModules")] - public CyJsonModule cyJsonModule; - public TextAsset cyJsonGraphData; - public ColorDataSerializer cyJsonColorData; - public FluxDataSerializer cyJsonFluxData; - - [Header("References to UI")] - public GameObject shortDemoUiPanel; - - public UnityEvent initialization; - public UnityEvent quit; - - private bool previousStateEOC; - private bool previousStateIOC; - - private void Start() - { - Initialization(); - } - - public void Initialization() - { - initialization.Invoke(); - - //Disable the General GUI - previousStateEOC = StaticReferencer.Instance.refExternalObjectContainer.activeSelf; - previousStateIOC = StaticReferencer.Instance.refExternalObjectContainer.activeSelf; - StaticReferencer.Instance.refExternalObjectContainer.SetActive(false); - StaticReferencer.Instance.refInternalObjectContainer.SetActive(false); - - //Attach/pin the local gui to the player - shortDemoUiPanel.transform.SetParent(FindObjectOfType().transform); - shortDemoUiPanel.transform.localPosition = new Vector3(-1f, 0.8f, 1.5f); - shortDemoUiPanel.GetComponent().LookAt(); - - //Disable the RayBased Action Map - refInputActionAsset.FindActionMap("Ray_Based_Controls_LH").Disable(); - refInputActionAsset.FindActionMap("Ray_Based_Controls_RH").Disable(); - - //Disable the Movement Action Map - refInputActionAsset.FindActionMap("Movement_LH").Disable(); - refInputActionAsset.FindActionMap("Movement_RH").Disable(); - - //Disable the Groups Action Map - refInputActionAsset.FindActionMap("Group_Controls_LH").Disable(); - refInputActionAsset.FindActionMap("Group_Controls_RH").Disable(); - - //Disable the capacity to switch input action modes - refInputSwitchMode.left.action.Disable(); - refInputSwitchMode.right.action.Disable(); - - //Remove the automatic activation of action map whenever the - //input switch mode action will be triggered in the future. - //That way, we keep full control over progressive activation - //of input actions during this tutorial. - StaticReferencer.Instance.inputModeManager.UnsubscribeActionMapsSwitch(); - - //Force the Ray-based controls for the left controller and the movement - //controls for the right controller. This only impacts the visuals this - //we unsubscribed the Action Map Switch above. - StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(0); - StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(1); - - //Allow user to click on UI Buttons with the left controller. - refLeftSelect.action.Enable(); - //Allow user to grab objects (the UI menu) with the left controller. - refLeftGrab.action.Enable(); - //Allow user to open/close the object menu with the left controller. - refLeftOpenObjectMenu.action.Enable(); - //Allow user to teleport with right controller - refRightTeleportation.action.Enable(); - - //Hide every InfoTags... - foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) - { - _tag.SetActive(false); - } - - //... but still show the InfoTags of the front trigger. - StaticReferencer.Instance.refInfoTags[4].SetActive(true);//Left Front Trigger - StaticReferencer.Instance.refInfoTags[5].SetActive(true);//Left Grab Trigger - StaticReferencer.Instance.refInfoTags[1].SetActive(true);//X Button - StaticReferencer.Instance.refInfoTags[9].SetActive(true);//Right Front Trigger - - GenerateDemoGraph(); - } - - public void GenerateDemoGraph() - { - JObject graphData = JObject.Parse(cyJsonGraphData.text); - //Loading the file - CyJsonPathway pathway = CyJsonPathwayLoader.Initiate(graphData, - cyJsonGraphData.name); - - //Instantiating relevant data structures to store the information about - //the layers, nodes and edges. - CyJsonPathwayLoader.Populate(pathway); - //CyJsonModulesData.AddData(pathway); - - cyJsonModule.SetNetworkData(pathway); - cyJsonModule.isReadyForGeneration.Value = true; - cyJsonModule.TryDiveIn(); - } - - - public void Quit() - { - //Resubscribe the Action map switch within the InputModeManager - //in order to restore default behaviour: when the user presses - //the button binded to switching controls input actions, the - //corresponding action maps are also automatically switched - //on or off entirely and not just the actions we added to the - //"learnedXXXActions" lists declared in this script. - StaticReferencer.Instance.inputModeManager.SubscribeActionMapsSwitch(); - - //Re-enable the capacity to switch input action modes - refInputSwitchMode.left.action.Enable(); - refInputSwitchMode.right.action.Enable(); - - //Force the Ray-based controls for both controllers. This will - //impact the visuals and the actions since we subscribed back to - //the Action Map Switch above. Using the value -1 makes sure that - //we get back to 0 with a change of value which will call the event - //.OnValueChanged for leftControllerModeID and right ControllerModeID - //in the InputModeManager.cs. - StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(-1); - StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(-1); - - //Force back activation of every InfoTags - foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) - { - _tag.SetActive(true); - } - - //Since we pinned the UiPanel to the Player, we need to destroy manually on Quit - Destroy(shortDemoUiPanel); - - //Change scenes back to the initial one. - FindObjectOfType().ResurfaceServerRpc(NetworkManager.Singleton.LocalClientId); - - //Revert the active state of the UI and modules that may have been imported. - StaticReferencer.Instance.refExternalObjectContainer.SetActive(previousStateEOC); - StaticReferencer.Instance.refInternalObjectContainer.SetActive(previousStateIOC); - - quit.Invoke(); - } - - public void ResetNetwork() - { - IColorHighlightableNet cHN; - foreach (ColorData _cd in cyJsonColorData.data) - { - cHN = cyJsonModule.DataID_to_DataGO[_cd.targetGoID].GetComponent(); - cHN.defaultColor = Color.white; - cHN.ApplyColor(Color.white); - } - - EdgeGO edgeGO; - foreach (FluxData _fd in cyJsonFluxData.data) - { - edgeGO = cyJsonModule.DataID_to_DataGO[_fd.targetGoID].GetComponent(); - edgeGO.SetFlux(0f, 0f); - } - } - - public void ShowGroups() - { - IColorHighlightableNet cHN; - foreach (ColorData _cd in cyJsonColorData.data) - { - cHN = cyJsonModule.DataID_to_DataGO[_cd.targetGoID].GetComponent(); - cHN.defaultColor = _cd.color; - cHN.ApplyColor(_cd.color); - } - } - - public void ShowFBA() - { - EdgeGO edgeGO; - foreach (FluxData _fd in cyJsonFluxData.data) - { - edgeGO = cyJsonModule.DataID_to_DataGO[_fd.targetGoID].GetComponent(); - edgeGO.SetFlux(_fd.fluxLevel, _fd.fluxLevelClamped); - } - } - } + public class DemoManager : MonoBehaviour + { + [Header("References to actions")] + [Tooltip("The action map will be globally disabled on initialization" + + "and enabled on quit.")] + public InputActionAsset refInputActionAsset; + public InputActionReference refLeftSelect; + public InputActionReference refLeftGrab; + public InputActionReference refLeftOpenObjectMenu; + public InputActionReference refRightTeleportation; + + + [Tooltip("The action map will be globally disabled on initialization" + + "and enabled on quit.")] + public LeftRightData refInputSwitchMode; + + + [Header("References to CyJsonModules")] + public CyJsonModule cyJsonModule; + public TextAsset cyJsonGraphData; + public ColorDataSerializer cyJsonColorData; + public FluxDataSerializer cyJsonFluxData; + + [Header("References to UI")] + public GameObject shortDemoUiPanel; + + public UnityEvent initialization; + public UnityEvent quit; + + private bool previousStateEOC; + private bool previousStateIOC; + + private void Start() + { + Initialization(); + } + + public void Initialization() + { + initialization.Invoke(); + + //Disable the General GUI + previousStateEOC = StaticReferencer.Instance.refExternalObjectContainer.activeSelf; + previousStateIOC = StaticReferencer.Instance.refExternalObjectContainer.activeSelf; + StaticReferencer.Instance.refExternalObjectContainer.SetActive(false); + StaticReferencer.Instance.refInternalObjectContainer.SetActive(false); + + //Attach/pin the local gui to the player + shortDemoUiPanel.transform.SetParent(FindObjectOfType().transform); + shortDemoUiPanel.transform.localPosition = new Vector3(-1f, 0.8f, 1.5f); + shortDemoUiPanel.GetComponent().LookAt(); + + //Disable the RayBased Action Map + refInputActionAsset.FindActionMap("Ray_Based_Controls_LH").Disable(); + refInputActionAsset.FindActionMap("Ray_Based_Controls_RH").Disable(); + + //Disable the Movement Action Map + refInputActionAsset.FindActionMap("Movement_LH").Disable(); + refInputActionAsset.FindActionMap("Movement_RH").Disable(); + + //Disable the Groups Action Map + refInputActionAsset.FindActionMap("Group_Controls_LH").Disable(); + refInputActionAsset.FindActionMap("Group_Controls_RH").Disable(); + + //Disable the capacity to switch input action modes + refInputSwitchMode.left.action.Disable(); + refInputSwitchMode.right.action.Disable(); + + //Remove the automatic activation of action map whenever the + //input switch mode action will be triggered in the future. + //That way, we keep full control over progressive activation + //of input actions during this tutorial. + StaticReferencer.Instance.inputModeManager.UnsubscribeActionMapsSwitch(); + + //Force the Ray-based controls for the left controller and the movement + //controls for the right controller. This only impacts the visuals this + //we unsubscribed the Action Map Switch above. + StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(0); + StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(1); + + //Allow user to click on UI Buttons with the left controller. + refLeftSelect.action.Enable(); + //Allow user to grab objects (the UI menu) with the left controller. + refLeftGrab.action.Enable(); + //Allow user to open/close the object menu with the left controller. + refLeftOpenObjectMenu.action.Enable(); + //Allow user to teleport with right controller + refRightTeleportation.action.Enable(); + + //Hide every InfoTags... + foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) + { + _tag.SetActive(false); + } + + //... but still show the InfoTags of the front trigger. + StaticReferencer.Instance.refInfoTags[4].SetActive(true);//Left Front Trigger + StaticReferencer.Instance.refInfoTags[5].SetActive(true);//Left Grab Trigger + StaticReferencer.Instance.refInfoTags[1].SetActive(true);//X Button + StaticReferencer.Instance.refInfoTags[9].SetActive(true);//Right Front Trigger + + GenerateDemoGraph(); + } + + public void GenerateDemoGraph() + { + JObject graphData = JObject.Parse(cyJsonGraphData.text); + //Loading the file + CyJsonPathway pathway = CyJsonPathwayLoader.Initiate(graphData, + cyJsonGraphData.name); + + //Instantiating relevant data structures to store the information about + //the layers, nodes and edges. + CyJsonPathwayLoader.Populate(pathway); + //CyJsonModulesData.AddData(pathway); + + cyJsonModule.SetNetworkData(pathway); + cyJsonModule.isReadyForGeneration.Value = true; + cyJsonModule.TryDiveIn(); + } + + + public void Quit() + { + //Resubscribe the Action map switch within the InputModeManager + //in order to restore default behaviour: when the user presses + //the button binded to switching controls input actions, the + //corresponding action maps are also automatically switched + //on or off entirely and not just the actions we added to the + //"learnedXXXActions" lists declared in this script. + StaticReferencer.Instance.inputModeManager.SubscribeActionMapsSwitch(); + + //Re-enable the capacity to switch input action modes + refInputSwitchMode.left.action.Enable(); + refInputSwitchMode.right.action.Enable(); + + //Force the Ray-based controls for both controllers. This will + //impact the visuals and the actions since we subscribed back to + //the Action Map Switch above. Using the value -1 makes sure that + //we get back to 0 with a change of value which will call the event + //.OnValueChanged for leftControllerModeID and right ControllerModeID + //in the InputModeManager.cs. + StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(-1); + StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(-1); + + //Force back activation of every InfoTags + foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) + { + _tag.SetActive(true); + } + + //Since we pinned the UiPanel to the Player, we need to destroy manually on Quit + Destroy(shortDemoUiPanel); + + //Change scenes back to the initial one. + FindObjectOfType().ResurfaceServerRpc(NetworkManager.Singleton.LocalClientId); + + //Revert the active state of the UI and modules that may have been imported. + StaticReferencer.Instance.refExternalObjectContainer.SetActive(previousStateEOC); + StaticReferencer.Instance.refInternalObjectContainer.SetActive(previousStateIOC); + + quit.Invoke(); + } + + public void ResetNetwork() + { + IColorHighlightableNet cHN; + foreach (ColorData _cd in cyJsonColorData.data) + { + cHN = cyJsonModule.DataID_to_DataGO[_cd.targetGoID].GetComponent(); + cHN.defaultColor = Color.white; + cHN.ApplyColor(Color.white); + } + + EdgeGO edgeGO; + foreach (FluxData _fd in cyJsonFluxData.data) + { + edgeGO = cyJsonModule.DataID_to_DataGO[_fd.targetGoID].GetComponent(); + edgeGO.SetFlux(0f, 0f); + } + } + + public void ShowGroups() + { + IColorHighlightableNet cHN; + foreach (ColorData _cd in cyJsonColorData.data) + { + cHN = cyJsonModule.DataID_to_DataGO[_cd.targetGoID].GetComponent(); + cHN.defaultColor = _cd.color; + cHN.ApplyColor(_cd.color); + } + } + + public void ShowFBA() + { + EdgeGO edgeGO; + foreach (FluxData _fd in cyJsonFluxData.data) + { + edgeGO = cyJsonModule.DataID_to_DataGO[_fd.targetGoID].GetComponent(); + edgeGO.SetFlux(_fd.fluxLevel, _fd.fluxLevelClamped); + } + } + } } diff --git a/Assets/Scripts/Development/ATServerInterface.cs b/Assets/Scripts/Development/ATServerInterface.cs index 97cadb41..4e67b8b1 100644 --- a/Assets/Scripts/Development/ATServerInterface.cs +++ b/Assets/Scripts/Development/ATServerInterface.cs @@ -4,7 +4,7 @@ using Newtonsoft.Json.Linq; using UnityEngine; using UnityEngine.Networking; -using ECellDive.Modules; +using ECellDive.Utility.Data.Network; namespace ECellDive.CustomEditors { diff --git a/Assets/Scripts/Development/GroupByCyJsGraphDev.cs b/Assets/Scripts/Development/GroupByCyJsGraphDev.cs index 66e816e8..ea167e93 100644 --- a/Assets/Scripts/Development/GroupByCyJsGraphDev.cs +++ b/Assets/Scripts/Development/GroupByCyJsGraphDev.cs @@ -8,231 +8,231 @@ using ECellDive.Modules; using ECellDive.Interfaces; using ECellDive.IO; -using ECellDive.UI; +using ECellDive.Utility.Data.UI; namespace ECellDive.CustomEditors { - /// - /// The class to import a CyJson file and generate the associated - /// graph from the editor ouside of runtime. - /// - public class GroupByCyJsGraphDev : MonoBehaviour - { - public CyJsonModule refCyJsonPathwayGO; - public string edgesGroupAttribute; - public string nodesGroupAttribute; - - public GroupData[] edgesGroups; - public GroupData[] nodesGroups; - - public void ApplyGroupColors(GroupData[] _groups) - { - foreach(GroupData _group in _groups) - { - foreach (IColorHighlightable _highlightable in _group.members) - { - _highlightable.defaultColor = _group.color; - _highlightable.ApplyColor(_group.color); - } - } - } - - public void CreateGroupEdges() - { - IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jEdges, edgesGroupAttribute); - if (groups == null) - { - Debug.LogError("Failed to group data by " + edgesGroupAttribute); - } - else - { - Debug.Log("Succesfully grouped data by " + edgesGroupAttribute + $". {groups.Count()} were found."); - int nbGroups = groups.Count(); - edgesGroups = new GroupData[nbGroups]; - for (int i = 0; i < nbGroups; i++) - { - int nbMembers = groups.ElementAt(i).Count(); - IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; - uint[] groupMemberIds = new uint[nbMembers]; - - Color grpColor = Random.ColorHSV(); - - //Retrieving group member ids - for (int j = 0; j < nbMembers; j++) - { - groupMemberIds[j] = groups.ElementAt(i).ElementAt(j)["data"]["id"].Value(); - groupMembers[j] = refCyJsonPathwayGO.DataID_to_DataGO[groupMemberIds[j]].GetComponent(); - groupMembers[j].defaultColor = grpColor; - groupMembers[j].ApplyColor(grpColor); - } - - //Adding group information - edgesGroups[i] = new GroupData - { - value = groups.ElementAt(i).Key, - color = grpColor, - members = groupMembers, - membersIds = groupMemberIds - }; - } - } - } - - public void CreateGroupNodes() - { - IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jNodes, nodesGroupAttribute); - if (groups == null) - { - Debug.LogError("Failed to group data by " + nodesGroupAttribute); - } - else - { - Debug.Log("Succesfully grouped data by " + nodesGroupAttribute + $". {groups.Count()} were found."); - int nbGroups = groups.Count(); - nodesGroups = new GroupData[nbGroups]; - for (int i = 0; i < nbGroups; i++) - { - int nbMembers = groups.ElementAt(i).Count(); - IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; - uint[] groupMemberIds = new uint[nbMembers]; - - Color grpColor = Random.ColorHSV(); - - //Retrieving group member ids - for (int j = 0; j < nbMembers; j++) - { - groupMemberIds[j] = groups.ElementAt(i).ElementAt(j)["data"]["id"].Value(); - groupMembers[j] = refCyJsonPathwayGO. - DataID_to_DataGO[groups.ElementAt(i).ElementAt(j)["data"]["id"].Value()]. - GetComponent(); - groupMembers[j].defaultColor = grpColor; - groupMembers[j].ApplyColor(grpColor); - } - - //Adding group information - nodesGroups[i] = new GroupData - { - value = groups.ElementAt(i).Key, - color = grpColor, - members = groupMembers, - membersIds = groupMemberIds - }; - } - } - } - - public void ReuseDefinedEdgeGroups() - { - IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jEdges, edgesGroupAttribute); - if (groups == null) - { - Debug.LogError("Failed to group data by " + edgesGroupAttribute); - } - else - { - Debug.Log("Succesfully grouped data by " + edgesGroupAttribute + $". {groups.Count()} were found."); - int nbGroups = groups.Count(); - for (int i = 0; i < nbGroups; i++) - { - int nbMembers = groups.ElementAt(i).Count(); - IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; - - //Retrieving group member ids - for (int j = 0; j < nbMembers; j++) - { - groupMembers[j] = refCyJsonPathwayGO. - DataID_to_DataGO[groups.ElementAt(i).ElementAt(j)["data"]["id"].Value()]. - GetComponent(); - groupMembers[j].defaultColor = edgesGroups[i].color; - groupMembers[j].ApplyColor(edgesGroups[i].color); - } - - //Adding group memebers information - edgesGroups[i].members = groupMembers; - } - } - } - - public void ReuseDefinedNodesGroups() - { - IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jNodes, nodesGroupAttribute); - if (groups == null) - { - Debug.LogError("Failed to group data by " + nodesGroupAttribute); - } - else - { - Debug.Log("Succesfully grouped data by " + nodesGroupAttribute + $". {groups.Count()} were found."); - int nbGroups = groups.Count(); - for (int i = 0; i < nbGroups; i++) - { - int nbMembers = groups.ElementAt(i).Count(); - IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; - - //Retrieving group member ids - for (int j = 0; j < nbMembers; j++) - { - groupMembers[j] = refCyJsonPathwayGO. - DataID_to_DataGO[groups.ElementAt(i).ElementAt(j)["data"]["id"].Value()]. - GetComponent(); - groupMembers[j].defaultColor = nodesGroups[i].color; - groupMembers[j].ApplyColor(nodesGroups[i].color); - } - - //Adding group memebers information - nodesGroups[i].members = groupMembers; - } - } - } - - public void SaveEdgesAndNodesColors() - { - ColorDataSerializer colorDataSerializer = ScriptableObject.CreateInstance(); - - int count = 0; - foreach (GroupData groupData in edgesGroups) - { - count += groupData.members.Length; - } - - foreach (GroupData groupData in nodesGroups) - { - count += groupData.members.Length; - } - - colorDataSerializer.data = new ColorData[count]; - - int offset = 0; - foreach (GroupData groupData in edgesGroups) - { - for (int i = 0; i < groupData.membersIds.Length; i++) - { - colorDataSerializer.data[offset + i] = new ColorData - { - color = groupData.color, - targetGoID = groupData.membersIds[i] - }; - } - offset += groupData.membersIds.Length; - } - - foreach (GroupData groupData in nodesGroups) - { - for (int i = 0; i < groupData.membersIds.Length; i++) - { - colorDataSerializer.data[offset + i] = new ColorData - { - color = groupData.color, - targetGoID = groupData.membersIds[i] - }; - } - offset += groupData.membersIds.Length; - } - - AssetDatabase.CreateAsset(colorDataSerializer, "Assets/Resources/Prefabs/Modules/Demo_iJO1366/" + refCyJsonPathwayGO.name + "_ColorData.asset"); - } - } + /// + /// The class to import a CyJson file and generate the associated + /// graph from the editor ouside of runtime. + /// + public class GroupByCyJsGraphDev : MonoBehaviour + { + public CyJsonModule refCyJsonPathwayGO; + public string edgesGroupAttribute; + public string nodesGroupAttribute; + + public GroupData[] edgesGroups; + public GroupData[] nodesGroups; + + public void ApplyGroupColors(GroupData[] _groups) + { + foreach(GroupData _group in _groups) + { + foreach (IColorHighlightable _highlightable in _group.members) + { + _highlightable.defaultColor = _group.color; + _highlightable.ApplyColor(_group.color); + } + } + } + + public void CreateGroupEdges() + { + IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jEdges, edgesGroupAttribute); + if (groups == null) + { + Debug.LogError("Failed to group data by " + edgesGroupAttribute); + } + else + { + Debug.Log("Succesfully grouped data by " + edgesGroupAttribute + $". {groups.Count()} were found."); + int nbGroups = groups.Count(); + edgesGroups = new GroupData[nbGroups]; + for (int i = 0; i < nbGroups; i++) + { + int nbMembers = groups.ElementAt(i).Count(); + IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; + uint[] groupMemberIds = new uint[nbMembers]; + + Color grpColor = Random.ColorHSV(); + + //Retrieving group member ids + for (int j = 0; j < nbMembers; j++) + { + groupMemberIds[j] = groups.ElementAt(i).ElementAt(j)["data"]["id"].Value(); + groupMembers[j] = refCyJsonPathwayGO.DataID_to_DataGO[groupMemberIds[j]].GetComponent(); + groupMembers[j].defaultColor = grpColor; + groupMembers[j].ApplyColor(grpColor); + } + + //Adding group information + edgesGroups[i] = new GroupData + { + value = groups.ElementAt(i).Key, + color = grpColor, + members = groupMembers, + membersIds = groupMemberIds + }; + } + } + } + + public void CreateGroupNodes() + { + IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jNodes, nodesGroupAttribute); + if (groups == null) + { + Debug.LogError("Failed to group data by " + nodesGroupAttribute); + } + else + { + Debug.Log("Succesfully grouped data by " + nodesGroupAttribute + $". {groups.Count()} were found."); + int nbGroups = groups.Count(); + nodesGroups = new GroupData[nbGroups]; + for (int i = 0; i < nbGroups; i++) + { + int nbMembers = groups.ElementAt(i).Count(); + IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; + uint[] groupMemberIds = new uint[nbMembers]; + + Color grpColor = Random.ColorHSV(); + + //Retrieving group member ids + for (int j = 0; j < nbMembers; j++) + { + groupMemberIds[j] = groups.ElementAt(i).ElementAt(j)["data"]["id"].Value(); + groupMembers[j] = refCyJsonPathwayGO. + DataID_to_DataGO[groups.ElementAt(i).ElementAt(j)["data"]["id"].Value()]. + GetComponent(); + groupMembers[j].defaultColor = grpColor; + groupMembers[j].ApplyColor(grpColor); + } + + //Adding group information + nodesGroups[i] = new GroupData + { + value = groups.ElementAt(i).Key, + color = grpColor, + members = groupMembers, + membersIds = groupMemberIds + }; + } + } + } + + public void ReuseDefinedEdgeGroups() + { + IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jEdges, edgesGroupAttribute); + if (groups == null) + { + Debug.LogError("Failed to group data by " + edgesGroupAttribute); + } + else + { + Debug.Log("Succesfully grouped data by " + edgesGroupAttribute + $". {groups.Count()} were found."); + int nbGroups = groups.Count(); + for (int i = 0; i < nbGroups; i++) + { + int nbMembers = groups.ElementAt(i).Count(); + IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; + + //Retrieving group member ids + for (int j = 0; j < nbMembers; j++) + { + groupMembers[j] = refCyJsonPathwayGO. + DataID_to_DataGO[groups.ElementAt(i).ElementAt(j)["data"]["id"].Value()]. + GetComponent(); + groupMembers[j].defaultColor = edgesGroups[i].color; + groupMembers[j].ApplyColor(edgesGroups[i].color); + } + + //Adding group memebers information + edgesGroups[i].members = groupMembers; + } + } + } + + public void ReuseDefinedNodesGroups() + { + IEnumerable> groups = CyJsonParser.GroupDataByKey(refCyJsonPathwayGO.graphData.jNodes, nodesGroupAttribute); + if (groups == null) + { + Debug.LogError("Failed to group data by " + nodesGroupAttribute); + } + else + { + Debug.Log("Succesfully grouped data by " + nodesGroupAttribute + $". {groups.Count()} were found."); + int nbGroups = groups.Count(); + for (int i = 0; i < nbGroups; i++) + { + int nbMembers = groups.ElementAt(i).Count(); + IColorHighlightable[] groupMembers = new IColorHighlightable[nbMembers]; + + //Retrieving group member ids + for (int j = 0; j < nbMembers; j++) + { + groupMembers[j] = refCyJsonPathwayGO. + DataID_to_DataGO[groups.ElementAt(i).ElementAt(j)["data"]["id"].Value()]. + GetComponent(); + groupMembers[j].defaultColor = nodesGroups[i].color; + groupMembers[j].ApplyColor(nodesGroups[i].color); + } + + //Adding group memebers information + nodesGroups[i].members = groupMembers; + } + } + } + + public void SaveEdgesAndNodesColors() + { + ColorDataSerializer colorDataSerializer = ScriptableObject.CreateInstance(); + + int count = 0; + foreach (GroupData groupData in edgesGroups) + { + count += groupData.members.Length; + } + + foreach (GroupData groupData in nodesGroups) + { + count += groupData.members.Length; + } + + colorDataSerializer.data = new ColorData[count]; + + int offset = 0; + foreach (GroupData groupData in edgesGroups) + { + for (int i = 0; i < groupData.membersIds.Length; i++) + { + colorDataSerializer.data[offset + i] = new ColorData + { + color = groupData.color, + targetGoID = groupData.membersIds[i] + }; + } + offset += groupData.membersIds.Length; + } + + foreach (GroupData groupData in nodesGroups) + { + for (int i = 0; i < groupData.membersIds.Length; i++) + { + colorDataSerializer.data[offset + i] = new ColorData + { + color = groupData.color, + targetGoID = groupData.membersIds[i] + }; + } + offset += groupData.membersIds.Length; + } + + AssetDatabase.CreateAsset(colorDataSerializer, "Assets/Resources/Prefabs/Modules/Demo_iJO1366/" + refCyJsonPathwayGO.name + "_ColorData.asset"); + } + } } #endif \ No newline at end of file diff --git a/Assets/Scripts/IO/CyJsonParser.cs b/Assets/Scripts/IO/CyJsonParser.cs index 039d28f8..470c63ef 100644 --- a/Assets/Scripts/IO/CyJsonParser.cs +++ b/Assets/Scripts/IO/CyJsonParser.cs @@ -1,166 +1,171 @@ -using System.IO; -using System.Collections; -using System.Linq; +using System.Linq; using System.Collections.Generic; -using Newtonsoft.Json; using Newtonsoft.Json.Linq; using UnityEngine; -namespace ECellDive +namespace ECellDive.IO { - namespace IO - { - public static class CyJsonParser - { - /// - /// Extract all the nodes as a JArray from the JObject representation - /// of the Cytoscape Json file. - /// - /// The JObject representation of a Json file - /// The nodes of the Cytoscape network as a JArray - public static JArray GetNodes(JObject _networkData) - { - return (JArray)_networkData["elements"]["nodes"]; - } - - /// - /// Extract all the edges as a JArray from the JObject representation - /// of the Cytoscape Json file. - /// - /// The JObject representation of the Cytoscape Json file - /// The edges of a Cytoscape network as a JArray - public static JArray GetEdges(JObject _networkData) - { - return (JArray)_networkData["elements"]["edges"]; - } - - /// - /// Extract and group the nodes according to their respective layers - /// - /// Nodes extracted from a Cytoscape network Json file. - /// An IEnumerable of the nodes information. All the nodes of a layer are - /// accessible at the corresponding index of the IEnumerable (layer1 at index 0, - /// layer2 at index 1, etc...). - //public static IEnumerable> GroupNodesByLayers(JArray _nodes) - //{ - // return from node in _nodes - // group node by node["data"]["LAYER_INDEX"].Value() into _nodes_per_layer - // orderby _nodes_per_layer.Key descending - // select _nodes_per_layer; - //} - - /// - /// Extract and group the edges according to their respective layers - /// - /// Edges extracted from a Cytoscape network Json file. - /// An IEnumerable of the edges information. All the edges of a layer are - /// accessible at the corresponding index of the IEnumerable (layer1 at index 0, - /// layer2 at index 1, etc...). - //public static IEnumerable> GroupEdgesByLayers(JArray _edges) - //{ - // return from edge in _edges.ToList() - // group edge by edge["data"]["LAYER_INDEX"].Value() into _edges_per_layer - // orderby _edges_per_layer.Key descending - // select _edges_per_layer; - //} - - /// - /// Extract and group the the json nodes according to a key - /// - /// A JArray containing json nodes. - /// The key to use in the "group by" procedure. - /// An IEnumerable of the nodes information. All the nodes are grouped - /// per their value of the key. - public static IEnumerable> GroupDataByKey(JArray _data, string _key) - { - IEnumerable validData = from data in _data.ToList() - where ((JObject)data["data"]).ContainsKey(_key) - select data; - //Debug.Log(validData.Count()); - //Debug.Log(validData.ElementAt(0)); - return from data in validData.ToList() - group data by data["data"][$"{_key}"].Value() into _data_per_key - orderby _data_per_key.Key descending - select _data_per_key; - } - - /// - /// Looks for either a "SUID" or "id" field - /// - public static int LookForID(JToken _jToken) - { - int id = -1; - JObject jObj = (JObject)_jToken; - - if (jObj.ContainsKey("SUID")) - { - id = jObj["data"]["SUID"].Value(); - } - else if (jObj.ContainsKey("id")) - { - Debug.Log($"id stored:{jObj["data"]["id"]}"); - - id = jObj["data"]["id"].Value(); - Debug.Log($"id extracted: {id}"); - } - - return id; - } - - /// - /// Looks for a "label" field in a "data" field in a _JToken. - /// - public static string LookForLabel(JToken _jToken) - { - string name = "No Label"; - JObject jObj = (JObject)_jToken; - if (jObj.ContainsKey("data")) - { - if (((JObject)jObj["data"]).ContainsKey("label")) - { - name = jObj["data"]["label"].Value(); - } - } - return name; - } - - /// - /// Looks for a "name" field in a "data" field in a _JToken. - /// - public static string LookForName(JToken _jToken) - { - string name = "No Name"; - JObject jObj = (JObject)_jToken; - if (jObj.ContainsKey("data")) - { - if (((JObject)jObj["data"]).ContainsKey("name")) - { - name = jObj["data"]["name"].Value(); - } - } - return name; - } - - public static Vector3 LookForNodePosition(JToken _node) - { - Vector3 nodePos = Vector3.zero; - JObject jObjNode = (JObject)_node; - - nodePos.x = jObjNode["position"]["x"].Value(); - nodePos.y = jObjNode["position"]["y"].Value(); - nodePos.z = 0f; - - return nodePos; - } - - public static bool LookForNodeType(JToken _node) - { - JObject jObjNode = (JObject)_node; - - return (jObjNode["data"]["node_type"].Value() == "midmarker" || - jObjNode["data"]["node_type"].Value() == "multimarker"); - } - } - } + /// + /// Static class containing methods to parse a Cytoscape Json file. + /// + public static class CyJsonParser + { + /// + /// Extract all the nodes as a JArray from the JObject representation + /// of the Cytoscape Json file. + /// + /// The JObject representation of a Json file + /// The nodes of the Cytoscape network as a JArray + public static JArray GetNodes(JObject _networkData) + { + return (JArray)_networkData["elements"]["nodes"]; + } + + /// + /// Extract all the edges as a JArray from the JObject representation + /// of the Cytoscape Json file. + /// + /// The JObject representation of the Cytoscape Json file + /// The edges of a Cytoscape network as a JArray + public static JArray GetEdges(JObject _networkData) + { + return (JArray)_networkData["elements"]["edges"]; + } + + /// + /// Extract and group the the json nodes according to a key + /// + /// A JArray containing json nodes. + /// The key to use in the "group by" procedure. + /// An IEnumerable of the nodes information. All the nodes are grouped + /// per their value of the key. + public static IEnumerable> GroupDataByKey(JArray _data, string _key) + { + IEnumerable validData = from data in _data.ToList() + where ((JObject)data["data"]).ContainsKey(_key) + select data; + //Debug.Log(validData.Count()); + //Debug.Log(validData.ElementAt(0)); + return from data in validData.ToList() + group data by data["data"][$"{_key}"].Value() into _data_per_key + orderby _data_per_key.Key descending + select _data_per_key; + } + + /// + /// Looks for either a "SUID" or "id" field + /// + /// + /// The JToken to look into. + /// + /// + /// The id of the node if it exists, -1 otherwise. + /// + public static int LookForID(JToken _jToken) + { + int id = -1; + JObject jObj = (JObject)_jToken; + + if (jObj.ContainsKey("SUID")) + { + id = jObj["data"]["SUID"].Value(); + } + else if (jObj.ContainsKey("id")) + { + Debug.Log($"id stored:{jObj["data"]["id"]}"); + + id = jObj["data"]["id"].Value(); + Debug.Log($"id extracted: {id}"); + } + + return id; + } + + /// + /// Looks for a "label" field in a "data" field in a _JToken. + /// + /// + /// The JToken to look into. + /// + /// + /// The label of the node if it exists, "No Label" otherwise. + /// + public static string LookForLabel(JToken _jToken) + { + string name = "No Label"; + JObject jObj = (JObject)_jToken; + if (jObj.ContainsKey("data")) + { + if (((JObject)jObj["data"]).ContainsKey("label")) + { + name = jObj["data"]["label"].Value(); + } + } + return name; + } + + /// + /// Looks for a "name" field in a "data" field in a _JToken. + /// + /// + /// The JToken to look into. + /// + /// + /// The name of the node if it exists, "No Name" otherwise. + /// + public static string LookForName(JToken _jToken) + { + string name = "No Name"; + JObject jObj = (JObject)_jToken; + if (jObj.ContainsKey("data")) + { + if (((JObject)jObj["data"]).ContainsKey("name")) + { + name = jObj["data"]["name"].Value(); + } + } + return name; + } + + /// + /// Looks for a "x" and "y" field in a "position" field in a _JToken. + /// + /// + /// The JToken to look into. + /// + /// + /// A Vector3 containing the x and y coordinates of the node. + /// The z coordinate is set to 0. + /// + public static Vector3 LookForNodePosition(JToken _node) + { + Vector3 nodePos = Vector3.zero; + JObject jObjNode = (JObject)_node; + + nodePos.x = jObjNode["position"]["x"].Value(); + nodePos.y = jObjNode["position"]["y"].Value(); + nodePos.z = 0f; + + return nodePos; + } + + /// + /// Checks if the "node_type" field in a "data" field in a _JToken + /// is equal to "midmarker" or "multimarker". + /// + /// + /// The JToken to look into. + /// + /// + /// True if the node is a midmarker or a multimarker, false otherwise. + /// + public static bool LookForNodeType(JToken _node) + { + JObject jObjNode = (JObject)_node; + + return (jObjNode["data"]["node_type"].Value() == "midmarker" || + jObjNode["data"]["node_type"].Value() == "multimarker"); + } + } } diff --git a/Assets/Scripts/IO/CyJsonPathwayLoader.cs b/Assets/Scripts/IO/CyJsonPathwayLoader.cs index 1942b2e9..a4286b01 100644 --- a/Assets/Scripts/IO/CyJsonPathwayLoader.cs +++ b/Assets/Scripts/IO/CyJsonPathwayLoader.cs @@ -1,60 +1,58 @@ using Newtonsoft.Json.Linq; -using UnityEngine; using ECellDive.GraphComponents; - -namespace ECellDive +namespace ECellDive.IO { - namespace IO + /// + /// Static class containing methods to load a Cytoscape Json file. + /// + public static class CyJsonPathwayLoader { - public static class CyJsonPathwayLoader + /// + /// Instantiate a data structure + /// from the Cystoscape network Json file. + /// + /// Path of the Cytoscape network Json file + /// Name of the Cytoscape network Json file + /// + public static CyJsonPathway Initiate(string _path, string _name) { - /// - /// Instantiate a data structure - /// from the Cystoscape network Json file. - /// - /// Path of the Cytoscape network Json file - /// Name of the Cytoscape network Json file - /// - public static CyJsonPathway Initiate(string _path, string _name) - { - return new CyJsonPathway(_path, _name); - } + return new CyJsonPathway(_path, _name); + } - /// - /// Instantiate a Network data structure from the content of a Cystoscape - /// network Json file. - /// - /// Content of the Cytoscape network Json file - /// serialized as a JObject - /// Name of the Cytoscape network Json file - /// - public static CyJsonPathway Initiate(JObject _CyJspathway, string _name) - { - return new CyJsonPathway(_CyJspathway, _name); - } + /// + /// Instantiate a Network data structure from the content of a Cystoscape + /// network Json file. + /// + /// Content of the Cytoscape network Json file + /// serialized as a JObject + /// Name of the Cytoscape network Json file + /// + public static CyJsonPathway Initiate(JObject _CyJspathway, string _name) + { + return new CyJsonPathway(_CyJspathway, _name); + } - /// - /// Parse the Cytoscape network Json file and fill in the info about the - /// layers, nodes and edges. - /// - /// The network object previously instantiated - /// for the Initiate function. - public static void Populate(CyJsonPathway _cyJsonPathway) - { - //Get raw nodes data from the cyjson file - _cyJsonPathway.SetNodes(); + /// + /// Parse the Cytoscape network Json file and fill in the info about the + /// layers, nodes and edges. + /// + /// The network object previously instantiated + /// for the Initiate function. + public static void Populate(CyJsonPathway _cyJsonPathway) + { + //Get raw nodes data from the cyjson file + _cyJsonPathway.SetNodes(); - //Get raw edges data from the cyjson file - _cyJsonPathway.SetEdges(); + //Get raw edges data from the cyjson file + _cyJsonPathway.SetEdges(); - //Organize edges and nodes information - _cyJsonPathway.PopulateNodes(); - _cyJsonPathway.PopulateEdges(); + //Organize edges and nodes information + _cyJsonPathway.PopulateNodes(); + _cyJsonPathway.PopulateEdges(); - //Maps the node-edge continuity - _cyJsonPathway.MapInOutEdgesIntoNodes(); - } + //Maps the node-edge continuity + _cyJsonPathway.MapInOutEdgesIntoNodes(); } } } diff --git a/Assets/Scripts/IO/HTTPServer.cs b/Assets/Scripts/IO/HTTPServer.cs deleted file mode 100644 index 81cbe859..00000000 --- a/Assets/Scripts/IO/HTTPServer.cs +++ /dev/null @@ -1,153 +0,0 @@ -using System.Linq; -using System.Collections; -using System.Collections.Generic; -using Newtonsoft.Json.Linq; -using UnityEngine; -using UnityEngine.Networking; -using ECellDive.Utility; -using ECellDive.Modules; - - -namespace ECellDive -{ - namespace IO - { - public class HTTPServer : MonoBehaviour - { - public ServerData serverData = new ServerData - { - port = "8000", - serverIP = "127.0.0.1" - }; - protected RequestData requestData = new RequestData - { - requestText = "", - requestJObject = new JObject(), - requestProcessed = true, - requestSuccess = true - }; - - /// - /// Simple API to add pages to the base server url. - /// - /// The name of successive pages. - /// The server address plus the concanated pages. - protected string AddPagesToURL(string[] _pages) - { - string url = "http://" + serverData.serverIP + ":" + serverData.port; - foreach (string _page in _pages) - { - url += "/" + _page; - } - return url; - } - - /// - /// Simple API to add queries to a base URL. - /// - /// The base URL. It typically already - /// contains the server address and the pages path. - /// The array storing the names - /// of the query to add. - /// The array storing the parameters - /// associated to each query. - /// The plus all concanated - /// queries. - /// and - /// must be of same size since there is a one to one relationship - /// in the elements stored at each index. - protected string AddQueriesToURL(string _baseURL, string[] _queryNames, string[] _queryContents) - { - string url = AddQueryToURL(_baseURL, _queryNames[0], _queryContents[0], true); - - if (_queryNames.Length > 1) - { - for (int i = 1; i<_queryNames.Length; i++) - { - url = AddQueryToURL(url, _queryNames[i], _queryContents[i]); - } - } - - return url; - } - - /// - /// Simple API to add one query to a base URL. - /// - /// he base URL. It typically already - /// contains the server address, the pages path and possibly - /// other queries. - /// The name of the query to add - /// The parameter to associate to - /// the query. - /// A boolean to indicate if this is the - /// first query being added to . - /// The plus the concanated - /// query. - protected string AddQueryToURL(string _baseURL, string _queryName, string _queryContent, bool _first = false) - { - return _first ? - _baseURL + "?" + _queryName + "=" + _queryContent : - _baseURL + "&" + _queryName + "=" + _queryContent; - } - - /// - /// Send a request to the server. - /// - /// The request uri. - /// - protected IEnumerator GetRequest(string uri) - { - requestData.requestProcessed = false; - requestData.requestSuccess = false; - using (UnityWebRequest webRequest = UnityWebRequest.Get(uri)) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Sending Request: " + uri); - // Request and wait for the desired page. - yield return webRequest.SendWebRequest(); - - string[] pages = uri.Split('/'); - int page = pages.Length - 1; - - switch (webRequest.result) - { - case UnityWebRequest.Result.ConnectionError: - LogSystem.AddMessage(LogMessageTypes.Errors, - pages[page] + ": Connection Error: " + webRequest.error); - break; - - case UnityWebRequest.Result.DataProcessingError: - Debug.LogError(pages[page] + ": Error: " + webRequest.error); - LogSystem.AddMessage(LogMessageTypes.Errors, - pages[page] + ": Error: " + webRequest.error); - break; - case UnityWebRequest.Result.ProtocolError: - Debug.LogError(pages[page] + ": HTTP Error: " + webRequest.error); - LogSystem.AddMessage(LogMessageTypes.Errors, - pages[page] + ": HTTP Error: " + webRequest.error); - break; - case UnityWebRequest.Result.Success: - Debug.Log(pages[page] + ":\nReceived: " + webRequest.downloadHandler.text); - LogSystem.AddMessage(LogMessageTypes.Trace, - pages[page] + ":\nReceived: " + webRequest.downloadHandler.text); - requestData.requestText = webRequest.downloadHandler.text; - requestData.requestSuccess = true; - break; - } - requestData.requestProcessed = true; - } - } - - /// - /// Typically used by the coroutines to wait until the - /// request sent to the servers has been processed. - /// - /// - protected bool isRequestProcessed() - { - return requestData.requestProcessed; - } - } - } -} diff --git a/Assets/Scripts/IO/JsonImporter.cs b/Assets/Scripts/IO/JsonImporter.cs index 3c6f3fad..28ae8cc8 100644 --- a/Assets/Scripts/IO/JsonImporter.cs +++ b/Assets/Scripts/IO/JsonImporter.cs @@ -2,28 +2,28 @@ using Newtonsoft.Json; using Newtonsoft.Json.Linq; -namespace ECellDive +namespace ECellDive.IO { - namespace IO + /// + /// Static class containing methods to import Json files. + /// + public static class JsonImporter { - public static class JsonImporter + /// + /// Uses Newtonsoft JSon.Net to deserialize a Json file. + /// + /// Path to the Json file + /// Name of the Json file + /// The content of the Json file as a JObject. + public static JObject OpenFile(string _path, string _name) { - /// - /// Uses Newtonsoft JSon.Net to deserialize a Json file. - /// - /// Path to the Json file - /// Name of the Json file - /// The content of the Json file as a JObject. - public static JObject OpenFile(string _path, string _name) - { - StreamReader streamReader = File.OpenText(_path + "/" + _name); + StreamReader streamReader = File.OpenText(_path + "/" + _name); - JObject jObject = (JObject)JToken.ReadFrom(new JsonTextReader(streamReader)); + JObject jObject = (JObject)JToken.ReadFrom(new JsonTextReader(streamReader)); - streamReader.Close(); + streamReader.Close(); - return jObject; - } + return jObject; } } } diff --git a/Assets/Scripts/Input/InputModeManager.cs b/Assets/Scripts/Input/InputModeManager.cs index 0adbf1ba..1cc81799 100644 --- a/Assets/Scripts/Input/InputModeManager.cs +++ b/Assets/Scripts/Input/InputModeManager.cs @@ -2,333 +2,570 @@ using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.XR.Interaction.Toolkit; -using ECellDive.Interfaces; using ECellDive.UI; +using ECellDive.Utility.Data; -namespace ECellDive +namespace ECellDive.Input { - namespace Input - { - public class InputModeManager : NetworkBehaviour - { - public InputActionAsset refInputActionAsset; - - //controller ID: 0 - private InputActionMap refRBCLHMap; - private InputActionMap refRBCRHMap; - - //controller ID: 1 - private InputActionMap refMvtLHMap; - private InputActionMap refMvtRHMap; - - //controller ID: 2 - private InputActionMap refGCLHMap; - private InputActionMap refGCRHMap; - - public InputActionReference refLeftControlSwitch; - public InputActionReference refRightControlSwitch; - - //default is ray mode on left controller - private NetworkVariable leftControllerModeID = new NetworkVariable(0); - - //default is movement mode on right controller - private NetworkVariable rightControllerModeID = new NetworkVariable(1); - - [Header("Ray Based Controls XRRayInteractors")] - public LeftRightData remoteGrabInteractors; - public LeftRightData remoteInteractionInteractors; - public LeftRightData mainPointerInteractors; - - [Header("Controllers GO References")] - public LeftRightData mvtControllersGO; - public LeftRightData groupControllersGO; - - private XRRayInteractor[] leftRBCs; - private XRRayInteractor[] rightRBCs; - - [Header("UI Input Mode Tags")] - public LeftRightData inputModeTags; - - private void Awake() - { - refRBCLHMap = refInputActionAsset.FindActionMap("Ray_Based_Controls_LH"); - refRBCRHMap = refInputActionAsset.FindActionMap("Ray_Based_Controls_RH"); - - refMvtLHMap = refInputActionAsset.FindActionMap("Movement_LH"); - refMvtRHMap = refInputActionAsset.FindActionMap("Movement_RH"); - - refGCLHMap = refInputActionAsset.FindActionMap("Group_Controls_LH"); - refGCRHMap = refInputActionAsset.FindActionMap("Group_Controls_RH"); - } - - private void Start() - { - refLeftControlSwitch.action.performed += LeftControllerModeSwitch; - refRightControlSwitch.action.performed += RightControllerModeSwitch; - - leftRBCs = new XRRayInteractor[3] - { - remoteGrabInteractors.left, - remoteInteractionInteractors.left, - mainPointerInteractors.left - }; - - rightRBCs = new XRRayInteractor[3] - { - remoteGrabInteractors.right, - remoteInteractionInteractors.right, - mainPointerInteractors.right - }; - - //Subscribe the switch of Interactors and Action Maps - //to a change of value for leftControllerModeID - leftControllerModeID.OnValueChanged += ApplyLeftControllerInteractorsSwitch; - leftControllerModeID.OnValueChanged += ApplyLeftControllerActionMapSwitch; - - //Subscribe the switch of Interactors and Action Maps - //to a change of value for rightControllerModeID - rightControllerModeID.OnValueChanged += ApplyRightControllerInteractorsSwitch; - rightControllerModeID.OnValueChanged += ApplyRightControllerActionMapSwitch; - - //Apply default input mode for the left controller - ApplyLeftControllerInteractorsSwitch(-1, 0); - ApplyLeftControllerActionMapSwitch(-1, 0); - - //Apply default input mode for the right controller - ApplyRightControllerInteractorsSwitch(-1, 1); - ApplyRightControllerActionMapSwitch(-1, 1); - } - - public override void OnNetworkDespawn() - { - //Unsubscride to every event. - refLeftControlSwitch.action.performed -= LeftControllerModeSwitch; - refRightControlSwitch.action.performed -= RightControllerModeSwitch; - - leftControllerModeID.OnValueChanged -= ApplyLeftControllerInteractorsSwitch; - leftControllerModeID.OnValueChanged -= ApplyLeftControllerActionMapSwitch; - - rightControllerModeID.OnValueChanged -= ApplyRightControllerInteractorsSwitch; - rightControllerModeID.OnValueChanged -= ApplyRightControllerActionMapSwitch; - } - - private void ApplyLeftControllerInteractorsSwitch(int _previous, int current) - { - switch (leftControllerModeID.Value) - { - case 0: - DisableInteractor(groupControllersGO.left); - - DisableInteractor(mvtControllersGO.left); - - EnableInteractors(leftRBCs); - - inputModeTags.left.SurgeAndShrink("Ray Inputs"); - break; - - case 1: - DisableInteractors(leftRBCs); - - DisableInteractor(groupControllersGO.left); - - EnableInteractor(mvtControllersGO.left); - - inputModeTags.left.SurgeAndShrink("Movement Inputs"); - break; - - case 2: - DisableInteractors(leftRBCs); - - DisableInteractor(mvtControllersGO.left); - - EnableInteractor(groupControllersGO.left); - - inputModeTags.left.SurgeAndShrink("Group Inputs"); - break; - - default: - leftControllerModeID.Value = 0; - goto case 0; - } - - GetComponent().BroadcastControlModeSwitchToLeftController(leftControllerModeID.Value); - } - - private void ApplyLeftControllerActionMapSwitch(int _previous, int current) - { - switch (leftControllerModeID.Value) - { - case 0: - refGCLHMap.Disable(); - - refMvtLHMap.Disable(); - - refRBCLHMap.Enable(); - break; - - case 1: - refRBCLHMap.Disable(); - - refGCLHMap.Disable(); - - refMvtLHMap.Enable(); - break; - - case 2: - refRBCLHMap.Disable(); - - refMvtLHMap.Disable(); - - refGCLHMap.Enable(); - break; - - default: - leftControllerModeID.Value = 0; - goto case 0; - } - } - - private void ApplyRightControllerInteractorsSwitch(int _previous, int current) - { - switch (rightControllerModeID.Value) - { - case 0: - DisableInteractor(groupControllersGO.right); - - DisableInteractor(mvtControllersGO.right); - - EnableInteractors(rightRBCs); - - inputModeTags.right.SurgeAndShrink("Ray Inputs"); - break; - - case 1: - DisableInteractors(rightRBCs); - - DisableInteractor(groupControllersGO.right); - - EnableInteractor(mvtControllersGO.right); - - inputModeTags.right.SurgeAndShrink("Movement Inputs"); - break; - - case 2: - DisableInteractors(rightRBCs); - - DisableInteractor(mvtControllersGO.right); - - EnableInteractor(groupControllersGO.right); - - inputModeTags.right.SurgeAndShrink("Group Inputs"); - break; - - default: - rightControllerModeID.Value = 0; - goto case 0; - } - GetComponent().BroadcastControlModeSwitchToRightController(rightControllerModeID.Value); - } - - private void ApplyRightControllerActionMapSwitch(int _previous, int current) - { - switch (rightControllerModeID.Value) - { - case 0: - refGCRHMap.Disable(); - - refMvtRHMap.Disable(); - - refRBCRHMap.Enable(); - break; - - case 1: - refRBCRHMap.Disable(); - - refGCRHMap.Disable(); - - refMvtRHMap.Enable(); - break; - - case 2: - refRBCRHMap.Disable(); - - refMvtRHMap.Disable(); - - refGCRHMap.Enable(); - break; - - default: - rightControllerModeID.Value = 0; - goto case 0; - } - } - - [ServerRpc] - public void BroadcastLeftControllerModeServerRpc(int _modeIdx) - { - leftControllerModeID.Value = _modeIdx; - } - - [ServerRpc] - public void BroadcastRightControllerModeServerRpc(int _modeIdx) - { - rightControllerModeID.Value = _modeIdx; - } - - private void DisableInteractors(XRRayInteractor[] _interactors) - { - foreach (XRRayInteractor interactor in _interactors) - { - interactor.enabled = false; - } - } - - private void DisableInteractor(GameObject _selector) - { - _selector.SetActive(false); - } - - private void EnableInteractors(XRRayInteractor[] _interactors) - { - foreach (XRRayInteractor interactor in _interactors) - { - interactor.enabled = true; - } - } - - private void EnableInteractor(GameObject _selector) - { - _selector.SetActive(true); - } - - private void LeftControllerModeSwitch(InputAction.CallbackContext _ctx) - { - if (IsOwner) - { - BroadcastLeftControllerModeServerRpc(leftControllerModeID.Value + 1); - } - } - - private void RightControllerModeSwitch(InputAction.CallbackContext _ctx) - { - if (IsOwner) - { - BroadcastRightControllerModeServerRpc(rightControllerModeID.Value + 1); - } - } - - public void SubscribeActionMapsSwitch() - { - leftControllerModeID.OnValueChanged += ApplyLeftControllerActionMapSwitch; - rightControllerModeID.OnValueChanged += ApplyRightControllerActionMapSwitch; - } - - public void UnsubscribeActionMapsSwitch() - { - leftControllerModeID.OnValueChanged -= ApplyLeftControllerActionMapSwitch; - rightControllerModeID.OnValueChanged -= ApplyRightControllerActionMapSwitch; - } - } - } + /// + /// The class to switch between the different input modes of the controllers. + /// + /// + /// This is a network behaviour so the input modes of users are made visible + /// to every user in the session. + /// + public class InputModeManager : NetworkBehaviour + { + /// + /// Reference to the InputActionAsset containing all the action maps that + /// might be triggered by pressing buttons on the controllers. + /// + public InputActionAsset refInputActionAsset; + + /// + /// The Ray Based Controls action map for the Left Hand + /// + /// + /// The ID of Ray Based Controls is 0. + /// + private InputActionMap refRBCLHMap; + + /// + /// The Ray Based Controls action map for the Right Hand + /// + /// + /// The ID or Ray Based Controls is 0. + /// + private InputActionMap refRBCRHMap; + + /// + /// The Movement action map for the Left Hand + /// + /// + /// The ID of Movement controls is 1. + /// + private InputActionMap refMvtLHMap; + + /// + /// The Movement action map for the Right Hand + /// + /// + /// The ID of Movement controls is 1. + /// + private InputActionMap refMvtRHMap; + + //controller ID: 2 + /// + /// The Group Controls action map for the Left Hand + /// + /// + /// The ID of Group Controls is 2. + /// + private InputActionMap refGCLHMap; + + /// + /// The Group Controls action map for the Right Hand + /// + /// + /// The ID of Group Controls is 2. + /// + private InputActionMap refGCRHMap; + + /// + /// The InputActionReference to the action that triggers the switch of the + /// input mode of the left controller. + /// + public InputActionReference refLeftControlSwitch; + + /// + /// The InputActionReference to the action that triggers the switch of the + /// input mode of the right controller. + /// + public InputActionReference refRightControlSwitch; + + //default is ray mode on left controller + /// + /// The ID of the current input mode of the left controller. + /// Starting value is 0, which corresponds to Ray Based Controls. + /// + /// + /// Since this is a NetworkVariable, the control mode of the left controller + /// of a user is made visible to every user in the session. + /// + private NetworkVariable leftControllerModeID = new NetworkVariable(0); + + /// + /// The ID of the current input mode of the right controller. + /// Starting value is 1, which corresponds to Movement. + /// + /// + /// Since this is a NetworkVariable, the control mode of the right controller + /// of a user is made visible to every user in the session. + /// + private NetworkVariable rightControllerModeID = new NetworkVariable(1); + + /// + /// The reference to the Unity.XR.Interaction.Toolkit.XRRayInteractor + /// of the left and right controllers used to grad objects remotely. + /// + [Header("Ray Based Controls XRRayInteractors")] + public LeftRightData remoteGrabInteractors; + + /// + /// The reference to the Unity.XR.Interaction.Toolkit.XRRayInteractor + /// of the left and right controllers used to interact with objects remotely. + /// + public LeftRightData remoteInteractionInteractors; + + /// + /// The reference to the Unity.XR.Interaction.Toolkit.XRRayInteractor + /// of the left and right controllers used to point at objects. + /// + public LeftRightData mainPointerInteractors; + + /// + /// The reference to theright and left game objects encapsulating the + /// logic of the movement of the player. + /// + [Header("Controllers GO References")] + public LeftRightData mvtControllersGO; + + /// + /// The reference to the right and left game objects encapsulating the + /// logic of the group controls. + /// + public LeftRightData groupControllersGO; + + /// + /// Array of all the XRRayInteractors of the left controller. + /// + private XRRayInteractor[] leftRBCs; + + /// + /// Array of all the XRRayInteractors of the right controller. + /// + private XRRayInteractor[] rightRBCs; + + /// + /// The reference to the left and right information telling the + /// user which input mode he is switching to. + /// + [Header("UI Input Mode Tags")] + public LeftRightData inputModeTags; + + private void Awake() + { + refRBCLHMap = refInputActionAsset.FindActionMap("Ray_Based_Controls_LH"); + refRBCRHMap = refInputActionAsset.FindActionMap("Ray_Based_Controls_RH"); + + refMvtLHMap = refInputActionAsset.FindActionMap("Movement_LH"); + refMvtRHMap = refInputActionAsset.FindActionMap("Movement_RH"); + + refGCLHMap = refInputActionAsset.FindActionMap("Group_Controls_LH"); + refGCRHMap = refInputActionAsset.FindActionMap("Group_Controls_RH"); + } + + private void Start() + { + refLeftControlSwitch.action.performed += LeftControllerModeSwitch; + refRightControlSwitch.action.performed += RightControllerModeSwitch; + + leftRBCs = new XRRayInteractor[3] + { + remoteGrabInteractors.left, + remoteInteractionInteractors.left, + mainPointerInteractors.left + }; + + rightRBCs = new XRRayInteractor[3] + { + remoteGrabInteractors.right, + remoteInteractionInteractors.right, + mainPointerInteractors.right + }; + + //Subscribe the switch of Interactors and Action Maps + //to a change of value for leftControllerModeID + leftControllerModeID.OnValueChanged += ApplyLeftControllerInteractorsSwitch; + leftControllerModeID.OnValueChanged += ApplyLeftControllerActionMapSwitch; + + //Subscribe the switch of Interactors and Action Maps + //to a change of value for rightControllerModeID + rightControllerModeID.OnValueChanged += ApplyRightControllerInteractorsSwitch; + rightControllerModeID.OnValueChanged += ApplyRightControllerActionMapSwitch; + + //Apply default input mode for the left controller + ApplyLeftControllerInteractorsSwitch(-1, 0); + ApplyLeftControllerActionMapSwitch(-1, 0); + + //Apply default input mode for the right controller + ApplyRightControllerInteractorsSwitch(-1, 1); + ApplyRightControllerActionMapSwitch(-1, 1); + } + + public override void OnNetworkDespawn() + { + //Unsubscride to every event. + refLeftControlSwitch.action.performed -= LeftControllerModeSwitch; + refRightControlSwitch.action.performed -= RightControllerModeSwitch; + + leftControllerModeID.OnValueChanged -= ApplyLeftControllerInteractorsSwitch; + leftControllerModeID.OnValueChanged -= ApplyLeftControllerActionMapSwitch; + + rightControllerModeID.OnValueChanged -= ApplyRightControllerInteractorsSwitch; + rightControllerModeID.OnValueChanged -= ApplyRightControllerActionMapSwitch; + } + + /// + /// Handles disabling and enabling of interactors of the left controller. + /// Callback function to call when the OnValueChanged event of the + /// leftControllerModeID NetworkVariable is triggered. + /// + /// + /// This is the previous value of the leftControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + /// + /// This is the newly assigned value of the leftControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void ApplyLeftControllerInteractorsSwitch(int _previous, int current) + { + switch (leftControllerModeID.Value) + { + case 0: + DisableInteractor(groupControllersGO.left); + + DisableInteractor(mvtControllersGO.left); + + EnableInteractors(leftRBCs); + + inputModeTags.left.SurgeAndShrink("Ray Inputs"); + break; + + case 1: + DisableInteractors(leftRBCs); + + DisableInteractor(groupControllersGO.left); + + EnableInteractor(mvtControllersGO.left); + + inputModeTags.left.SurgeAndShrink("Movement Inputs"); + break; + + case 2: + DisableInteractors(leftRBCs); + + DisableInteractor(mvtControllersGO.left); + + EnableInteractor(groupControllersGO.left); + + inputModeTags.left.SurgeAndShrink("Group Inputs"); + break; + + default: + leftControllerModeID.Value = 0; + goto case 0; + } + + GetComponent().BroadcastControlModeSwitchToLeftController(leftControllerModeID.Value); + } + + /// + /// Handles disabling and enabling of the action maps of the left controller. + /// Callback function to call when the OnValueChanged event of the + /// leftControllerModeID NetworkVariable is triggered. + /// + /// + /// This is the previous value of the leftControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + /// + /// This is the newly assigned value of the leftControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void ApplyLeftControllerActionMapSwitch(int _previous, int current) + { + switch (leftControllerModeID.Value) + { + case 0: + refGCLHMap.Disable(); + + refMvtLHMap.Disable(); + + refRBCLHMap.Enable(); + break; + + case 1: + refRBCLHMap.Disable(); + + refGCLHMap.Disable(); + + refMvtLHMap.Enable(); + break; + + case 2: + refRBCLHMap.Disable(); + + refMvtLHMap.Disable(); + + refGCLHMap.Enable(); + break; + + default: + leftControllerModeID.Value = 0; + goto case 0; + } + } + + /// + /// Handles disabling and enabling of interactors of the right controller. + /// Callback function to call when the OnValueChanged event of the + /// rightControllerModeID NetworkVariable is triggered. + /// + /// + /// This is the previous value of the rightControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + /// + /// This is the newly assigned value of the rightControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void ApplyRightControllerInteractorsSwitch(int _previous, int current) + { + switch (rightControllerModeID.Value) + { + case 0: + DisableInteractor(groupControllersGO.right); + + DisableInteractor(mvtControllersGO.right); + + EnableInteractors(rightRBCs); + + inputModeTags.right.SurgeAndShrink("Ray Inputs"); + break; + + case 1: + DisableInteractors(rightRBCs); + + DisableInteractor(groupControllersGO.right); + + EnableInteractor(mvtControllersGO.right); + + inputModeTags.right.SurgeAndShrink("Movement Inputs"); + break; + + case 2: + DisableInteractors(rightRBCs); + + DisableInteractor(mvtControllersGO.right); + + EnableInteractor(groupControllersGO.right); + + inputModeTags.right.SurgeAndShrink("Group Inputs"); + break; + + default: + rightControllerModeID.Value = 0; + goto case 0; + } + GetComponent().BroadcastControlModeSwitchToRightController(rightControllerModeID.Value); + } + + /// + /// Handles disabling and enabling of the action maps of the right controller. + /// Callback function to call when the OnValueChanged event of the + /// rightControllerModeID NetworkVariable is triggered. + /// + /// + /// This is the previous value of the rightControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + /// + /// This is the newly assigned value of the rightControllerModeID NetworkVariable. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void ApplyRightControllerActionMapSwitch(int _previous, int current) + { + switch (rightControllerModeID.Value) + { + case 0: + refGCRHMap.Disable(); + + refMvtRHMap.Disable(); + + refRBCRHMap.Enable(); + break; + + case 1: + refRBCRHMap.Disable(); + + refGCRHMap.Disable(); + + refMvtRHMap.Enable(); + break; + + case 2: + refRBCRHMap.Disable(); + + refMvtRHMap.Disable(); + + refGCRHMap.Enable(); + break; + + default: + rightControllerModeID.Value = 0; + goto case 0; + } + } + + /// + /// Notifies the server that the user wants to switch the input mode of + /// the left controller. + /// + /// + /// The new value of the leftControllerModeID NetworkVariable. + /// + [ServerRpc] + public void BroadcastLeftControllerModeServerRpc(int _modeIdx) + { + leftControllerModeID.Value = _modeIdx; + } + + /// + /// Notifies the server that the user wants to switch the input mode of + /// the right controller. + /// + /// + /// The new value of the rightControllerModeID NetworkVariable. + /// + [ServerRpc] + public void BroadcastRightControllerModeServerRpc(int _modeIdx) + { + rightControllerModeID.Value = _modeIdx; + } + + /// + /// Utility function to disable all the interactors in an array. + /// + /// + /// The array of interactors to disable. + /// + private void DisableInteractors(XRRayInteractor[] _interactors) + { + foreach (XRRayInteractor interactor in _interactors) + { + interactor.enabled = false; + } + } + + /// + /// Utility function to disable all interactors in a game object. + /// It simply sets the game object to inactive. + /// + /// + /// The game object containing the interactors to disable. + /// + private void DisableInteractor(GameObject _selector) + { + _selector.SetActive(false); + } + + /// + /// Utility function to enable all the interactors in an array. + /// + /// + /// The array of interactors to enable. + /// + private void EnableInteractors(XRRayInteractor[] _interactors) + { + foreach (XRRayInteractor interactor in _interactors) + { + interactor.enabled = true; + } + } + + /// + /// Utility function to enable all interactors in a game object. + /// It simply sets the game object to active. + /// + /// + /// The game object containing the interactors to enable. + /// + private void EnableInteractor(GameObject _selector) + { + _selector.SetActive(true); + } + + /// + /// Callback function to call when the refLeftControlSwitch action is triggered. + /// It will notify the server that the user wants to switch the input mode of + /// the left controller if the user (client) is the owner of game object. This + /// checks avoids the local client to forcefully switch the input mode of the + /// replicated game object of another user. + /// + /// + /// Context information of the input action at the moment of the callback. + /// This is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void LeftControllerModeSwitch(InputAction.CallbackContext _ctx) + { + if (IsOwner) + { + BroadcastLeftControllerModeServerRpc(leftControllerModeID.Value + 1); + } + } + + /// + /// Callback function to call when the refRightControlSwitch action is triggered. + /// It will notify the server that the user wants to switch the input mode of + /// the right controller if the user (client) is the owner of game object. This + /// checks avoids the local client to forcefully switch the input mode of the + /// replicated game object of another user. + /// + /// + /// Context information of the input action at the moment of the callback. + /// This is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void RightControllerModeSwitch(InputAction.CallbackContext _ctx) + { + if (IsOwner) + { + BroadcastRightControllerModeServerRpc(rightControllerModeID.Value + 1); + } + } + + /// + /// Public utility function to subscribe + /// to the OnValueChanged event of the leftControllerModeID NetworkVariable. + /// This is usefull only for the tutorials. + /// + public void SubscribeActionMapsSwitch() + { + leftControllerModeID.OnValueChanged += ApplyLeftControllerActionMapSwitch; + rightControllerModeID.OnValueChanged += ApplyRightControllerActionMapSwitch; + } + + /// + /// Public utility function to unsubscribe + /// to the OnValueChanged event of the leftControllerModeID NetworkVariable. + /// This is usefull only for the tutorials. + /// + public void UnsubscribeActionMapsSwitch() + { + leftControllerModeID.OnValueChanged -= ApplyLeftControllerActionMapSwitch; + rightControllerModeID.OnValueChanged -= ApplyRightControllerActionMapSwitch; + } + } } diff --git a/Assets/Scripts/Input/InteractorsRegister.cs b/Assets/Scripts/Input/InteractorsRegister.cs deleted file mode 100644 index c65793c2..00000000 --- a/Assets/Scripts/Input/InteractorsRegister.cs +++ /dev/null @@ -1,54 +0,0 @@ -using UnityEngine; -using UnityEngine.XR.Interaction.Toolkit; - - -namespace ECellDive.Interfaces -{ - - public interface ILeftRightData - { - T left { get; set; } - T right { get; set; } - } - - [System.Serializable] - public struct LeftRightData : ILeftRightData - { - [SerializeField] private T m_left; - public T left { get => m_left; set => m_left = value; } - - [SerializeField] private T m_right; - public T right { get => m_right; set => m_right = value; } - } - - public struct LeftRightDataPointer where T : ILeftRightData - { - T m_v; - public T v - { - set - { - m_v = value; - m_v.left = value.left; - m_v.right = value.right; - } - } - public U left { get => m_v.left; } - public U right { get => m_v.right; } - } - - [System.Obsolete("Deprecated: Refactored in a unique static referencer")] - public static class InteractorsRegister - { - public static LeftRightDataPointer, XRRayInteractor> groupsInteractors; - public static LeftRightDataPointer, XRRayInteractor> remoteGrabInteractors; - public static LeftRightDataPointer, XRRayInteractor> remoteInteractionInteractors; - public static LeftRightDataPointer, XRRayInteractor> mainPointerInteractors; - - public static LeftRightDataPointer, ActionBasedController> remoteInteractionABC; - - public static LeftRightDataPointer, GameObject> mvtControllersGO; - public static LeftRightDataPointer, GameObject> groupControllersGO; - } -} - diff --git a/Assets/Scripts/Input/InteractorsRegisterer.cs b/Assets/Scripts/Input/InteractorsRegisterer.cs deleted file mode 100644 index 954ceba8..00000000 --- a/Assets/Scripts/Input/InteractorsRegisterer.cs +++ /dev/null @@ -1,37 +0,0 @@ -using UnityEngine; -using UnityEngine.XR.Interaction.Toolkit; -using ECellDive.Interfaces; - - -namespace ECellDive.Input -{ - [System.Obsolete("Deprecated: Refactored in a unique static referencer")] - public class InteractorsRegisterer : MonoBehaviour - { - [Header("XR Interactors References")] - public LeftRightData groupsInteractors; - public LeftRightData remoteGrabInteractors; - public LeftRightData remoteInteractionInteractors; - public LeftRightData mainPointerInteractors; - - [Header("XR Action-Based Controller References")] - public LeftRightData remoteInteractionABC; - - [Header("Controllers GO References")] - public LeftRightData mvtControllersGO; - public LeftRightData groupControllersGO; - - private void Awake() - { - InteractorsRegister.groupsInteractors.v = groupsInteractors; - InteractorsRegister.remoteGrabInteractors.v = remoteGrabInteractors; - InteractorsRegister.remoteInteractionInteractors.v = remoteInteractionInteractors; - InteractorsRegister.mainPointerInteractors.v = mainPointerInteractors; - - InteractorsRegister.remoteInteractionABC.v = remoteInteractionABC; - - InteractorsRegister.mvtControllersGO.v = mvtControllersGO; - InteractorsRegister.groupControllersGO.v = groupControllersGO; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Interfaces/IData.cs b/Assets/Scripts/Interfaces/IData.cs index e676315f..2e685042 100644 --- a/Assets/Scripts/Interfaces/IData.cs +++ b/Assets/Scripts/Interfaces/IData.cs @@ -1,274 +1,60 @@ -using System.Linq; -using System.Collections.Generic; -using Newtonsoft.Json.Linq; using ECellDive.Modules; -using UnityEngine; +using ECellDive.Utility.Data.Modification; namespace ECellDive.Interfaces { - /// - /// Enumeration of the modifications we can expect to find in - /// a modification file. - /// - //public enum CommandTypes - //{ - // bound, - // knockout, - //} - - /// - /// The struct to store information about a command that can be - /// part of a modification () in a - /// modification file (). - /// - //public struct Command - //{ - // T value; - - // /// - // /// Type of the operation associated with the modification. - // /// - // public CommandTypes opType; - //} - - public struct Modification - { - /// - /// The name of the author of the modification file. - /// - public string author; - - /// - /// The date when the modification was saved. - /// - public string date; - - /// - /// The commands associated with the modification - /// - public List commands; - - /// - /// This constructor is usefull when reading a modification from a - /// . - /// - /// The JObject read from the original Modification - /// File (Json format). - public Modification(JObject _modification) - { - author = _modification["author"].Value(); - date = _modification["date"].Value(); - - commands = new List(); - JArray Jcmds = (JArray)_modification["commands"]; - string[] cmd; - foreach(JArray Jcmd in Jcmds) - { - cmd = new string[Jcmd.Count]; - for (int i = 0; i()); - cmd[i] = Jcmd.ElementAt(i).Value(); - } - commands.Add(cmd); - } - } - - /// - /// This constructor is usefull when about to store additional modifications - /// in a . - /// - /// The value for - /// The value for - /// All the commands associated with the - /// modification in the format: - /// Cmd1-Param1-...-ParamN&...&CmdM-Param1-...-ParamL. - public Modification(string _author, string _date, List _commands) - { - author = _author; - date = _date; - - commands = new List(); - foreach (string _cmd in _commands) - { - commands.Add(_cmd.Split('-')); - } - } - - /// - /// Gets the string version of all the commands stored in . - /// - /// Returns all the commands in the format: - /// Cmd1-Param1-...-ParamN&...&CmdM-Param1-...-ParamL - /// - public string[] GetCommands() - { - string[] strCommands = new string[commands.Count]; - for(int i = 0; i < commands.Count; i++) - { - string strCommand = commands[i][0]; - for (int j = 1; j < commands[i].Length; j++) - { - strCommand += "-" + commands[i][j]; - } - strCommands[i] = strCommand; - } - return strCommands; - } - } - - /// - /// Struct to store information about a modification file. - /// - public struct ModificationFile - { - /// - /// The name of the model file this modification file is - /// applied to. - /// - public string baseModelName; - - /// - /// The list of all modifications stored in the file. - /// - public List modifications; - - /// - /// Name of the file without extension. - /// - public string name; - - /// - /// Constructor usefull when reading a Modification file (Json format). - /// - /// The name of the file - /// The JObject build after parsing the - /// modification file. - public ModificationFile(string _name, JObject _jFileContent) - { - name = _name; - baseModelName = _jFileContent["base_model_name"].Value(); - modifications = new List(); - JArray modificationList = (JArray)_jFileContent["modification_list"]; - - foreach (JObject _mod in modificationList) - { - modifications.Add(new Modification(_mod)); - } - } - - /// - /// Constructor usefull when building a modification file from within - /// ECellDive before, probably, saving it as a Json file. - /// - /// The value for . - /// The modification of the file to be saved. - public ModificationFile(string _baseModelName, Modification _modification) - { - name = "newFile"; - baseModelName = _baseModelName; - modifications = new List() { _modification}; - } - - /// - /// Concatenates all the commands from the whole list - /// - /// Returns all the commands in the format: - /// Cmd1-Param1-...-ParamN&...&CmdM-Param1-...-ParamL - public List GetAllCommands() - { - List allCommands = new List(); - for (int i = 0; i < modifications.Count; i++) - { - allCommands.Add(modifications[i].GetCommands()); - } - - return allCommands; - } - - /// - /// Gets the author of the modification at index in - /// if it exists. - /// - /// The index of the modification in - /// for which we want to get the author. - /// Returns the author if it exists. Otherwise, returns an empty string. - public string GetAuthorOfMod(int _modIndex) - { - string author = ""; - if (_modIndex < modifications.Count) - { - author = modifications[_modIndex].author; - } - return author; - } - - /// - /// Gets the commands of the modification at index in - /// if it exists. - /// - /// The index of the modification in - /// for which we want to get the commands in string format. - /// Returns the commands in the format: - /// Cmd1#Param1#...#ParamN|...|CmdM#Param1#...#ParamL if it exists. - /// Otherwise, returns an empty string. - //public string GetCommandsOfMod(int _modIndex) - //{ - // string commands = ""; - // if (_modIndex < modifications.Count) - // { - // commands = modifications[_modIndex].GetCommands(); - // } - // return commands; - //} - } - - /// - /// An interface to allow the data of the class to be modified - /// by the content of modification files. - /// - /// Modification files intends to be stored on a server - /// and processed by a - public interface IModifiable - { - ModificationFile readingModificationFile { get; set; } - - void ApplyFileModifications(); - - /// - /// Returns True if matches a name - /// defined in the class implementing . - /// Returns false otherwise. - /// - bool CheckName(string _name); - - /// - /// The pointing funtion used to control where to apply modifications. - /// - /// - /// The string describing the operation. Elements of the - /// string miust be seprated by underscores. The first element must be the name - /// of the operation. See for the elligible names. - /// - void OperationSwitch(string _operation); - } - - /// - /// An interface to allow the modfied data of the class to be saved. - /// - /// Modfications intends to be processed by a and stored on a server. - public interface ISaveable - { - /// - /// Stores the information about the modification file - /// we wish to save. - /// - ModificationFile writingModificationFile { get; set; } - - /// - /// Builds . - /// - void CompileModificationFile(); - } + /// + /// An interface to allow the data of the class to be modified + /// by the content of modification files. + /// + /// Modification files intends to be stored on a server + /// and processed by a + public interface IModifiable + { + /// + /// The struct to store the information about the object being modified. + /// + ModificationFile readingModificationFile { get; set; } + + /// + /// Applies all modifications stored in to the loaded module. + /// + void ApplyFileModifications(); + + /// + /// Returns True if matches a name + /// defined in the class implementing . + /// Returns false otherwise. + /// + bool CheckName(string _name); + + /// + /// The pointing funtion used to control where to apply modifications. + /// + /// + /// The string describing the operation. Elements of the + /// string must be seprated by underscores. The first element must be the name + /// of the operation. + /// + void OperationSwitch(string _operation); + } + + /// + /// An interface to allow the modfied data of the class to be saved. + /// + /// Modfications intends to be processed by a and stored on a server. + public interface ISaveable + { + /// + /// Stores the information about the modification file + /// we wish to save. + /// + ModificationFile writingModificationFile { get; set; } + + /// + /// Builds . + /// + void CompileModificationFile(); + } } \ No newline at end of file diff --git a/Assets/Scripts/Interfaces/IDive.cs b/Assets/Scripts/Interfaces/IDive.cs index 8170b589..16244a60 100644 --- a/Assets/Scripts/Interfaces/IDive.cs +++ b/Assets/Scripts/Interfaces/IDive.cs @@ -11,6 +11,9 @@ namespace ECellDive.Interfaces /// public interface IDive { + /// + /// Boolean to indicate that a player is currently diving in the module. + /// bool isDiving { get; } /// @@ -47,7 +50,7 @@ public interface IDive /// Coroutine started by . /// Transfers the user to the dive scene associated to the module. /// - abstract IEnumerator DirectDiveInC(); + IEnumerator DirectDiveInC(); /// /// The public interface to call when a user is trying to dive into @@ -72,9 +75,6 @@ public interface IDive /// The public interface to call when a user wants to dive into a /// module. /// - /// - /// Asynchronous: it calls the coroutine - /// void TryDiveIn(); } } diff --git a/Assets/Scripts/Interfaces/IGraphComponents.cs b/Assets/Scripts/Interfaces/IGraphComponents.cs index 9cdf6b2d..8a23d0db 100644 --- a/Assets/Scripts/Interfaces/IGraphComponents.cs +++ b/Assets/Scripts/Interfaces/IGraphComponents.cs @@ -1,356 +1,345 @@ +using Newtonsoft.Json.Linq; using System.Collections.Generic; using Unity.Netcode; using UnityEngine; -using Newtonsoft.Json.Linq; -namespace ECellDive +using ECellDive.Utility.Data.Graph; + +namespace ECellDive.Interfaces { - namespace Interfaces - { - /// - /// The interface for the data structure encoding a node in a graph. - /// - public interface INode - { - /// - /// A unique ID. - /// - uint ID { get; set; } - - /// - /// Position in the 3D space of the node - /// - Vector3 position { get; set; } - string name { get; set; } - - /// - /// A string to store additional textual information about the - /// node. - /// - /// - /// In CyJson graphs, the user-readable name for nodes is - /// actually encoded the Label and while the Name is shorter - /// and less explicit. - /// - string label { get; set; } - - /// - /// The list of the of the edges that - /// started from somewhere and are arriving to this node. - /// - List incommingEdges { get; set; } - - /// - /// The list of the of the edges that - /// are starting from this node. - /// - List outgoingEdges { get; set; } - - /// - /// A utility state variable to describe whether the node is - /// simply there to structure the network or if it's a node - /// representing important data for the user. - /// - bool isVirtual { get; set; } - } - - /// - /// The interface for the data structure encoding an edge in a graph. - /// - public interface IEdge - { - /// - /// A unique ID. - /// - uint ID { get; set; } - - /// - /// The of the node used from where the - /// edge is starting. - /// - uint source { get; set; } - - /// - /// The of the node used where the - /// edge is heading. - /// - uint target { get; set; } - string name { get; set; } - - string reaction_name { get; set; } - } - - /// - /// The interface for the data structure encoding a graph - /// made of nodes connected by edges. - /// - public interface IGraph - { - string name { get; } - - /// - /// The JObject extracted from the Json file that encodes the graph. - /// - JObject graphData { get;} - - /// - /// The representing the nodes in . - /// - JArray jNodes { get; } - - /// - /// The representing the edges in . - /// - JArray jEdges { get;} - - /// - /// The array of translating the nodes stored in . - /// - INode[] nodes { get; } - - /// - /// The array of translating the edges stored in . - /// - IEdge[] edges { get; } - - /// - /// Uses the information stored in the to fill the - /// and lists. - /// - void MapInOutEdgesIntoNodes(); - - /// - /// Creates the array mirroring the information - /// stored in but in a more accessible way. - /// - void PopulateNodes(); - - /// - /// Creates the array mirroring the information - /// stored in but in a more accessible way. - /// - void PopulateEdges(); - - /// - /// Sets the . - /// - void SetNodes(); - - /// - /// Sets the . - /// - void SetEdges(); - - } - - /// - /// The interface defining the required logic to manipulate - /// the information stored in a of a - /// . - /// - public interface INodeGO - { - INode nodeData { get; } - - /// - /// The string containing information to be displayed about - /// the node. - /// - string informationString { get; } - - void SetNodeData(INode _INode); - } - - /// - /// The interface defining the required logic to manipulate - /// the information stored in a of a - /// . - /// - public interface IEdgeGO - { - IEdge edgeData { get; } - - /// - /// The string containing information to be displayed about - /// the edge. - /// - string informationString { get; } - - /// - /// The default width of the edge on its starting end. - /// - float defaultStartWidth { get; } - - /// - /// The default width of the edge on its ending end. - /// - float defaultEndWidth { get; } - - /// - /// The game object containing a box collider to be placed - /// dynamically around the edge so that the user can interact with it. - /// - GameObject refBoxColliderHolder { get; } - - /// - /// The logic to graphically reverse the orientation of the edge GO. - /// The current start point becomes the end and the end becomes the start point. - /// - void ReverseOrientation(); - - /// - /// Set the value for . - /// - /// The value to pass on to . - void SetEdgeData(IEdge _IEdge); - - /// - /// Sets the values of and - /// . - /// - /// The value for - /// The value for - void SetDefaultWidth(float _start, float _end); - - /// - /// Adapts the position and rotation of the . - /// - /// The transform of the node in the graph from - /// where the edge is starting. - /// The transform of the node in the graph to - /// where the edge is heading. - void SetCollider(Transform _start, Transform _end); - - /// - /// Sets the start and end width of the - /// to the values stored in and - /// respectively. - /// - void SetLineRendererWidth(); - - /// - /// Sets the start and end positions of the . - /// - /// The transform of the node in the graph from - /// where the edge is starting. - /// The transform of the node in the graph to - /// where the edge is heading. - void SetLineRendererPosition(Transform _start, Transform _end); - } - - /// - /// The struct encapsulating the parameters relevant to - /// controlling the scale of the graph. - /// - [System.Serializable] - public struct GraphScalingData - { - //[Min(0)] public float interLayersDistance; - - /// - /// Modulates the values of for - /// every node of the graph. - /// - /// - /// Useful when the original coordinates of the nodes spans over - /// hundreds of equivalent Unity distance units. - /// - [Min(1)] public float positionScaleFactor; - - /// - /// Modulates the values of for - /// every node and edge of the graph. - /// - /// - /// Usefull when to change the size of the whole graph. - /// - [Min(1)] public float sizeScaleFactor; - - } - - /// - /// The interface defining the required logic to manipulate - /// the information stored in a . - /// - public interface IGraphGO - { - IGraph graphData { get; } - - /// - /// The list of prefabs that will be used as nodes or edges. - /// - /// We decided the use a list of gameobjects rather than - /// named members for a "node prefab" or an "edge prefab" to allow - /// for flexibility. - List graphPrefabsComponents { get; } - - /// - /// The struct encapsulating the parameters relevant to - /// controlling the scale of the graph. - /// - GraphScalingData graphScalingData { get; } - - /// - /// The dictionnary to find and - /// of the graph according to their ids. - /// - Dictionary DataID_to_DataGO { get; set; } - - /// - /// Executes the logic on the server side that is needed to - /// spawn all the nodes and edges of the graph. - /// - /// The ID of the client - /// that made the request. - /// The ID of the dive scene - /// where the graph should be generated (i.e. where the - /// nodes and edges will be spawned. - [ServerRpc(RequireOwnership = false)] - void RequestGraphGenerationServerRpc(ulong _expeditorClientId, int _rootSceneId); - - /// - /// Sets the value for . - /// - /// - void SetNetworkData(IGraph _INetwork); - - } - - /// - /// The struct encapsulating the parameters relevant to - /// controlling the batched instantiation of the nodes and - /// the edges of the graph. - /// - /// - /// Usefull when instantiating the nodes and edges of a graph - /// that is synchronized over the network between a host and - /// its clients. When the graph is big we need to batch the - /// instantiation of the networkbjects to avoid overflowing - /// the authorized bandwitdh (since the server sends the - /// instantiation message to every clients). - /// - [System.Serializable] - public struct GraphBatchSpawning - { - /// - /// The number of nodes instantiated within a frame. - /// - public int nodesBatchSize; - - /// - /// The number of edges instantiated within a frame. - /// - public int edgesBatchSize; - } - - /// - /// The interface defining the logic to manipulate a graph - /// synchronized over the network between the host and the - /// clients - /// - public interface IGraphGONet : IGraphGO - { - GraphBatchSpawning graphBatchSpawning { get; } - } - } + /// + /// The interface for the data structure encoding a node in a graph. + /// + /// + /// This interface is probably overdefined with cyjson graphs in mind. + /// For example, the field might be too specific. + /// + public interface INode + { + /// + /// A unique ID. + /// + uint ID { get; set; } + + /// + /// Position in the 3D space of the node + /// + Vector3 position { get; set; } + + /// + /// The name of the node. + /// + string name { get; set; } + + /// + /// A string to store additional textual information about the + /// node. + /// + /// + /// In CyJson graphs, the user-readable name for nodes is + /// actually encoded the Label and while the Name is shorter + /// and less explicit. + /// + string label { get; set; } + + /// + /// The list of the of the edges that + /// started from somewhere and are arriving to this node. + /// + List incommingEdges { get; set; } + + /// + /// The list of the of the edges that + /// are starting from this node. + /// + List outgoingEdges { get; set; } + + /// + /// A utility state variable to describe whether the node is + /// simply there to structure the network or if it's a node + /// representing important data for the user. + /// + bool isVirtual { get; set; } + } + + /// + /// The interface for the data structure encoding an edge in a graph. + /// + /// + /// This interface is probably overdefined with cyjson graphs in mind. + /// For example, the field is too specific. + /// + public interface IEdge + { + /// + /// A unique ID. + /// + uint ID { get; set; } + + /// + /// The of the node used from where the + /// edge is starting. + /// + uint source { get; set; } + + /// + /// The of the node used where the + /// edge is heading. + /// + uint target { get; set; } + + /// + /// The name of the edge. + /// + string name { get; set; } + + /// + /// The name of the reaction associated with the edge. + /// + /// + /// This is a field that is specific to the Cytoscape Json format. + /// This should be moved to a more specific data structure. + /// + string reaction_name { get; set; } + } + + /// + /// The interface for the data structure encoding a graph + /// made of nodes connected by edges. + /// + public interface IGraph + { + /// + /// The name of the graph. + /// + string name { get; } + + /// + /// The JObject extracted from the Json file that encodes the graph. + /// + JObject graphData { get;} + + /// + /// The JArray (from Newtonsoft Json Linq) representing the nodes in . + /// + JArray jNodes { get; } + + /// + /// The JArray (from Newtonsoft Json Linq) representing the edges in . + /// + JArray jEdges { get;} + + /// + /// The array of translating the nodes stored in . + /// + INode[] nodes { get; } + + /// + /// The array of translating the edges stored in . + /// + IEdge[] edges { get; } + + /// + /// Uses the information stored in the to fill the + /// and lists. + /// + void MapInOutEdgesIntoNodes(); + + /// + /// Creates the array mirroring the information + /// stored in but in a more accessible way. + /// + void PopulateNodes(); + + /// + /// Creates the array mirroring the information + /// stored in but in a more accessible way. + /// + void PopulateEdges(); + + /// + /// Sets the . + /// + void SetNodes(); + + /// + /// Sets the . + /// + void SetEdges(); + + } + + /// + /// The interface defining the required logic to manipulate + /// the information stored in a of a + /// . + /// + public interface INodeGO + { + /// + /// The data structure encoding the node. + /// + INode nodeData { get; } + + /// + /// The string containing information to be displayed about + /// the node. + /// + string informationString { get; } + + /// + /// Sets the value for . + /// + /// + /// The value to pass on to . + /// + void SetNodeData(INode _INode); + } + + /// + /// The interface defining the required logic to manipulate + /// the information stored in a of a + /// . + /// + public interface IEdgeGO + { + /// + /// The data structure encoding the edge. + /// + IEdge edgeData { get; } + + /// + /// The string containing information to be displayed about + /// the edge. + /// + string informationString { get; } + + /// + /// The default width of the edge on its starting end. + /// + float defaultStartWidth { get; } + + /// + /// The default width of the edge on its ending end. + /// + float defaultEndWidth { get; } + + /// + /// The game object containing a box collider to be placed + /// dynamically around the edge so that the user can interact with it. + /// + GameObject refBoxColliderHolder { get; } + + /// + /// The logic to graphically reverse the orientation of the edge GO. + /// The current start point becomes the end and the end becomes the start point. + /// + void ReverseOrientation(); + + /// + /// Set the value for . + /// + /// The value to pass on to . + void SetEdgeData(IEdge _IEdge); + + /// + /// Sets the values of and + /// . + /// + /// The value for + /// The value for + void SetDefaultWidth(float _start, float _end); + + /// + /// Adapts the position and rotation of the . + /// + /// The transform of the node in the graph from + /// where the edge is starting. + /// The transform of the node in the graph to + /// where the edge is heading. + void SetCollider(Transform _start, Transform _end); + + /// + /// Sets the start and end width of the line renderer + /// to the values stored in and + /// respectively. + /// + /// A line renderer should be made accessible somehow. + void SetLineRendererWidth(); + + /// + /// Sets the start and end positions of the line renderer. + /// + /// The transform of the node in the graph from + /// where the edge is starting. + /// The transform of the node in the graph to + /// where the edge is heading. + /// A line renderer should be made accessible somehow. + void SetLineRendererPosition(Transform _start, Transform _end); + } + + /// + /// The interface defining the required logic to manipulate + /// the information stored in a . + /// + public interface IGraphGO + { + /// + /// The data structure encoding the graph. + /// + IGraph graphData { get; } + + /// + /// The list of prefabs that will be used as nodes or edges. + /// + /// We decided the use a list of gameobjects rather than + /// named members for a "node prefab" or an "edge prefab" to allow + /// for flexibility. + List graphPrefabsComponents { get; } + + /// + /// The struct encapsulating the parameters relevant to + /// controlling the scale of the graph. + /// + GraphScalingData graphScalingData { get; } + + /// + /// The dictionnary to find and + /// of the graph according to their ids. + /// + Dictionary DataID_to_DataGO { get; set; } + + /// + /// Executes the logic on the server side that is needed to + /// spawn all the nodes and edges of the graph. + /// + /// The ID of the client + /// that made the request. + /// The ID of the dive scene + /// where the graph should be generated (i.e. where the + /// nodes and edges will be spawned. + [ServerRpc(RequireOwnership = false)] + void RequestGraphGenerationServerRpc(ulong _expeditorClientId, int _rootSceneId); + + /// + /// Sets the value for . + /// + /// + void SetNetworkData(IGraph _INetwork); + + } + + /// + /// The interface defining the logic to manipulate a graph + /// synchronized over the network between the host and the + /// clients + /// + public interface IGraphGONet : IGraphGO + { + /// + /// The struct encapsulating the parameters relevant to + /// the batch instantiation of the nodes and edges of the graph. + /// + GraphBatchSpawning graphBatchSpawning { get; } + } } \ No newline at end of file diff --git a/Assets/Scripts/Interfaces/IGraphics.cs b/Assets/Scripts/Interfaces/IGraphics.cs index 5163106e..ec1cd408 100644 --- a/Assets/Scripts/Interfaces/IGraphics.cs +++ b/Assets/Scripts/Interfaces/IGraphics.cs @@ -5,17 +5,17 @@ namespace ECellDive.Interfaces { /// - /// Interface for in the scene that may + /// Interface for gameobject in the scene that may /// display a name. /// public interface INamed { /// - /// The that contains the . + /// The gameobject that contains the . /// /// /// Usefull when we wish to display/hide the name by manipulating the - /// activity instead of disabling/enabling + /// gameobject activity instead of disabling/enabling /// the . /// GameObject nameTextFieldContainer { get; } diff --git a/Assets/Scripts/Interfaces/IInteractions.cs b/Assets/Scripts/Interfaces/IInteractions.cs index c2754d9e..f84bc4a3 100644 --- a/Assets/Scripts/Interfaces/IInteractions.cs +++ b/Assets/Scripts/Interfaces/IInteractions.cs @@ -1,283 +1,282 @@ -using System.Collections.Generic; -using Unity.Netcode; +using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; +using ECellDive.Utility.Data; + namespace ECellDive { - namespace Interfaces - { - /// - /// An interface to encode knowledge about whether a gameobject - /// is pointed at by a ray interactor. - /// - public interface IFocus - { - /// - /// A boolean to inform whether a gameobject is currently - /// being focus. - /// - /// - /// In most cases, this will be set to true when a ray interactor - /// is pointing at it, and false otherwise. - /// - bool isFocused { get;} - - /// - /// A mutator to set the value of to true. - /// - /// - /// It is mainly used as a subscriber to - /// - void SetFocus(); - - /// - /// A mutator to set the value of to false. - /// - /// - /// It is mainly used as a subscriber to - /// - void UnsetFocus(); - } - - /// - /// An interface to for any objects that may be grouped - /// manually. It is mainly used as a "marker" for different - /// FindComponent methods. So, if we create a new Monobehaviour - /// or NetworkBehaviour and we expect to be able to use the - /// manual grouping features, this interface needs to be implemented. - /// - public interface IGroupable - { - /// - /// The index of the gameobject in the last group he was made - /// part of. - /// - int grpMemberIndex { get; set; } - - /// - /// The actual gameobject that should be grouped. - /// - /// This is very practicle to dissociate the gameobject - /// that has the collider used to detect grouping requests from the - /// reference of the gameobject that should actually be grouped. - GameObject delegateTarget { get; } - } - - public interface IHighlightable - { - /// - /// A boolean to inform whether the object should stay in an - /// highlighted state even when it should go back to default. - /// - bool forceHighlight { get; set; } - - /// - /// The function to call when the object should enter highlighted - /// state. - /// - abstract void SetHighlight(); - - /// - /// The function to call when the object should exit the highlighted - /// state. - /// Checks for . - /// If false, applies to . - /// If true, nothing happens. - /// - abstract void UnsetHighlight(); - } - - /// - /// An interface to change switch between two colors when a gameobject - /// needs to be highlighted. - /// - public interface IColorHighlightable : IHighlightable - { - /// - /// The color the object should be when non highlighted. - /// - Color defaultColor { get; set; } - - /// - /// The color the object should be when highlighted. - /// - Color highlightColor { get; set; } - - /// - /// The function to call when we wish to apply a color to the material - /// of the gameobject. - /// - abstract void ApplyColor(Color _color); - } - - /// - /// An interface to change switch between two colors when a NetworkObject - /// needs to be highlighted. - /// - public interface IColorHighlightableNet : IColorHighlightable - { - /// - /// The current color of the object synchronized over the - /// network. - /// - NetworkVariable currentColor { get; } - - /// - /// Contacts the server to applies - /// to . - /// - /// Since is a , the value will be synchronized to all - /// clients. - [ServerRpc(RequireOwnership = false)] - void SetCurrentColorToDefaultServerRpc(); - - /// - /// Contacts the server to applies - /// to . - /// - /// Since is a , the value will be synchronized to all - /// clients. - [ServerRpc(RequireOwnership = false)] - abstract void SetCurrentColorToHighlightServerRpc(); - } - - /// - /// The interface describing the requirements to implement a handle for a - /// group of information tags attached to a gameobject. - /// - public interface IInfoTags - { - /// - /// A boolean to inform whether the infotags are currently visible (i.e. displayed). - /// - bool areVisible { get; } - - /// - /// The references to the input actions on the left and right controller - /// used to trigger the info tags visibility. - /// - LeftRightData displayInfoTagsActions { get; set; } - - /// - /// The prefab used to instantiate more infotags programatically. - /// - GameObject refInfoTagPrefab { get; set; } - - /// - /// The reference to the parent gameobject each info tag will - /// be made a child upon instantiation. - /// - GameObject refInfoTagsContainer { get; set; } - - /// - /// Make the InfoTags visible in the scene - /// - void DisplayInfoTags(); - - /// - /// Make the InfoTags invisible in the scene - /// - void HideInfoTags(); - - /// - /// Instantiate one info tag gameobject. - /// - /// The X and Y positions. - /// The Z position will be set to 0. - /// The info to display. - public void InstantiateInfoTag(Vector2 _xyPosition, string _content); - - /// - /// Instantiates all info tags of a module based on the - /// info stored in . - /// - /// The array storing the information - /// to display within text fields of the tags. - public void InstantiateInfoTags(string[] _content); - - /// - /// Make the InfoTags face in the direction of the player - /// - void ShowInfoTags(); - } - - /// - /// An interface to encode knowledge about a chemical reaction being - /// knockedout. - /// - /// Initially used on edges of a metabolic pathway. - public interface IKnockable - { - /// - /// The references to the input actions on the left and right controller - /// used to trigger the knockout status. - /// - LeftRightData triggerKOActions { get; set; } - - /// - /// A boolean used to inform whether the gameobject is considered - /// knocked out. - /// - NetworkVariable knockedOut { get; } - - /// - /// The logic to implement when the gameobject transitions from - /// =true to =false. - /// - void Activate(); - - /// - /// The logic to implement when the gameobject transitions from - /// =false to =true. - /// - void Knockout(); - } - - /// - /// An interface to encode knowledge about fluxes associated to a chemical - /// reaction. - /// - /// Initially used on edges of a metabolic pathway that can - /// undergo a Flux Balance Analysis. - public interface IModulateFlux: IKnockable - { - /// - /// The real flux value. - /// - NetworkVariable fluxLevel { get; } - - /// - /// A clamped flux value to control the visualization of the flux. - /// - NetworkVariable fluxLevelClamped { get; } - - /// - /// The logic to apply the effects associated to the value of - /// . - /// - void ApplyFluxLevel(); - - /// - /// The logic to apply the effects associated to the value of - /// . - /// - void ApplyFluxLevelClamped(); - - /// - /// A mutator for values of and - /// . - /// - /// The value to pass on to . - /// The value to pass on to . - void SetFlux(float _level, float _levelClamped); - } - - } + namespace Interfaces + { + /// + /// An interface to encode knowledge about whether a gameobject + /// is pointed at by a ray interactor. + /// + public interface IFocus + { + /// + /// A boolean to inform whether a gameobject is currently + /// being focus. + /// + /// + /// In most cases, this will be set to true when a ray interactor + /// is pointing at it, and false otherwise. + /// + bool isFocused { get;} + + /// + /// A mutator to set the value of to true. + /// + /// + /// It is mainly used as a subscriber to "UnityEngine.XR. + /// Interaction.Toolkit.XRBaseInteractable.OnHoverEntered( + /// UnityEngine.XR.Interaction.Toolkit.HoverEnterEventArgs)" + /// + void SetFocus(); + + /// + /// A mutator to set the value of to false. + /// + /// + /// It is mainly used as a subscriber to "UnityEngine.XR. + /// Interaction.Toolkit.XRBaseInteractable.OnHoverEntered( + /// UnityEngine.XR.Interaction.Toolkit.HoverEnterEventArgs)" + /// + void UnsetFocus(); + } + + /// + /// An interface to for any objects that may be grouped + /// manually. It is mainly used as a "marker" for different + /// FindComponent methods. So, if we create a new Monobehaviour + /// or NetworkBehaviour and we expect to be able to use the + /// manual grouping features, this interface needs to be implemented. + /// + public interface IGroupable + { + /// + /// The index of the gameobject in the last group he was made + /// part of. + /// + int grpMemberIndex { get; set; } + + /// + /// The actual gameobject that should be grouped. + /// + /// This is very practicle to dissociate the gameobject + /// that has the collider used to detect grouping requests from the + /// reference of the gameobject that should actually be grouped. + GameObject delegateTarget { get; } + } + + /// + /// An interface to implement highlighting of a gameobject. + /// + public interface IHighlightable + { + /// + /// A boolean to inform whether the object should stay in an + /// highlighted state even when it should go back to default. + /// + bool forceHighlight { get; set; } + + /// + /// The function to call when the object should enter highlighted + /// state. + /// + abstract void SetHighlight(); + + /// + /// The function to call when the object should exit the highlighted + /// state. + /// + abstract void UnsetHighlight(); + } + + /// + /// An interface to change switch between two colors when a gameobject + /// needs to be highlighted. + /// + public interface IColorHighlightable : IHighlightable + { + /// + /// The color the object should be when non highlighted. + /// + Color defaultColor { get; set; } + + /// + /// The color the object should be when highlighted. + /// + Color highlightColor { get; set; } + + /// + /// The function to call when we wish to apply a color to the material + /// of the gameobject. + /// + abstract void ApplyColor(Color _color); + } + + /// + /// An interface to change switch between two colors when a NetworkObject + /// needs to be highlighted. + /// + public interface IColorHighlightableNet : IColorHighlightable + { + /// + /// The current color of the object synchronized over the + /// network. + /// + NetworkVariable currentColor { get; } + + /// + /// Contacts the server to applies + /// to . + /// + /// Since is a NetworkVariable, + /// the value will be synchronized to all clients. + [ServerRpc(RequireOwnership = false)] + void SetCurrentColorToDefaultServerRpc(); + + /// + /// Contacts the server to applies + /// to . + /// + /// Since is a NetworkVariable, + /// the value will be synchronized to all clients. + [ServerRpc(RequireOwnership = false)] + abstract void SetCurrentColorToHighlightServerRpc(); + } + + /// + /// The interface describing the requirements to implement a handle for a + /// group of information tags attached to a gameobject. + /// + public interface IInfoTags + { + /// + /// A boolean to inform whether the infotags are currently visible (i.e. displayed). + /// + bool areVisible { get; } + + /// + /// The references to the input actions on the left and right controller + /// used to trigger the info tags visibility. + /// + LeftRightData displayInfoTagsActions { get; set; } + + /// + /// The prefab used to instantiate more infotags programatically. + /// + GameObject refInfoTagPrefab { get; set; } + + /// + /// The reference to the parent gameobject each info tag will + /// be made a child upon instantiation. + /// + GameObject refInfoTagsContainer { get; set; } + + /// + /// Make the InfoTags visible in the scene + /// + void DisplayInfoTags(); + + /// + /// Make the InfoTags invisible in the scene + /// + void HideInfoTags(); + + /// + /// Instantiate one info tag gameobject. + /// + /// The X and Y positions. + /// The Z position will be set to 0. + /// The info to display. + public void InstantiateInfoTag(Vector2 _xyPosition, string _content); + + /// + /// Instantiates all info tags of a module based on the + /// info stored in . + /// + /// The array storing the information + /// to display within text fields of the tags. + public void InstantiateInfoTags(string[] _content); + + /// + /// Make the InfoTags face in the direction of the player + /// + void ShowInfoTags(); + } + + /// + /// An interface to encode knowledge about a chemical reaction being + /// knockedout. + /// + /// Initially used on edges of a metabolic pathway. + public interface IKnockable + { + /// + /// The references to the input actions on the left and right controller + /// used to trigger the knockout status. + /// + LeftRightData triggerKOActions { get; set; } + + /// + /// A boolean used to inform whether the gameobject is considered + /// knocked out. + /// + NetworkVariable knockedOut { get; } + + /// + /// The logic to implement when the gameobject transitions from + /// =true to =false. + /// + void Activate(); + + /// + /// The logic to implement when the gameobject transitions from + /// =false to =true. + /// + void Knockout(); + } + + /// + /// An interface to encode knowledge about fluxes associated to a chemical + /// reaction. + /// + /// Initially used on edges of a metabolic pathway that can + /// undergo a Flux Balance Analysis. + public interface IModulateFlux: IKnockable + { + /// + /// The real flux value. + /// + NetworkVariable fluxLevel { get; } + + /// + /// A clamped flux value to control the visualization of the flux. + /// + NetworkVariable fluxLevelClamped { get; } + + /// + /// The logic to apply the effects associated to the value of + /// . + /// + void ApplyFluxLevel(); + + /// + /// The logic to apply the effects associated to the value of + /// . + /// + void ApplyFluxLevelClamped(); + + /// + /// A mutator for values of and + /// . + /// + /// The value to pass on to . + /// The value to pass on to . + void SetFlux(float _level, float _levelClamped); + } + + } } diff --git a/Assets/Scripts/Interfaces/IMultiplayer.cs b/Assets/Scripts/Interfaces/IMultiplayer.cs index 978a5f13..b4d4d13c 100644 --- a/Assets/Scripts/Interfaces/IMultiplayer.cs +++ b/Assets/Scripts/Interfaces/IMultiplayer.cs @@ -7,172 +7,394 @@ namespace ECellDive.Interfaces { - /// - /// The interface defining the logic used for the intermediate object - /// that will help requesting the server to spawn a root module (e.g. - /// ). - /// - public interface IMlprModuleSpawn - { - public List fragmentedSourceData { get; } - - byte[] sourceDataName { get; } - - void GiveDataToModule(GameNetModule _gameNetModule); - - [ClientRpc] - public void GiveNetworkObjectReferenceClientRpc(NetworkObjectReference _networkObjectReference, - ClientRpcParams _clientRpcParams); - - void GiveOwnership(GameObject _of, ulong _newOwnerClientID); - - public void RequestModuleSpawnFromData(int _moduleID, byte[] _dataName, List _fragmentedData); - - [ServerRpc] - public void RequestModuleSpawnServerRpc(int _moduleTypeID, ulong _expeditorClientID); - - } - - /// - /// The interface with the base members and methods to associate shareable data - /// to a module in a multiplayer context. - /// - public interface IMlprData - { - List fragmentedSourceData { get; } - - byte[] sourceDataName { get; } - - int sourceDataNbFrags { get; } - - NetworkVariable nbClientReadyLoaded { get; } - - NetworkVariable isReadyForGeneration { get; } - - void AssembleFragmentedData(); - - IEnumerator BroadcastSourceDataC(); - - [ClientRpc] - void BroadcastSourceDataFragClientRpc(byte[] _fragment); - - [ClientRpc] - void BroadcastSourceDataNameClientRpc(byte[] _name); - - [ClientRpc] - void BroadcastSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags); - - [ServerRpc] - void BroadcastSourceDataFragServerRpc(byte[] _fragment); - - [ServerRpc] - void BroadcastSourceDataNameServerRpc(byte[] _name); - - [ServerRpc] - void BroadcastSourceDataNbFragsServerRpc(ushort _sourceDataNbFrags); - - IEnumerator BroadcastSourceDataFragsC(List _fragmentedSourceData); - - [ServerRpc(RequireOwnership = false)] - void ConfirmSourceDataReceptionServerRpc(); - - void DirectReceiveSourceData(byte[] _sourceDataName, List _sourceData); - - [ServerRpc(RequireOwnership = false)] - abstract void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID); - - IEnumerator SendSourceDataC(ulong _targetClientID); - - [ClientRpc] - void SendSourceDataFragClientRpc(byte[] _fragment, ClientRpcParams _clientRpcParams); - - [ClientRpc] - void SendSourceDataNameClientRpc(byte[] _name, ClientRpcParams _clientRpcParams); - - [ClientRpc] - void SendSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags, ClientRpcParams _clientRpcParams); - - IEnumerator SendSourceDataFragsC(List _fragmentedSourceData, ClientRpcParams _clientRpcParams); - } - - /// - /// The interface used to manipulate the visibility status of a - /// network object. We cannot use Netcode's API for that ( and ) because the Server - /// cannot be affected by it. It is an understandable behaviour - /// as it seems that this API simply deletes the replicated - /// version of a NetworkObject for a target client. - /// However, we also want to the host to not see some NetworkObject. - /// Namely, the content of a scene that the host may not have dived - /// in. - /// - /// So, we define our own NetworkObject visibility scheme - /// which will unable network-replicated but locally executed - /// activation/deactivate of the whole gameobject when there are no - /// divers that are interacting with them; and hide/show the graphics - /// when at least one diver is currently seeing them but not everyone - /// should. That way, an object can be activate but hidden: it will then - /// receive network updates related to another client interacting with it - /// but will stay hidden from the local client. - /// - public interface IMlprVisibility - { - /// - /// Network variable keeping track of whether a NetworkObject's - /// gameobject is selfActive = true for at least one replicated - /// version of it on the network. - /// - NetworkVariable isActivated { get; } - - /// - /// Intended to active/deactivate the gameobject's version - /// of the local client on value change of - /// - abstract void ManageActivationStatus(bool _previous, bool _current); - - /// - /// Intended to disable graphics (and Colliders or anything - /// else that could allow the local client to interact with - /// the game object) for the gameobject's version of the - /// local client. - /// - abstract void NetHide(); - - /// - /// The equivalent of but for the server - /// to call. - /// - /// Params to target a specific - /// client. - [ClientRpc] - abstract void NetHideClientRpc(ClientRpcParams _clientRpcParams); - - /// - /// Intended to enable graphics (and Colliders or anything - /// else that could allow the local client to interact with - /// the game object) for the gameobject's version of the - /// local client. - /// - [ClientRpc] - abstract void NetShow(); - - /// - /// The equivalent of but for the server - /// to call. - /// - /// Params to target a specific - /// client. - [ClientRpc] - abstract void NetShowClientRpc(ClientRpcParams _clientRpcParams); - - /// - /// A client requests the server to change the value of - /// ; - /// - /// - [ServerRpc(RequireOwnership = false)] - void RequestSetActiveServerRpc(bool _active); - - } + /// + /// The interface defining the logic used for the intermediate object + /// that will help requesting the server to spawn a root module (e.g. + /// ). + /// + public interface IMlprModuleSpawn + { + /// + /// List of byte arrays containing the data associated to the module + /// but fragmented to avoid exceeding the maximum size of a RPC. + /// + public List fragmentedSourceData { get; } + + /// + /// The name of the data associated to the module. + /// + byte[] sourceDataName { get; } + + /// + /// Transmits the to the module + /// . + /// + /// + /// The module to which the data should be transmitted. + /// + void GiveDataToModule(GameNetModule _gameNetModule); + + /// + /// Sending the reference of the module + /// to the client referenced by . + /// + /// + /// The reference to the module's NetworkObject. + /// + /// + /// The client to which the module's reference should be given. + /// + [ClientRpc] + public void GiveNetworkObjectReferenceClientRpc(NetworkObjectReference _networkObjectReference, + ClientRpcParams _clientRpcParams); + + /// + /// Giving the ownership of the module to the client + /// with the ID . + /// + /// + /// The module to which the ownership should be given. + /// + /// + /// The ID of the client to which the ownership should be given. + /// + void GiveOwnership(GameObject _of, ulong _newOwnerClientID); + + /// + /// The method calling . + /// + /// + /// The ID of the module to spawn. The IDs are hardcoded indexes from the editor in the + /// . + /// + /// + /// The name of the data associated to the module. + /// + /// + /// The data associated to the module but fragmented to avoid exceeding the maximum size + /// of a RPC. + /// + public void RequestModuleSpawnFromData(int _moduleID, byte[] _dataName, List _fragmentedData); + + /// + /// The client with ID requests the server to spawn + /// a module of type . + /// + /// + /// The ID of the module to spawn. The IDs are hardcoded indexes from the editor in the + /// . + /// + /// + /// The ID of the client that is requesting the spawn. + /// + [ServerRpc] + public void RequestModuleSpawnServerRpc(int _moduleTypeID, ulong _expeditorClientID); + } + + /// + /// The interface with the base members and methods to associate shareable data + /// to a module in a multiplayer context. + /// + public interface IMlprData + { + /// + /// List of byte arrays containing the fragmented data associated to the module. + /// + List fragmentedSourceData { get; } + + /// + /// The name of the data associated to the module (in ) + /// + byte[] sourceDataName { get; } + + /// + /// The number of fragments in . + /// + /// + /// It should be equal to .Count. + /// + int sourceDataNbFrags { get; } + + /// + /// The number of clients that have received all the fragments from + /// . + /// + NetworkVariable nbClientReadyLoaded { get; } + + /// + /// A network variable that is true when all clients have received all + /// the fragments from . + /// + NetworkVariable isReadyForGeneration { get; } + + /// + /// Reassembles the fragments from into + /// a single byte array and interprets it. + /// + /// + /// It is marked as abstract because it MUST be implemented by any divable module. + /// + abstract void AssembleFragmentedData(); + + /// + /// Public interface to a coroutine requesting the server to send the name, + /// the number of fragments and the fragments of the data associated to the module + /// to all clients. + /// + /// + /// Sequentially calls , + /// and + /// . + /// + IEnumerator BroadcastSourceDataC(); + + /// + /// The server sends a data fragment to the module to the clients. + /// + /// + /// The fragment to send. + /// + [ClientRpc] + void BroadcastSourceDataFragClientRpc(byte[] _fragment); + + /// + /// The server sends the name of the data associated to the module to the clients. + /// + /// + /// The name of the data associated to the module. + /// + [ClientRpc] + void BroadcastSourceDataNameClientRpc(byte[] _name); + + /// + /// The server sends the number of fragments to the clients. + /// + /// + /// The number of fragments. + /// + [ClientRpc] + void BroadcastSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags); + + /// + /// The client who has ownership of the module confirms request the + /// server to broadcast the data fragment to the other clients. + /// + /// + /// The fragment to send. + /// + [ServerRpc] + void BroadcastSourceDataFragServerRpc(byte[] _fragment); + + /// + /// The client who has ownership of the module requests the server to + /// broadcast the name of the data associated to the module to the other clients. + /// + /// + /// The name of the data associated to the module. + /// + [ServerRpc] + void BroadcastSourceDataNameServerRpc(byte[] _name); + + /// + /// The client who has ownership of the module requests the server to + /// broadcast the number of fragments to the other clients. + /// + /// + /// The number of fragments. + /// + [ServerRpc] + void BroadcastSourceDataNbFragsServerRpc(ushort _sourceDataNbFrags); + + /// + /// The coroutine requesting to broadcast all the fragments in + /// to all clients. + /// + /// + /// The fragments to broadcast. + /// + IEnumerator BroadcastSourceDataFragsC(List _fragmentedSourceData); + + /// + /// Any client sends a confirmation to the server that it has received all + /// the fragments from . + /// + /// + /// This happens before . + /// + [ServerRpc(RequireOwnership = false)] + void ConfirmSourceDataReceptionServerRpc(); + + /// + /// This is a shortcut to assign values to , + /// and for the client who has ownership + /// of the module. + /// + /// + /// The name of the data associated to the module. + /// + /// + /// The fragments of the data associated to the module. + /// + void DirectReceiveSourceData(byte[] _sourceDataName, List _sourceData); + + /// + /// Requests the server to generate the data associated to the module. + /// This MUST be implemented by any divable module in order for the data + /// generation to be broadcasted to the other clients. + /// + /// + /// The ID of the client that is requesting the generation. + /// + /// + /// RPCs cannot be marked as abstract so we can only define the method as virtual. + /// Unfortunately, this means that we cannot force the implementation of this method + /// and that developpers will have to remember to implement it in their modules if it + /// is divable. + /// + [ServerRpc(RequireOwnership = false)] + void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID); + + /// + /// Public interface to a coroutine requesting the server to send the name, + /// the number of fragments and the fragments of the data associated to the module + /// to the client with the ID . + /// + /// + /// The ID of the client to which the data should be sent. + /// + IEnumerator SendSourceDataC(ulong _targetClientID); + + /// + /// The server sends a data fragment to the module to the client reprensented + /// by . + /// + /// + /// The fragment to send. + /// + /// + /// The struct encoding the information about the client to which the data should be sent. + /// + [ClientRpc] + void SendSourceDataFragClientRpc(byte[] _fragment, ClientRpcParams _clientRpcParams); + + /// + /// The server sends the name of the data associated to the module to the client + /// reprensented by . + /// + /// + /// The name of the data associated to the module. + /// + /// + /// The struct encoding the information about the client to which the data should be sent. + /// + [ClientRpc] + void SendSourceDataNameClientRpc(byte[] _name, ClientRpcParams _clientRpcParams); + + /// + /// The server sends the number of fragments to the client reprensented + /// by . + /// + /// + /// The number of fragments. + /// + /// + /// The struct encoding the information about the client to which the data should be sent. + /// + [ClientRpc] + void SendSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags, ClientRpcParams _clientRpcParams); + + /// + /// The coroutine controlling the sending of all the fragments in + /// to the client reprensented + /// by . + /// + /// + /// The fragments to send. + /// + /// + /// The struct encoding the information about the client to which the data should be sent. + /// + IEnumerator SendSourceDataFragsC(List _fragmentedSourceData, ClientRpcParams _clientRpcParams); + } + + /// + /// The interface used to manipulate the visibility status of a + /// network object. We cannot use Netcode's API for that (see + /// NetworkObject.NetworkHide(ulong) and NetworkObject.NetworkShow(ulong)) + /// because the Server cannot be affected by it. It is an understandable + /// behaviour as it seems that this API simply deletes the replicated + /// version of a NetworkObject for a target client. + /// However, we also want to the host to not see some NetworkObject. + /// Namely, the content of a scene that the host may not have dived + /// in. + /// + /// So, we define our own NetworkObject visibility scheme + /// which will unable network-replicated but locally executed + /// activation/deactivate of the whole gameobject when there are no + /// divers that are interacting with them; and hide/show the graphics + /// when at least one diver is currently seeing them but not everyone + /// should. That way, an object can be activate but hidden: it will then + /// receive network updates related to another client interacting with it + /// but will stay hidden from the local client. + /// + public interface IMlprVisibility + { + /// + /// Network variable keeping track of whether a NetworkObject's + /// gameobject is selfActive = true for at least one replicated + /// version of it on the network. + /// + NetworkVariable isActivated { get; } + + /// + /// Intended to active/deactivate the gameobject's version + /// of the local client on value change of + /// + abstract void ManageActivationStatus(bool _previous, bool _current); + + /// + /// Intended to disable graphics (and Colliders or anything + /// else that could allow the local client to interact with + /// the game object) for the gameobject's version of the + /// local client. + /// + abstract void NetHide(); + + /// + /// The equivalent of but for the server + /// to call. + /// + /// Params to target a specific + /// client. + [ClientRpc] + abstract void NetHideClientRpc(ClientRpcParams _clientRpcParams); + + /// + /// Intended to enable graphics (and Colliders or anything + /// else that could allow the local client to interact with + /// the game object) for the gameobject's version of the + /// local client. + /// + [ClientRpc] + abstract void NetShow(); + + /// + /// The equivalent of but for the server + /// to call. + /// + /// Params to target a specific + /// client. + [ClientRpc] + abstract void NetShowClientRpc(ClientRpcParams _clientRpcParams); + + /// + /// A client requests the server to change the value of + /// ; + /// + /// + [ServerRpc(RequireOwnership = false)] + void RequestSetActiveServerRpc(bool _active); + + } } \ No newline at end of file diff --git a/Assets/Scripts/Interfaces/IUI.cs b/Assets/Scripts/Interfaces/IUI.cs index 50a0b7b7..cd661095 100644 --- a/Assets/Scripts/Interfaces/IUI.cs +++ b/Assets/Scripts/Interfaces/IUI.cs @@ -82,15 +82,26 @@ public interface IDropDown /// /// Defines the interface for an object to LookAt (Z-Axis) a target. /// This allows us to wrap or build more complex LookAt behaviour than - /// the built-in . + /// the built-in Transform.LookAt. /// /// Particularly used for UI elements to be visible from an active /// Camera. public interface ILookAt { + /// + /// A boolean to know whether the gameobject should be flipped after it has + /// looked at its target. It basically means looking at the opposite direction. + /// bool flip { get; } + + /// + /// The target to look at. + /// Transform lookAtTarget { get; } + /// + /// The method to call to make the gameobject look at its target. + /// void LookAt(); } @@ -106,7 +117,7 @@ public interface IPopUp float popupDistance { get; } /// - /// The offset to add to 's height. + /// The offset to add to 's height. /// float popupHeightOffset { get; } @@ -126,31 +137,31 @@ public interface IPopUp public interface IInteractibility { /// - /// An array of references to component. + /// An array of references to UnityEngine.UI.Selectable component. /// Selectable[] targetGroup { get; } /// /// Forces the value upon - /// for every member of + /// UnityEngine.UI.Selectable.interactable for every member of /// . /// /// The value to apply to - /// . + /// UnityEngine.UI.Selectable.interactable. void ForceGroupInteractibility(bool _interactibility); /// - /// Switches the value of to + /// Switches the value of UnityEngine.UI.Selectable.interactable to /// its opposite for each member of the . /// void SwitchGroupInteractibility(); /// - /// Switches the value of to + /// Switches the value of UnityEngine.UI.Selectable.interactable to /// its opposite for the member with index /// in . /// - /// Index of a in Index of a UnityEngine.UI.Selectable in void SwitchSingleInteractibility(int targetIdx); } diff --git a/Assets/Scripts/Interfaces/IUserActions.cs b/Assets/Scripts/Interfaces/IUserActions.cs index 00c852dd..47ab4609 100644 --- a/Assets/Scripts/Interfaces/IUserActions.cs +++ b/Assets/Scripts/Interfaces/IUserActions.cs @@ -3,70 +3,72 @@ using UnityEngine.InputSystem; using UnityEngine.XR.Interaction.Toolkit; +using ECellDive.Utility.Data; + namespace ECellDive.Interfaces { - /// - /// Interface to define the behaviour of a remote grab. - /// - public interface IRemoteGrab - { - /// - /// The boolean struct to inform whether the gameobject - /// is being grabed by the left or right controllers. - /// - LeftRightData isGrabed { get; } + /// + /// Interface to define the behaviour of a remote grab. + /// + public interface IRemoteGrab + { + /// + /// The boolean struct to inform whether the gameobject + /// is being grabed by the left or right controllers. + /// + LeftRightData isGrabed { get; } - /// - /// The references to the input actions on the left and right controller - /// used to grab objects. - /// - //LeftRightData grab { get; } + /// + /// The references to the input actions on the left and right controller + /// used to grab objects. + /// + //LeftRightData grab { get; } - /// - /// The references to the input actions on the left and right controller - /// used to modulate the distance of grabed objects. - /// - LeftRightData manageDistance { get; } + /// + /// The references to the input actions on the left and right controller + /// used to modulate the distance of grabed objects. + /// + LeftRightData manageDistance { get; } - /// - /// A reference to the gameobject of the controller that is currently - /// used to grab the gameobject. - /// - GameObject refCurrentController { get; set; } + /// + /// A reference to the gameobject of the controller that is currently + /// used to grab the gameobject. + /// + GameObject refCurrentController { get; set; } - /// - /// A reference to the that was used - /// as an intermediary to grab the gameobject. - /// - XRRayInteractor currentRemoteInteractor { get; set; } + /// + /// A reference to the XRRayInteractor that was used + /// as an intermediary to grab the gameobject. + /// + XRRayInteractor currentRemoteInteractor { get; set; } - /// - /// Additional call back to perform right after the object - /// has been moved (direct or remote grab). - /// - UnityEvent OnPostGrabMovementUpdate { get; set; } + /// + /// Additional call back to perform right after the object + /// has been moved (direct or remote grab). + /// + UnityEvent OnPostGrabMovementUpdate { get; set; } - /// - /// Informs whether the gameobject is currently grabed by - /// either the left or right controller. - /// - /// - /// True if the gameobject is grabed by either the left or - /// right controller. Flase, otherwise. - /// - bool IsGrabed(); + /// + /// Informs whether the gameobject is currently grabed by + /// either the left or right controller. + /// + /// + /// True if the gameobject is grabed by either the left or + /// right controller. Flase, otherwise. + /// + bool IsGrabed(); - /// - /// Operations to perform when the user is grabing an object - /// after making a remote contact with it. - /// - void OnGrab(); - - /// - /// Operations to perform when a user realeases the object - /// it had grabed from a remote contact with it. - /// - void OnReleaseGrab(); - } + /// + /// Operations to perform when the user is grabing an object + /// after making a remote contact with it. + /// + void OnGrab(); + + /// + /// Operations to perform when a user realeases the object + /// it had grabed from a remote contact with it. + /// + void OnReleaseGrab(); + } } diff --git a/Assets/Scripts/Modules/CyJsonModules/Datastructure/CyJsonPathway.cs b/Assets/Scripts/Modules/CyJsonModules/Datastructure/CyJsonPathway.cs index 64edfd2c..683be5b1 100644 --- a/Assets/Scripts/Modules/CyJsonModules/Datastructure/CyJsonPathway.cs +++ b/Assets/Scripts/Modules/CyJsonModules/Datastructure/CyJsonPathway.cs @@ -5,97 +5,129 @@ using ECellDive.IO; using ECellDive.Interfaces; -namespace ECellDive +namespace ECellDive.GraphComponents { - namespace GraphComponents - { - public class CyJsonPathway : IGraph - { - public string name { get; protected set; } - public JObject graphData { get; protected set; } - public JArray jNodes { get; protected set; } - public JArray jEdges { get; protected set; } - - public INode[] nodes { get; protected set; } - - public IEdge[] edges { get; protected set; } - - public CyJsonPathway(string _path, string _name) - { - graphData = JsonImporter.OpenFile(_path, _name); - name = _name; - } - - public CyJsonPathway(JObject _cyJspathway, string _name) - { - graphData = _cyJspathway; - name = _name; - } - - /// - public void MapInOutEdgesIntoNodes() - { - Dictionary nodesMap = new Dictionary(); - - for(uint i = 0; i - public void PopulateNodes() - { - int nbNodes = jNodes.Count(); - nodes = new INode[nbNodes]; - - for (int i = 0; i < nbNodes; i++) - { - Vector3 nodePos = CyJsonParser.LookForNodePosition(jNodes.ElementAt(i)); - string name = CyJsonParser.LookForName(jNodes.ElementAt(i)); - string label = CyJsonParser.LookForLabel(jNodes.ElementAt(i)); - bool isVirtual = CyJsonParser.LookForNodeType(jNodes.ElementAt(i)); - nodes[i] = new Node(jNodes.ElementAt(i)["data"]["id"].Value(), - label, - name, - nodePos, - isVirtual); - } - } - - /// - public void PopulateEdges() - { - int nbEdges = jEdges.Count(); - edges = new IEdge[nbEdges]; - - for (int i = 0; i < nbEdges; i++) - { - edges[i] = new Edge(jEdges.ElementAt(i)["data"]["id"].Value(), - jEdges.ElementAt(i)["data"]["reaction_name"].Value(), - jEdges.ElementAt(i)["data"]["name"].Value(), - jEdges.ElementAt(i)["data"]["source"].Value(), - jEdges.ElementAt(i)["data"]["target"].Value()); - } - } - - /// - public void SetNodes() - { - jNodes = CyJsonParser.GetNodes(graphData); - } - - /// - public void SetEdges() - { - jEdges = CyJsonParser.GetEdges(graphData); - } - } - } + /// + /// The data structure to retrieve a graph from a Cytoscape Json file. + /// + public class CyJsonPathway : IGraph + { + #region - IGraph Fields - + /// + public string name { get; protected set; } + + /// + public JObject graphData { get; protected set; } + + /// + public JArray jNodes { get; protected set; } + + /// + public JArray jEdges { get; protected set; } + + /// + public INode[] nodes { get; protected set; } + + /// + public IEdge[] edges { get; protected set; } + #endregion + + /// + /// Instantiate from a Cytoscape Json file. + /// + /// + /// The directory to the file. + /// + /// + /// The name of the file with the extension. + /// + public CyJsonPathway(string _path, string _name) + { + graphData = JsonImporter.OpenFile(_path, _name); + name = _name; + } + + /// + /// Instantiate from a JObject (from Newtonsoft.Json.Linq) + /// that should encode the content of a Cytoscape Json file. + /// + /// + /// The JObject containing information about the cyjson graph. + /// + /// + /// The name of the graph. + /// + public CyJsonPathway(JObject _cyJspathway, string _name) + { + graphData = _cyJspathway; + name = _name; + } + + #region - IGraph Methods - + /// + public void MapInOutEdgesIntoNodes() + { + Dictionary nodesMap = new Dictionary(); + + for(uint i = 0; i + public void PopulateNodes() + { + int nbNodes = jNodes.Count(); + nodes = new INode[nbNodes]; + + for (int i = 0; i < nbNodes; i++) + { + Vector3 nodePos = CyJsonParser.LookForNodePosition(jNodes.ElementAt(i)); + string name = CyJsonParser.LookForName(jNodes.ElementAt(i)); + string label = CyJsonParser.LookForLabel(jNodes.ElementAt(i)); + bool isVirtual = CyJsonParser.LookForNodeType(jNodes.ElementAt(i)); + nodes[i] = new Node(jNodes.ElementAt(i)["data"]["id"].Value(), + label, + name, + nodePos, + isVirtual); + } + } + + /// + public void PopulateEdges() + { + int nbEdges = jEdges.Count(); + edges = new IEdge[nbEdges]; + + for (int i = 0; i < nbEdges; i++) + { + edges[i] = new Edge(jEdges.ElementAt(i)["data"]["id"].Value(), + jEdges.ElementAt(i)["data"]["reaction_name"].Value(), + jEdges.ElementAt(i)["data"]["name"].Value(), + jEdges.ElementAt(i)["data"]["source"].Value(), + jEdges.ElementAt(i)["data"]["target"].Value()); + } + } + + /// + public void SetNodes() + { + jNodes = CyJsonParser.GetNodes(graphData); + } + + /// + public void SetEdges() + { + jEdges = CyJsonParser.GetEdges(graphData); + } + #endregion + } } diff --git a/Assets/Scripts/Modules/CyJsonModules/Datastructure/Edge.cs b/Assets/Scripts/Modules/CyJsonModules/Datastructure/Edge.cs index d3a10e77..53b7327f 100644 --- a/Assets/Scripts/Modules/CyJsonModules/Datastructure/Edge.cs +++ b/Assets/Scripts/Modules/CyJsonModules/Datastructure/Edge.cs @@ -1,36 +1,63 @@ using UnityEngine; using ECellDive.Interfaces; -namespace ECellDive +namespace ECellDive.GraphComponents { - namespace GraphComponents - { - [System.Serializable] - public class Edge : IEdge - { - [SerializeField] private uint m_ID; - public uint ID { get => m_ID; set => m_ID = value; } - - [SerializeField] private uint m_source; - public uint source { get => m_source; set => m_source = value; } - - [SerializeField] private uint m_target; - public uint target { get => m_target; set => m_target = value; } - - [SerializeField] private string m_name; - public string name { get => m_name; set => m_name = value; } - - [SerializeField] private string m_reaction_name; - public string reaction_name { get => m_reaction_name; set => m_reaction_name = value; } - - public Edge(uint _ID, string _reaction_name, string _name, uint _source, uint _target) - { - ID = _ID; - source = _source; - target = _target; - reaction_name = _reaction_name; - name = _name; - } - } - } + /// + /// The data structure to encode an edge for a cyjson graph. + /// + [System.Serializable] + public class Edge : IEdge + { + #region - IEdge Fields - + /// + /// The field for . + /// + [SerializeField] private uint m_ID; + + /// + public uint ID { get => m_ID; set => m_ID = value; } + + /// + /// The field for . + /// + [SerializeField] private uint m_source; + + /// + public uint source { get => m_source; set => m_source = value; } + + /// + /// The field for . + /// + [SerializeField] private uint m_target; + + /// + public uint target { get => m_target; set => m_target = value; } + + /// + /// The field for . + /// + [SerializeField] private string m_name; + + /// + public string name { get => m_name; set => m_name = value; } + + /// + /// The field for . + /// + [SerializeField] private string m_reaction_name; + + /// + public string reaction_name { get => m_reaction_name; set => m_reaction_name = value; } + #endregion + + public Edge(uint _ID, string _reaction_name, string _name, uint _source, uint _target) + { + ID = _ID; + source = _source; + target = _target; + reaction_name = _reaction_name; + name = _name; + } + } } diff --git a/Assets/Scripts/Modules/CyJsonModules/Datastructure/Node.cs b/Assets/Scripts/Modules/CyJsonModules/Datastructure/Node.cs index 067f6168..3fa5a46f 100644 --- a/Assets/Scripts/Modules/CyJsonModules/Datastructure/Node.cs +++ b/Assets/Scripts/Modules/CyJsonModules/Datastructure/Node.cs @@ -2,46 +2,82 @@ using UnityEngine; using ECellDive.Interfaces; -namespace ECellDive +namespace ECellDive.GraphComponents { - namespace GraphComponents - { - [System.Serializable] - public class Node : INode - { - //Interface members - [SerializeField] private uint m_ID; - public uint ID { get => m_ID; set => m_ID = value; } - - [SerializeField] private Vector3 m_position; - public Vector3 position { get => m_position; set => m_position = value; } - - [SerializeField] private string m_name; - public string name { get => m_name; set => m_name = value; } - - [SerializeField] private string m_label; - public string label { get => m_label; set => m_label = value; } - - [SerializeField] private List m_incommingEdges; - public List incommingEdges { get => m_incommingEdges; set => m_incommingEdges = value; } - - [SerializeField] private List m_outgoingEdges; - public List outgoingEdges { get => m_outgoingEdges; set => m_outgoingEdges = value; } - - [SerializeField] private bool m_isVirtual; - public bool isVirtual { get => m_isVirtual; set => m_isVirtual = value; } - - public Node(uint _ID, string _label, string _name, Vector3 _position, bool _isVirtual) - { - ID = _ID; - position = _position; - label = _label; - name = _name; - incommingEdges = new List(); - outgoingEdges = new List(); - isVirtual = _isVirtual; - } - } - } + /// + /// The data structure to encode a node for a cyjson graph. + /// + [System.Serializable] + public class Node : INode + { + #region - INode Fields - + /// + /// The field for . + /// + [SerializeField] private uint m_ID; + + /// + public uint ID { get => m_ID; set => m_ID = value; } + + /// + /// The field for . + /// + [SerializeField] private Vector3 m_position; + + /// + public Vector3 position { get => m_position; set => m_position = value; } + + /// + /// The field for . + /// + [SerializeField] private string m_name; + + /// + public string name { get => m_name; set => m_name = value; } + + /// + /// The field for . + /// + [SerializeField] private string m_label; + + /// + public string label { get => m_label; set => m_label = value; } + + /// + /// The field for . + /// + [SerializeField] private List m_incommingEdges; + + /// + public List incommingEdges { get => m_incommingEdges; set => m_incommingEdges = value; } + + /// + /// The field for . + /// + [SerializeField] private List m_outgoingEdges; + + /// + public List outgoingEdges { get => m_outgoingEdges; set => m_outgoingEdges = value; } + + /// + /// The field for . + /// + [SerializeField] private bool m_isVirtual; + + /// + public bool isVirtual { get => m_isVirtual; set => m_isVirtual = value; } + #endregion + + public Node(uint _ID, string _label, string _name, Vector3 _position, bool _isVirtual) + { + ID = _ID; + position = _position; + label = _label; + name = _name; + incommingEdges = new List(); + outgoingEdges = new List(); + isVirtual = _isVirtual; + } + } } diff --git a/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/EdgeGO.cs b/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/EdgeGO.cs index 55ab2c8a..4200c896 100644 --- a/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/EdgeGO.cs +++ b/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/EdgeGO.cs @@ -1,615 +1,771 @@ +using System.Collections; using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; +using TMPro; using ECellDive.UI; using ECellDive.Interfaces; -using TMPro; +using ECellDive.Utility.Data; -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - public class EdgeGO : GameNetModule, - IEdgeGO, IModulateFlux - { - #region - IEdgeGO Members - - public IEdge edgeData { get; set; } - public string informationString { get; protected set; } - public float defaultStartWidth { get; protected set; } - public float defaultEndWidth { get; protected set; } - - [SerializeField] private GameObject m_refBoxColliderHolder; - public GameObject refBoxColliderHolder - { - get => m_refBoxColliderHolder; - set => refBoxColliderHolder = m_refBoxColliderHolder; - } - #endregion - - #region - IModulateFlux Members - - [SerializeField] private LeftRightData m_triggerKOActions; - public LeftRightData triggerKOActions - { - get => m_triggerKOActions; - set => m_triggerKOActions = value; - } - - private NetworkVariable m_knockedOut = new NetworkVariable(false); - public NetworkVariable knockedOut { get => m_knockedOut; protected set => m_knockedOut = value; } - - private NetworkVariable m_fluxLevel = new NetworkVariable(); - public NetworkVariable fluxLevel { get => m_fluxLevel; protected set => m_fluxLevel = value; } - - private NetworkVariable m_fluxLevelClamped = new NetworkVariable(); - public NetworkVariable fluxLevelClamped { get => m_fluxLevelClamped; protected set => m_fluxLevelClamped = value; } - #endregion - - [Header("Customization Parameters")] - public bool forceDefaultColor; - public bool forceDefaultWidth; - [Range(0, 1)] public float startWidthFactor = 1f; - [Range(0, 1)] public float endWidthFactor = 1f; - - private int activationID; - private ParticleSystem refParticleSystem; - private ParticleSystem.MainModule mainModule; - private ParticleSystem.EmissionModule emissionModule; - private ParticleSystem.ShapeModule shapeModule; - - private IGraphGO refMasterPathway; - - protected override void Awake() - { - base.Awake(); - triggerKOActions.left.action.performed += ManageKnockout; - triggerKOActions.right.action.performed += ManageKnockout; - - activationID = Shader.PropertyToID("_Activation"); - refParticleSystem = GetComponentInChildren(); - mainModule = refParticleSystem.main; - emissionModule = refParticleSystem.emission; - shapeModule = refParticleSystem.shape; - } - - public override void OnDestroy() - { - triggerKOActions.left.action.performed -= ManageKnockout; - triggerKOActions.right.action.performed -= ManageKnockout; - } - - public override void OnNetworkSpawn() - { - base.OnNetworkSpawn(); - - fluxLevel.OnValueChanged += ApplyFLChanges; - fluxLevelClamped.OnValueChanged += ApplyFLCChanges; - knockedOut.OnValueChanged += ApplyKOChanges; - } - - public override void OnNetworkDespawn() - { - base.OnNetworkDespawn(); - - fluxLevel.OnValueChanged -= ApplyFLChanges; - fluxLevelClamped.OnValueChanged -= ApplyFLCChanges; - knockedOut.OnValueChanged -= ApplyKOChanges; - } - - [ServerRpc(RequireOwnership = false)] - private void ActivateServerRpc() - { - knockedOut.Value = false; - } - - protected override void ApplyCurrentColorChange(Color _previous, Color _current) - { - if (forceDefaultColor) - { - mpb.SetVector(colorID, Color.white); - } - else - { - mpb.SetVector(colorID, _current); - } - m_LineRenderer.SetPropertyBlock(mpb); - } - - private void ApplyFLChanges(float _previous, float _current) - { - ApplyFluxLevel(); - } - - private void ApplyFLCChanges(float _previous, float _current) - { - ApplyFluxLevelClamped(); - } - - private void ApplyKOChanges(bool _previous, bool _current) - { - SetInformationString(); - mpb.SetFloat(activationID, knockedOut.Value? 0 : 1); - m_LineRenderer.SetPropertyBlock(mpb); - } - - public void Initialize(CyJsonModule _masterPathway, IEdge _edge) - { + /// + /// The class to manage the behaviour of an edge in the graph. + /// + /// + /// It is synchronized over the multiplayer network. + /// + public class EdgeGO : GameNetModule, + IEdgeGO, IModulateFlux + { + #region - IEdgeGO Members - + /// + public IEdge edgeData { get; set; } + + /// + public string informationString { get; protected set; } + + /// + public float defaultStartWidth { get; protected set; } + + /// + public float defaultEndWidth { get; protected set; } + + /// + /// The field for . + /// + [SerializeField] private GameObject m_refBoxColliderHolder; + + /// + public GameObject refBoxColliderHolder + { + get => m_refBoxColliderHolder; + set => refBoxColliderHolder = m_refBoxColliderHolder; + } + #endregion + + #region - IModulateFlux Members - + /// + /// The field for . + /// + [SerializeField] private LeftRightData m_triggerKOActions; + + /// + public LeftRightData triggerKOActions + { + get => m_triggerKOActions; + set => m_triggerKOActions = value; + } + + /// + /// The field for . + /// + private NetworkVariable m_knockedOut = new NetworkVariable(false); + + /// + public NetworkVariable knockedOut { get => m_knockedOut; protected set => m_knockedOut = value; } + + /// + /// The field for . + /// + private NetworkVariable m_fluxLevel = new NetworkVariable(); + + /// + public NetworkVariable fluxLevel { get => m_fluxLevel; protected set => m_fluxLevel = value; } + + /// + /// The field for . + /// + private NetworkVariable m_fluxLevelClamped = new NetworkVariable(); + + /// + public NetworkVariable fluxLevelClamped { get => m_fluxLevelClamped; protected set => m_fluxLevelClamped = value; } + #endregion + + /// + /// A boolean to control whether the edge should be assigned its + /// default color every time + /// is called. + /// + [Header("Customization Parameters")] + public bool forceDefaultColor; + + /// + /// A boolean to control whether the edge should be assigned its + /// default width every time is called. + /// + public bool forceDefaultWidth; + + /// + /// A value to control the scale of the starting edge's width. + /// + [Range(0, 1)] public float startWidthFactor = 1f; + + /// + /// A value to control the scale of the ending edge's width. + /// + [Range(0, 1)] public float endWidthFactor = 1f; + + /// + /// The ID of the property in the shader to control the visual + /// of the edge (Knockedout or not). + /// + private int activationID; + + /// + /// A reference to the particle system to control the + /// animation of the edge. + /// + private ParticleSystem refParticleSystem; + + /// + /// A reference to the MainModule of the particle system. + /// It is used to set the start lifetime of the particle system. + /// + private ParticleSystem.MainModule mainModule; + + /// + /// A reference to the EmissionModule of the particle system. + /// It is used to set the emission rate of the particle system. + /// + private ParticleSystem.EmissionModule emissionModule; + + /// + /// A reference to the ShapeModule of the particle system. + /// It is used to set the scale of the particle system. + /// + private ParticleSystem.ShapeModule shapeModule; + + /// + /// A reference to the pathway this node belongs to. + /// + private IGraphGO refMasterPathway; + + protected override void Awake() + { + base.Awake(); + triggerKOActions.left.action.performed += ManageKnockout; + triggerKOActions.right.action.performed += ManageKnockout; + + activationID = Shader.PropertyToID("_Activation"); + refParticleSystem = GetComponentInChildren(); + mainModule = refParticleSystem.main; + emissionModule = refParticleSystem.emission; + shapeModule = refParticleSystem.shape; + } + + public override void OnDestroy() + { + triggerKOActions.left.action.performed -= ManageKnockout; + triggerKOActions.right.action.performed -= ManageKnockout; + } + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + + fluxLevel.OnValueChanged += ApplyFLChanges; + fluxLevelClamped.OnValueChanged += ApplyFLCChanges; + knockedOut.OnValueChanged += ApplyKOChanges; + } + + public override void OnNetworkDespawn() + { + base.OnNetworkDespawn(); + + fluxLevel.OnValueChanged -= ApplyFLChanges; + fluxLevelClamped.OnValueChanged -= ApplyFLCChanges; + knockedOut.OnValueChanged -= ApplyKOChanges; + } + + /// + /// Notifies the server that the edge should be activated. + /// + [ServerRpc(RequireOwnership = false)] + private void ActivateServerRpc() + { + knockedOut.Value = false; + } + + /// + protected override void ApplyCurrentColorChange(Color _previous, Color _current) + { + if (forceDefaultColor) + { + mpb.SetVector(colorID, Color.white); + } + else + { + mpb.SetVector(colorID, _current); + } + m_LineRenderer.SetPropertyBlock(mpb); + } + + /// + /// Callback function to react to the OnValueChanged event of . + /// + /// + /// The previous value of . This is required for the + /// to satisfy the signature constraint of the event but we don't use it. + /// + /// + /// The newly set value of . This is required for the + /// to satisfy the signature constraint of the event but we don't use it. + /// + private void ApplyFLChanges(float _previous, float _current) + { + ApplyFluxLevel(); + } + + /// + /// Callback function to react to the OnValueChanged event of + /// . + /// + /// + /// The previous value of . This is required for the + /// to satisfy the signature constraint of the event but we don't use it. + /// + /// + /// The newly set value of . This is required for the + /// to satisfy the signature constraint of the event but we don't use it. + /// + private void ApplyFLCChanges(float _previous, float _current) + { + ApplyFluxLevelClamped(); + } + + /// + /// Callback function to react to the OnValueChanged event of . + /// + /// + /// The previous value of . This is required for the + /// to satisfy the signature constraint of the event but we don't use it. + /// + /// + /// The newly set value of . This is required for the + /// to satisfy the signature constraint of the event but we don't use it. + /// + private void ApplyKOChanges(bool _previous, bool _current) + { + SetInformationString(); + mpb.SetFloat(activationID, knockedOut.Value? 0 : 1); + m_LineRenderer.SetPropertyBlock(mpb); + } + + /// + /// Uses the information from to initialize the edge. + /// + /// + /// The pathway this edge belongs to. + /// + /// + /// The edge data to use to initialize the edge. + /// + public void Initialize(CyJsonModule _masterPathway, IEdge _edge) + { #if UNITY_EDITOR - m_LineRenderer = GetComponent(); - if (nameTextFieldContainer != null) - { - nameField = nameTextFieldContainer?.GetComponentInChildren(); - } - - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - mpb.SetVector(colorID, defaultColor); - m_LineRenderer.SetPropertyBlock(mpb); - - activationID = Shader.PropertyToID("_Activation"); - refParticleSystem = GetComponentInChildren(); - mainModule = refParticleSystem.main; - emissionModule = refParticleSystem.emission; - shapeModule = refParticleSystem.shape; + m_LineRenderer = GetComponent(); + if (nameTextFieldContainer != null) + { + nameField = nameTextFieldContainer?.GetComponentInChildren(); + } + + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + mpb.SetVector(colorID, defaultColor); + m_LineRenderer.SetPropertyBlock(mpb); + + activationID = Shader.PropertyToID("_Activation"); + refParticleSystem = GetComponentInChildren(); + mainModule = refParticleSystem.main; + emissionModule = refParticleSystem.emission; + shapeModule = refParticleSystem.shape; #endif - refMasterPathway = _masterPathway; - InstantiateInfoTags(new string[] { "" }); - SetEdgeData(_edge); - gameObject.SetActive(true); - gameObject.name = $"{edgeData.ID}"; - SetName(edgeData.reaction_name); - HideName(); - SetDefaultWidth(1 / refMasterPathway.graphScalingData.sizeScaleFactor, - 1 / refMasterPathway.graphScalingData.sizeScaleFactor); - - SetLineRendererWidth(); - - Transform start = refMasterPathway.DataID_to_DataGO[edgeData.source].transform; - Transform target = refMasterPathway.DataID_to_DataGO[edgeData.target].transform; - SetLineRendererPosition(start, target); - SetCollider(start, target); - - //Particle system parameters - emissionModule.rateOverTime = 0; - shapeModule.scale = m_refBoxColliderHolder.transform.localScale; - refParticleSystem.transform.position = start.position; - refParticleSystem.transform.LookAt(target.position); - mainModule.startLifetime = Vector3.Distance(start.position, target.position); - - - m_nameTextFieldContainer.transform.position = 0.5f * (start.position + target.position) + - 1 / refMasterPathway.graphScalingData.sizeScaleFactor * 1.5f * Vector3.up; - } - - [ServerRpc(RequireOwnership = false)] - private void KnockoutServerRpc() - { - knockedOut.Value = true; - } - - /// - /// The public interface to call back on Unity Events to knockout - /// or activate a reaction represented by the edge. - /// - /// Typically called back when the user presses a button - /// while pointing at the edge. - public void ManageKnockout(InputAction.CallbackContext _ctx) - { - if (isFocused) - { - if (knockedOut.Value) - { - Activate(); - } - - else - { - Knockout(); - } - } - } - - /// - /// The utility function to update the information string. - /// - private void SetInformationString() - { - informationString = $"SUID: {edgeData.ID} \n" + - $"Name: {edgeData.name} \n" + - $"Reaction: {edgeData.reaction_name} \n" + - $"Knockedout: {knockedOut.Value} \n" + - $"Flux: {fluxLevel.Value}"; - m_refInfoTagsContainer.transform.GetChild(0).GetComponent().SetText(informationString); - } - - [ServerRpc(RequireOwnership = false)] - private void SetFluxValuesServerRpc(float _fluxValue, float _fluxClampedValue) - { - fluxLevel.Value = _fluxValue; - fluxLevelClamped.Value = _fluxClampedValue; - } - - /// - /// Sets the X and Y scale of the box collider relatively to the line renderer's width. - /// - private void SetColliderHeightWidth() - { - m_refBoxColliderHolder.transform.localScale = new Vector3( - 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth), - 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth), - m_refBoxColliderHolder.transform.localScale.z); - } - - /// - /// Sets the value for . - /// - /// The value for . - public void SetRefMasterPathway(IGraphGO _masterPathway) - { - refMasterPathway = _masterPathway; - } - - /// - /// Spreads the activation state to every contiguous downstream edge that are part of the same reaction. - /// - public void SpreadActivationDownward() - { - ActivateServerRpc(); - - GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; - foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadActivationDownward(); - } - } - - foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadActivationUpward(); - } - } - } - - /// - /// Spreads the activation state to every contiguous upstream edge that are part of the same reaction. - /// - public void SpreadActivationUpward() - { - ActivateServerRpc(); - - GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; - foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadActivationUpward(); - } - } - - foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadActivationDownward(); - } - } - } - - /// - /// Spreads the Knockout state to every contiguous downstream edge that are part of the same reaction. - /// - public void SpreadKODownward() - { - KnockoutServerRpc(); - - GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; - foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadKODownward(); - } - } - - foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadKOUpward(); - } - } - } - - /// - /// Spreads the Knockout state to every contiguous upstream edge that are part of the same reaction. - /// - public void SpreadKOUpward() - { - KnockoutServerRpc(); - - GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; - foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadKOUpward(); - } - } - - foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadKODownward(); - } - } - } - - /// - /// Spreads the highlighted state to every contiguous downstream edge that are part of the same reaction. - /// - public void SpreadHighlightDownward() - { - SetCurrentColorToHighlightServerRpc(); - refParticleSystem.gameObject.SetActive(true); - refParticleSystem.Play(); - - GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; - foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadHighlightDownward(); - } - } - - foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadHighlightUpward(); - } - } - } - - /// - /// Spreads the highlighted state to every contiguous upstream edge that are part of the same reaction. - /// - public void SpreadHighlightUpward() - { - SetCurrentColorToHighlightServerRpc(); - refParticleSystem.gameObject.SetActive(true); - refParticleSystem.Play(); - - GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; - foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadHighlightUpward(); - } - } - - foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadHighlightDownward(); - } - } - } - - /// - /// Spreads the unhighlighted state to every contiguous upstream edge that are part of the same reaction. - /// - public void SpreadUnsetHighlightDownward() - { - SetCurrentColorToDefaultServerRpc(); - refParticleSystem.Stop(true, ParticleSystemStopBehavior.StopEmitting); - - GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; - foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadUnsetHighlightDownward(); - } - } - - foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadUnsetHighlightUpward(); - } - } - } - - /// - /// Spreads the unhighlighted state to every contiguous downstream edge that are part of the same reaction. - /// - public void SpreadUnsetHighlightUpward() - { - SetCurrentColorToDefaultServerRpc(); - refParticleSystem.Stop(true, ParticleSystemStopBehavior.StopEmitting); - - GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; - foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadUnsetHighlightUpward(); - } - } - - foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) - { - EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); - if (neighbourEdgeGo.edgeData.ID != edgeData.ID && - neighbourEdgeGo.edgeData.name == edgeData.name) - { - neighbourEdgeGo.SpreadUnsetHighlightDownward(); - } - } - } - - #region - IColorHighlightable Methods - - - public override void ApplyColor(Color _color) - { - mpb.SetVector(colorID, _color); - if (m_LineRenderer != null) - { - m_LineRenderer.SetPropertyBlock(mpb); - } - } - - public override void SetHighlight() - { - SpreadHighlightUpward(); - SpreadHighlightDownward(); - } - - public override void UnsetHighlight() - { - if (!forceHighlight) - { - SpreadUnsetHighlightUpward(); - SpreadUnsetHighlightDownward(); - } - } - #endregion - - #region - IEdgeGO Methods- - /// - public void ReverseOrientation() - { - Vector3 startBuffer = m_LineRenderer.GetPosition(0); - m_LineRenderer.SetPosition(0, m_LineRenderer.GetPosition(1)); - m_LineRenderer.SetPosition(1, startBuffer); - refParticleSystem.transform.localPosition = m_LineRenderer.GetPosition(0); - refParticleSystem.transform.LookAt(m_LineRenderer.GetPosition(1)); - } - - /// - public void SetDefaultWidth(float _start, float _end) - { - //Debug.Log($"Set sw {defaultStartWidth}, ew {endWidthFactor}"); - defaultStartWidth = _start; - defaultEndWidth = _end; - } - - /// - public void SetEdgeData(IEdge _IEdge) - { - edgeData = _IEdge; - SetInformationString(); - } - - /// - public void SetCollider(Transform _start, Transform _end) - { - m_refBoxColliderHolder.transform.localPosition = 0.5f * (_start.localPosition + _end.localPosition); - m_refBoxColliderHolder.transform.LookAt(_end); - m_refBoxColliderHolder.transform.localScale = new Vector3( - 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth),//0.33f is custom for the inner size of the arrow texture - 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth),//0.33f is custom for the inner size of the arrow texture - 0.95f * Vector3.Distance(_start.localPosition, _end.localPosition));//0.95f is custom to avoid overlapping of the edge box collider with the nodes colliders - } - - /// - public void SetLineRendererWidth() - { - if (forceDefaultWidth) - { - m_LineRenderer.startWidth = startWidthFactor * defaultStartWidth; - m_LineRenderer.endWidth = endWidthFactor * defaultEndWidth; - } - else - { - m_LineRenderer.startWidth = startWidthFactor * Mathf.Max(defaultStartWidth, defaultStartWidth*fluxLevelClamped.Value); - m_LineRenderer.endWidth = endWidthFactor * Mathf.Max(defaultEndWidth, defaultEndWidth*fluxLevelClamped.Value); - } - } - - /// - public void SetLineRendererPosition(Transform _start, Transform _end) - { - m_LineRenderer.SetPosition(0, _start.localPosition); - m_LineRenderer.SetPosition(1, _end.localPosition); - } - #endregion - - #region - IModulateFlux Methods- - - /// - public void Activate() - { - SpreadActivationDownward(); - SpreadActivationUpward(); - } - - /// - public void Knockout() - { - SpreadKODownward(); - SpreadKOUpward(); - } - - /// - public void ApplyFluxLevel() - { - //Update emission rate - emissionModule.rateOverTime = fluxLevel.Value; - } - - /// - public void ApplyFluxLevelClamped() - { - SetInformationString(); - - SetLineRendererWidth(); - - SetColliderHeightWidth(); - shapeModule.scale = m_refBoxColliderHolder.transform.localScale; - } - - /// - public void SetFlux(float _level, float _levelClamped) - { -//#if UNITY_EDITOR -// fluxLevel.Value = _level; -// fluxLevelClamped.Value = _levelClamped; -//#else - SetFluxValuesServerRpc(_level, _levelClamped); -//#endif - } - #endregion - } - } + refMasterPathway = _masterPathway; + InstantiateInfoTags(new string[] { "" }); + SetEdgeData(_edge); + gameObject.SetActive(true); + gameObject.name = $"{edgeData.ID}"; + SetName(edgeData.reaction_name); + HideName(); + SetDefaultWidth(1 / refMasterPathway.graphScalingData.sizeScaleFactor, + 1 / refMasterPathway.graphScalingData.sizeScaleFactor); + + SetLineRendererWidth(); + + Transform start = refMasterPathway.DataID_to_DataGO[edgeData.source].transform; + Transform target = refMasterPathway.DataID_to_DataGO[edgeData.target].transform; + SetLineRendererPosition(start, target); + SetCollider(start, target); + + //Particle system parameters + emissionModule.rateOverTime = 0; + shapeModule.scale = m_refBoxColliderHolder.transform.localScale; + refParticleSystem.transform.position = start.position; + refParticleSystem.transform.LookAt(target.position); + mainModule.startLifetime = Vector3.Distance(start.position, target.position); + + + m_nameTextFieldContainer.transform.position = 0.5f * (start.position + target.position) + + 1 / refMasterPathway.graphScalingData.sizeScaleFactor * 1.5f * Vector3.up; + } + + /// + /// Notifies the server that the edge should be knocked out. + /// + [ServerRpc(RequireOwnership = false)] + private void KnockoutServerRpc() + { + knockedOut.Value = true; + } + + /// + /// The public interface to call back on Unity Events to knockout + /// or activate a reaction represented by the edge. + /// + /// Typically called back when the user presses a button + /// while pointing at the edge. + public void ManageKnockout(InputAction.CallbackContext _ctx) + { + if (isFocused) + { + if (knockedOut.Value) + { + Activate(); + } + + else + { + Knockout(); + } + } + } + + /// + /// The utility function to update the information string. + /// + private void SetInformationString() + { + informationString = $"SUID: {edgeData.ID} \n" + + $"Name: {edgeData.name} \n" + + $"Reaction: {edgeData.reaction_name} \n" + + $"Knockedout: {knockedOut.Value} \n" + + $"Flux: {fluxLevel.Value}"; + m_refInfoTagsContainer.transform.GetChild(0).GetComponent().SetText(informationString); + } + + /// + /// Notifies the server of new values for and + /// . + /// + /// + /// The new value for . + /// + /// + /// The new value for . + /// + [ServerRpc(RequireOwnership = false)] + private void SetFluxValuesServerRpc(float _fluxValue, float _fluxClampedValue) + { + fluxLevel.Value = _fluxValue; + fluxLevelClamped.Value = _fluxClampedValue; + } + + /// + /// Sets the X and Y scale of the box collider relatively to the line renderer's width. + /// + private void SetColliderHeightWidth() + { + m_refBoxColliderHolder.transform.localScale = new Vector3( + 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth), + 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth), + m_refBoxColliderHolder.transform.localScale.z); + } + + /// + /// Sets the value for . + /// + /// The value for . + public void SetRefMasterPathway(IGraphGO _masterPathway) + { + refMasterPathway = _masterPathway; + } + + /// + /// Spreads the activation state to every contiguous downstream edge that are part of the same reaction. + /// + public void SpreadActivationDownward() + { + ActivateServerRpc(); + + GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; + foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadActivationDownward(); + } + } + + foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadActivationUpward(); + } + } + } + + /// + /// Spreads the activation state to every contiguous upstream edge that are part of the same reaction. + /// + public void SpreadActivationUpward() + { + ActivateServerRpc(); + + GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; + foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadActivationUpward(); + } + } + + foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadActivationDownward(); + } + } + } + + /// + /// Spreads the Knockout state to every contiguous downstream edge that are part of the same reaction. + /// + public void SpreadKODownward() + { + KnockoutServerRpc(); + + GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; + foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadKODownward(); + } + } + + foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadKOUpward(); + } + } + } + + /// + /// Spreads the Knockout state to every contiguous upstream edge that are part of the same reaction. + /// + public void SpreadKOUpward() + { + KnockoutServerRpc(); + + GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; + foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadKOUpward(); + } + } + + foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadKODownward(); + } + } + } + + /// + /// Spreads the highlighted state to every contiguous downstream edge that are part of the same reaction. + /// + public void SpreadHighlightDownward() + { + SetCurrentColorToHighlightServerRpc(); + refParticleSystem.gameObject.SetActive(true); + refParticleSystem.Play(); + + GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; + foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadHighlightDownward(); + } + } + + foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadHighlightUpward(); + } + } + } + + /// + /// Spreads the highlighted state to every contiguous upstream edge that are part of the same reaction. + /// + public void SpreadHighlightUpward() + { + SetCurrentColorToHighlightServerRpc(); + refParticleSystem.gameObject.SetActive(true); + refParticleSystem.Play(); + + GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; + foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadHighlightUpward(); + } + } + + foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadHighlightDownward(); + } + } + } + + /// + /// Spreads the unhighlighted state to every contiguous upstream edge that are part of the same reaction. + /// + public void SpreadUnsetHighlightDownward() + { + SetCurrentColorToDefaultServerRpc(); + refParticleSystem.Stop(true, ParticleSystemStopBehavior.StopEmitting); + + GameObject targetNode = refMasterPathway.DataID_to_DataGO[edgeData.target]; + foreach (uint edgeID in targetNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadUnsetHighlightDownward(); + } + } + + foreach (uint edgeID in targetNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadUnsetHighlightUpward(); + } + } + } + + /// + /// Spreads the unhighlighted state to every contiguous downstream edge that are part of the same reaction. + /// + public void SpreadUnsetHighlightUpward() + { + SetCurrentColorToDefaultServerRpc(); + refParticleSystem.Stop(true, ParticleSystemStopBehavior.StopEmitting); + + GameObject sourceNode = refMasterPathway.DataID_to_DataGO[edgeData.source]; + foreach (uint edgeID in sourceNode.GetComponent().nodeData.incommingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadUnsetHighlightUpward(); + } + } + + foreach (uint edgeID in sourceNode.GetComponent().nodeData.outgoingEdges) + { + EdgeGO neighbourEdgeGo = refMasterPathway.DataID_to_DataGO[edgeID].GetComponent(); + if (neighbourEdgeGo.edgeData.ID != edgeData.ID && + neighbourEdgeGo.edgeData.name == edgeData.name) + { + neighbourEdgeGo.SpreadUnsetHighlightDownward(); + } + } + } + + #region - IColorHighlightable Methods - + /// + public override void ApplyColor(Color _color) + { + mpb.SetVector(colorID, _color); + if (m_LineRenderer != null) + { + m_LineRenderer.SetPropertyBlock(mpb); + } + } + + /// + public override void SetHighlight() + { + SpreadHighlightUpward(); + SpreadHighlightDownward(); + } + + /// + public override void UnsetHighlight() + { + if (!forceHighlight) + { + SpreadUnsetHighlightUpward(); + SpreadUnsetHighlightDownward(); + } + } + #endregion + + #region - IDive Methods - + /// + public override IEnumerator GenerativeDiveInC() + { + Debug.LogError("GenerativeDiveInC not implemented for EdgeGO"); + yield return null; + } + #endregion + + #region - IEdgeGO Methods- + /// + public void ReverseOrientation() + { + Vector3 startBuffer = m_LineRenderer.GetPosition(0); + m_LineRenderer.SetPosition(0, m_LineRenderer.GetPosition(1)); + m_LineRenderer.SetPosition(1, startBuffer); + refParticleSystem.transform.localPosition = m_LineRenderer.GetPosition(0); + refParticleSystem.transform.LookAt(m_LineRenderer.GetPosition(1)); + } + + /// + public void SetDefaultWidth(float _start, float _end) + { + //Debug.Log($"Set sw {defaultStartWidth}, ew {endWidthFactor}"); + defaultStartWidth = _start; + defaultEndWidth = _end; + } + + /// + public void SetEdgeData(IEdge _IEdge) + { + edgeData = _IEdge; + SetInformationString(); + } + + /// + public void SetCollider(Transform _start, Transform _end) + { + m_refBoxColliderHolder.transform.localPosition = 0.5f * (_start.localPosition + _end.localPosition); + m_refBoxColliderHolder.transform.LookAt(_end); + m_refBoxColliderHolder.transform.localScale = new Vector3( + 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth),//0.33f is custom for the inner size of the arrow texture + 0.33f * Mathf.Max(m_LineRenderer.startWidth, m_LineRenderer.endWidth),//0.33f is custom for the inner size of the arrow texture + 0.95f * Vector3.Distance(_start.localPosition, _end.localPosition));//0.95f is custom to avoid overlapping of the edge box collider with the nodes colliders + } + + /// + public void SetLineRendererWidth() + { + if (forceDefaultWidth) + { + m_LineRenderer.startWidth = startWidthFactor * defaultStartWidth; + m_LineRenderer.endWidth = endWidthFactor * defaultEndWidth; + } + else + { + m_LineRenderer.startWidth = startWidthFactor * Mathf.Max(defaultStartWidth, defaultStartWidth*fluxLevelClamped.Value); + m_LineRenderer.endWidth = endWidthFactor * Mathf.Max(defaultEndWidth, defaultEndWidth*fluxLevelClamped.Value); + } + } + + /// + public void SetLineRendererPosition(Transform _start, Transform _end) + { + m_LineRenderer.SetPosition(0, _start.localPosition); + m_LineRenderer.SetPosition(1, _end.localPosition); + } + #endregion + + #region - IMlprDataExchange Methods - + /// + public override void AssembleFragmentedData() + { + Debug.LogError("AssembleFragmentedData not implemented for EdgeGO"); + } + #endregion + + #region - IModulateFlux Methods- + + /// + public void Activate() + { + SpreadActivationDownward(); + SpreadActivationUpward(); + } + + /// + public void Knockout() + { + SpreadKODownward(); + SpreadKOUpward(); + } + + /// + public void ApplyFluxLevel() + { + //Update emission rate + emissionModule.rateOverTime = fluxLevel.Value; + } + + /// + public void ApplyFluxLevelClamped() + { + SetInformationString(); + + SetLineRendererWidth(); + + SetColliderHeightWidth(); + shapeModule.scale = m_refBoxColliderHolder.transform.localScale; + } + + /// + public void SetFlux(float _level, float _levelClamped) + { + SetFluxValuesServerRpc(_level, _levelClamped); + } + #endregion + } } diff --git a/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/NodeGO.cs b/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/NodeGO.cs index 3f1cfcae..4d25d160 100644 --- a/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/NodeGO.cs +++ b/Assets/Scripts/Modules/CyJsonModules/GOsBehaviours/NodeGO.cs @@ -1,119 +1,158 @@ +using System.Collections; using Unity.Netcode; using UnityEngine; -using ECellDive.UI; -using ECellDive.Interfaces; using TMPro; +using ECellDive.Interfaces; +using ECellDive.UI; +using ECellDive.Utility.Data.Graph; -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - public class NodeGO : GameNetModule, - INodeGO - { - #region - INodeGO Members - - public INode nodeData { get; protected set; } - public string informationString { get; protected set; } - #endregion - - protected override void ApplyCurrentColorChange(Color _previous, Color _current) - { - mpb.SetVector(colorID, _current); - m_Renderer.SetPropertyBlock(mpb); - } - - public void Initialize(GraphScalingData _pathwaySettings, in INode _node) - { + /// + /// The class to manage the behaviour of a node game object. + /// + /// + /// It is synchronized over the multiplayer network. + /// + public class NodeGO : GameNetModule, + INodeGO + { + #region - INodeGO Members - + /// + public INode nodeData { get; protected set; } + + /// + public string informationString { get; protected set; } + #endregion + + /// + protected override void ApplyCurrentColorChange(Color _previous, Color _current) + { + mpb.SetVector(colorID, _current); + m_Renderer.SetPropertyBlock(mpb); + } + + /// + /// Uses the to instantiate a node game object. + /// + /// + /// Context data about the pathway to adapt the scale of the node. + /// + /// + /// The node data to instantiate the node game object. + /// + public void Initialize(GraphScalingData _pathwaySettings, in INode _node) + { #if UNITY_EDITOR - m_Renderer = GetComponent(); - if (nameTextFieldContainer != null) - { - nameField = nameTextFieldContainer.GetComponentInChildren(); - } - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - mpb.SetVector(colorID, defaultColor); - m_Renderer.SetPropertyBlock(mpb); + m_Renderer = GetComponent(); + if (nameTextFieldContainer != null) + { + nameField = nameTextFieldContainer.GetComponentInChildren(); + } + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + mpb.SetVector(colorID, defaultColor); + m_Renderer.SetPropertyBlock(mpb); #endif - InstantiateInfoTags(new string[] { "" }); - SetNodeData(_node); - Vector3 nodePos = new Vector3(nodeData.position.x, - nodeData.position.z, - nodeData.position.y) / _pathwaySettings.positionScaleFactor; - SetName(nodeData.label); - HideName(); - gameObject.SetActive(true); - if (nodeData.isVirtual) - { - m_Renderer.enabled = false; - } - gameObject.transform.position = nodePos; - gameObject.transform.localScale /= _pathwaySettings.sizeScaleFactor; - gameObject.name = $"{nodeData.ID}"; - - m_refInfoTagsContainer.transform.GetChild(0).localScale *= _pathwaySettings.sizeScaleFactor; - m_nameTextFieldContainer.transform.localScale *= _pathwaySettings.sizeScaleFactor; - m_nameTextFieldContainer.transform.localPosition = 1.5f*Vector3.up; - } - - #region - INodeGO Methods - - public void SetNodeData(INode _INode) - { - nodeData = _INode; - informationString = $"SUID: {nodeData.ID} \n" + - $"name: {nodeData.name} \n" + - $"label: {nodeData.label}"; - m_refInfoTagsContainer.transform.GetChild(0).GetComponent().SetText(informationString); - } - #endregion - - #region - IHighlightable Methods - - [ServerRpc(RequireOwnership = false)] - public override void SetCurrentColorToHighlightServerRpc() - { - base.SetCurrentColorToHighlightServerRpc(); - m_Renderer.enabled = true; - } - - public override void UnsetHighlight() - { - if (!forceHighlight) - { - m_Renderer.enabled = true; - SetCurrentColorToDefaultServerRpc(); - - if (nodeData.isVirtual) - { - m_Renderer.enabled = false; - } - } - } - #endregion - - #region - INamed Methods - - /// - public override void DisplayName() - { - if (!nodeData.isVirtual) - { - base.DisplayName(); - } - } - #endregion - - #region - MlprVisibility Methods - - public override void NetShow() - { - m_Collider.enabled = true; - - if (!nodeData.isVirtual) - { - m_Renderer.enabled = true; - } - } - #endregion - - } - } + InstantiateInfoTags(new string[] { "" }); + SetNodeData(_node); + Vector3 nodePos = new Vector3(nodeData.position.x, + nodeData.position.z, + nodeData.position.y) / _pathwaySettings.positionScaleFactor; + SetName(nodeData.label); + HideName(); + gameObject.SetActive(true); + if (nodeData.isVirtual) + { + m_Renderer.enabled = false; + } + gameObject.transform.position = nodePos; + gameObject.transform.localScale /= _pathwaySettings.sizeScaleFactor; + gameObject.name = $"{nodeData.ID}"; + + m_refInfoTagsContainer.transform.GetChild(0).localScale *= _pathwaySettings.sizeScaleFactor; + m_nameTextFieldContainer.transform.localScale *= _pathwaySettings.sizeScaleFactor; + m_nameTextFieldContainer.transform.localPosition = 1.5f*Vector3.up; + } + + #region - IDive Methods - + /// + public override IEnumerator GenerativeDiveInC() + { + Debug.LogError("GenerativeDiveInC not implemented for NodeGO"); + yield return null; + } + #endregion + + #region - INodeGO Methods - + /// + public void SetNodeData(INode _INode) + { + nodeData = _INode; + informationString = $"SUID: {nodeData.ID} \n" + + $"name: {nodeData.name} \n" + + $"label: {nodeData.label}"; + m_refInfoTagsContainer.transform.GetChild(0).GetComponent().SetText(informationString); + } + #endregion + + #region - IHighlightable Methods - + /// + [ServerRpc(RequireOwnership = false)] + public override void SetCurrentColorToHighlightServerRpc() + { + base.SetCurrentColorToHighlightServerRpc(); + m_Renderer.enabled = true; + } + + /// + public override void UnsetHighlight() + { + if (!forceHighlight) + { + m_Renderer.enabled = true; + SetCurrentColorToDefaultServerRpc(); + + if (nodeData.isVirtual) + { + m_Renderer.enabled = false; + } + } + } + #endregion + + #region - INamed Methods - + /// + public override void DisplayName() + { + if (!nodeData.isVirtual) + { + base.DisplayName(); + } + } + #endregion + + #region - IMlprDataExchange Methods - + /// + public override void AssembleFragmentedData() + { + Debug.LogError("AssembleFragmentedData not implemented for NodeGO"); + } + #endregion + + #region - MlprVisibility Methods - + /// + public override void NetShow() + { + m_Collider.enabled = true; + + if (!nodeData.isVirtual) + { + m_Renderer.enabled = true; + } + } + #endregion + + } } diff --git a/Assets/Scripts/Modules/DummyGameNetModule.cs b/Assets/Scripts/Modules/DummyGameNetModule.cs new file mode 100644 index 00000000..0c676603 --- /dev/null +++ b/Assets/Scripts/Modules/DummyGameNetModule.cs @@ -0,0 +1,38 @@ +using System.Collections; +using Unity.Netcode; + +namespace ECellDive.Modules +{ + /// + /// A dummy game net module. + /// This only serves the purpose of demonstrating how to create a game net module + /// and which methods must be implemented. + /// It does not do anything. It is only attached to the game object called + /// "BaseGameNetModule" for demonstration. DO NOT REUSE THIS CLASS. + /// + public class DummyGameNetModule : GameNetModule + { + #region - GameNetModule IDive Methods - + /// + public override IEnumerator GenerativeDiveInC() + { + throw new System.NotImplementedException(); + } + #endregion + + #region - GameNetModule IMlprData Methods - + /// + public override void AssembleFragmentedData() + { + throw new System.NotImplementedException(); + } + + /// + [ServerRpc] + public override void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID) + { + throw new System.NotImplementedException(); + } + #endregion + } +} diff --git a/Assets/Scripts/IO/HTTPServer.cs.meta b/Assets/Scripts/Modules/DummyGameNetModule.cs.meta similarity index 83% rename from Assets/Scripts/IO/HTTPServer.cs.meta rename to Assets/Scripts/Modules/DummyGameNetModule.cs.meta index ee3766e1..07011e27 100644 --- a/Assets/Scripts/IO/HTTPServer.cs.meta +++ b/Assets/Scripts/Modules/DummyGameNetModule.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 1d7305b5f435c694dab64f3915cd6613 +guid: bd30c3ae9df687a40ba6a29b24c5dce6 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Modules/FileModules/CyJsonModule.cs b/Assets/Scripts/Modules/FileModules/CyJsonModule.cs index 23385602..9b33c051 100644 --- a/Assets/Scripts/Modules/FileModules/CyJsonModule.cs +++ b/Assets/Scripts/Modules/FileModules/CyJsonModule.cs @@ -9,6 +9,8 @@ using ECellDive.Multiplayer; using ECellDive.SceneManagement; using ECellDive.Utility; +using ECellDive.Utility.Data.Graph; +using ECellDive.Utility.Data.Modification; #if UNITY_EDITOR using UnityEditor; @@ -17,447 +19,430 @@ namespace ECellDive { - namespace Modules - { - /// - /// Derived class with some more specific operations to handle - /// CyJson modules. - /// - public class CyJsonModule : GameNetModule, - IGraphGONet, - IModifiable, - ISaveable - { - [System.Serializable] - public struct EdgeParametersOverride - { - public bool forceDefaultColor; - public bool forceDefaultWidth; - [Range(0, 1)] public float startWidthFactor; - [Range(0, 1)] public float endWidthFactor; - } - - [Header("GraphGONet")] - public NetworkVariable nbActiveDataSet = new NetworkVariable(0); - public int refIndex { get; private set; } - - public GameObject pathwayRoot; - - private bool allNodesSpawned = false; - [SerializeField] private EdgeParametersOverride edgeParametersOverride = new EdgeParametersOverride - { - forceDefaultColor = false, - forceDefaultWidth = false, - startWidthFactor = 1, - endWidthFactor = 1, - }; - - #region - IGraphGONet Members - - [SerializeField] private CyJsonPathway m_graphData; - public IGraph graphData { get => m_graphData; protected set => m_graphData = (CyJsonPathway)value; } - - [SerializeField] private GraphScalingData m_graphScalingData; - public GraphScalingData graphScalingData - { - get => m_graphScalingData; - } - - [SerializeField] private GraphBatchSpawning m_graphBatchSpawning; - public GraphBatchSpawning graphBatchSpawning - { - get => m_graphBatchSpawning; - } - - public Dictionary DataID_to_DataGO { get; set; } - - [SerializeField] private List m_graphPrefabsComponents; - public List graphPrefabsComponents - { - get => m_graphPrefabsComponents; - private set => m_graphPrefabsComponents = value; - } - #endregion - - #region - IModifiable Members - - public ModificationFile readingModificationFile { get; set; } - #endregion - - #region - ISaveable Members - - public ModificationFile writingModificationFile { get; set; } - #endregion - - public override void OnNetworkSpawn() - { - base.OnNetworkSpawn(); - - DataID_to_DataGO = new Dictionary(); - GameNetPortal.Instance.modifiables.Add(this); - GameNetPortal.Instance.saveables.Add(this); - } - - protected override void ApplyCurrentColorChange(Color _previous, Color _current) - { - mpb.SetVector(colorID, _current); - m_Renderer.SetPropertyBlock(mpb); - } - - public void ApplyEdgeWidthFactorOverride() - { - StartCoroutine(ApplyEdgeWidthFactorOverrideC()); - } - - public IEnumerator ApplyEdgeWidthFactorOverrideC() - { - Debug.Log($"ApplyEdgeStartWidthFactorOverrideC: startWidthFactor =" + - $" {edgeParametersOverride.startWidthFactor}, endWidthFactor = " + - $" {edgeParametersOverride.endWidthFactor}", gameObject); - EdgeGO edgeGO; - foreach (IEdge _edge in m_graphData.edges) - { - edgeGO = DataID_to_DataGO[_edge.ID].GetComponent(); - edgeGO.forceDefaultColor = edgeParametersOverride.forceDefaultColor; - edgeGO.forceDefaultWidth = edgeParametersOverride.forceDefaultWidth; - edgeGO.startWidthFactor = edgeParametersOverride.startWidthFactor; - edgeGO.endWidthFactor = edgeParametersOverride.endWidthFactor; - edgeGO.ApplyFluxLevelClamped(); - edgeGO.SetCurrentColorToDefaultServerRpc(); - - } - - yield return null; - } - - [ServerRpc(RequireOwnership = false)] - public void ConfirmIsActiveDataStatusServerRpc() - { - nbActiveDataSet.Value++; - } - - /// - /// Coroutine encapsulating the instantiation of the edges of the pathway. - /// The coroutine yields until the end of the frame after having instantiated one batch of edges. - /// - private IEnumerator EdgesBatchSpawn(int _sceneId) - { - yield return new WaitUntil(() => allNodesSpawned); - for (int i = 0; i < graphData.edges.Length; i += m_graphBatchSpawning.edgesBatchSize) - { - for (int j = i; j < Mathf.Min(i + m_graphBatchSpawning.edgesBatchSize, graphData.edges.Length); j++) - { - //ModulesData.AddModule(edgeMD); - GameObject edgeGO = DiveScenesManager.Instance.SpawnModuleInScene(_sceneId, graphPrefabsComponents[2], Vector3.zero); - edgeGO.transform.parent = pathwayRoot.transform; - EdgeSpawnClientRpc(edgeGO, j); - } - yield return null; - } - isReadyForDive.Value = true; - } - - [ClientRpc] - public void EdgeSpawnClientRpc(NetworkObjectReference _edgeNetObj, int _edgeIdx) - { - GameObject edgeGO = _edgeNetObj; - edgeGO.GetComponent().Initialize(this, graphData.edges[_edgeIdx]); - - DataID_to_DataGO[graphData.edges[_edgeIdx].ID] = edgeGO; - edgeGO.GetComponent().NetHide(); - } + namespace Modules + { + /// + /// Derived class with some more specific operations to handle + /// CyJson modules. + /// + public class CyJsonModule : GameNetModule, + IGraphGONet, + IModifiable, + ISaveable + { + [System.Serializable] + public struct EdgeParametersOverride + { + public bool forceDefaultColor; + public bool forceDefaultWidth; + [Range(0, 1)] public float startWidthFactor; + [Range(0, 1)] public float endWidthFactor; + } + + [Header("GraphGONet")] + public NetworkVariable nbActiveDataSet = new NetworkVariable(0); + public int refIndex { get; private set; } + + public GameObject pathwayRoot; + + private bool allNodesSpawned = false; + [SerializeField] private EdgeParametersOverride edgeParametersOverride = new EdgeParametersOverride + { + forceDefaultColor = false, + forceDefaultWidth = false, + startWidthFactor = 1, + endWidthFactor = 1, + }; + + #region - IGraphGONet Members - + [SerializeField] private CyJsonPathway m_graphData; + public IGraph graphData { get => m_graphData; protected set => m_graphData = (CyJsonPathway)value; } + + [SerializeField] private GraphScalingData m_graphScalingData; + public GraphScalingData graphScalingData + { + get => m_graphScalingData; + } + + [SerializeField] private GraphBatchSpawning m_graphBatchSpawning; + public GraphBatchSpawning graphBatchSpawning + { + get => m_graphBatchSpawning; + } + + public Dictionary DataID_to_DataGO { get; set; } + + [SerializeField] private List m_graphPrefabsComponents; + public List graphPrefabsComponents + { + get => m_graphPrefabsComponents; + private set => m_graphPrefabsComponents = value; + } + #endregion + + #region - IModifiable Members - + public ModificationFile readingModificationFile { get; set; } + #endregion + + #region - ISaveable Members - + public ModificationFile writingModificationFile { get; set; } + #endregion + + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); + + DataID_to_DataGO = new Dictionary(); + GameNetPortal.Instance.modifiables.Add(this); + GameNetPortal.Instance.saveables.Add(this); + } + + protected override void ApplyCurrentColorChange(Color _previous, Color _current) + { + mpb.SetVector(colorID, _current); + m_Renderer.SetPropertyBlock(mpb); + } + + public void ApplyEdgeWidthFactorOverride() + { + StartCoroutine(ApplyEdgeWidthFactorOverrideC()); + } + + public IEnumerator ApplyEdgeWidthFactorOverrideC() + { + Debug.Log($"ApplyEdgeStartWidthFactorOverrideC: startWidthFactor =" + + $" {edgeParametersOverride.startWidthFactor}, endWidthFactor = " + + $" {edgeParametersOverride.endWidthFactor}", gameObject); + EdgeGO edgeGO; + foreach (IEdge _edge in m_graphData.edges) + { + edgeGO = DataID_to_DataGO[_edge.ID].GetComponent(); + edgeGO.forceDefaultColor = edgeParametersOverride.forceDefaultColor; + edgeGO.forceDefaultWidth = edgeParametersOverride.forceDefaultWidth; + edgeGO.startWidthFactor = edgeParametersOverride.startWidthFactor; + edgeGO.endWidthFactor = edgeParametersOverride.endWidthFactor; + edgeGO.ApplyFluxLevelClamped(); + edgeGO.SetCurrentColorToDefaultServerRpc(); + + } + + yield return null; + } + + [ServerRpc(RequireOwnership = false)] + public void ConfirmIsActiveDataStatusServerRpc() + { + nbActiveDataSet.Value++; + } + + /// + /// Coroutine encapsulating the instantiation of the edges of the pathway. + /// The coroutine yields until the end of the frame after having instantiated one batch of edges. + /// + private IEnumerator EdgesBatchSpawn(int _sceneId) + { + yield return new WaitUntil(() => allNodesSpawned); + for (int i = 0; i < graphData.edges.Length; i += m_graphBatchSpawning.edgesBatchSize) + { + for (int j = i; j < Mathf.Min(i + m_graphBatchSpawning.edgesBatchSize, graphData.edges.Length); j++) + { + //ModulesData.AddModule(edgeMD); + GameObject edgeGO = DiveScenesManager.Instance.SpawnModuleInScene(_sceneId, graphPrefabsComponents[2], Vector3.zero); + edgeGO.transform.parent = pathwayRoot.transform; + EdgeSpawnClientRpc(edgeGO, j); + } + yield return null; + } + isReadyForDive.Value = true; + } + + [ClientRpc] + public void EdgeSpawnClientRpc(NetworkObjectReference _edgeNetObj, int _edgeIdx) + { + GameObject edgeGO = _edgeNetObj; + edgeGO.GetComponent().Initialize(this, graphData.edges[_edgeIdx]); + + DataID_to_DataGO[graphData.edges[_edgeIdx].ID] = edgeGO; + edgeGO.GetComponent().NetHide(); + } #if UNITY_EDITOR - /// - /// USED ONLY FOR DEVELOPMENT: generates the structure of the graph outside - /// of runtime. Use instead if you want to - /// spawn the edges at runtime. - /// - private void EdgesSpawn() - { - for (int i = 0; i < graphData.edges.Length; i++) - { - //ModulesData.AddModule(edgeMD); - GameObject edgeGO = Instantiate(graphPrefabsComponents[2]); - edgeGO.transform.parent = pathwayRoot.transform; - edgeGO.GetComponent().Initialize(this, graphData.edges[i]); - - DataID_to_DataGO[graphData.edges[i].ID] = edgeGO; - } - } - - /// - /// USED ONLY FOR DEVELOPMENT: generates the structure of the graph outside - /// of runtime. Use - /// instead if you want to spawn the graph at runtime. - /// - public void GenerateGraph() - { - pathwayRoot = Instantiate(graphPrefabsComponents[0]); - pathwayRoot.name = graphData.name; - DataID_to_DataGO = new Dictionary(); - //Instantiate Nodes of Layer - NodesSpawn(); - - //Instantiate Edges of Layer - EdgesSpawn(); - } - - /// - /// USED ONLY FOR DEVELOPMENT: Creates an asset for . - /// - public void GenerateGraphAsset() - { - TextAsset graphDataAsset = new TextAsset(graphData.graphData.ToString()); - AssetDatabase.CreateAsset(graphDataAsset, "Assets/Resources/Prefabs/Modules/Demo_iJO1366/"+graphData.name+"_GraphData.asset"); - - } + + /// + /// USED ONLY FOR DEVELOPMENT: generates the structure of the graph outside + /// of runtime. Use instead if you want to + /// spawn the edges at runtime. + /// + private void EdgesSpawn() + { + for (int i = 0; i < graphData.edges.Length; i++) + { + //ModulesData.AddModule(edgeMD); + GameObject edgeGO = Instantiate(graphPrefabsComponents[2]); + edgeGO.transform.parent = pathwayRoot.transform; + edgeGO.GetComponent().Initialize(this, graphData.edges[i]); + + DataID_to_DataGO[graphData.edges[i].ID] = edgeGO; + } + } + + /// + /// USED ONLY FOR DEVELOPMENT: generates the structure of the graph outside + /// of runtime. Use + /// instead if you want to spawn the graph at runtime. + /// + public void GenerateGraph() + { + pathwayRoot = Instantiate(graphPrefabsComponents[0]); + pathwayRoot.name = graphData.name; + DataID_to_DataGO = new Dictionary(); + //Instantiate Nodes of Layer + NodesSpawn(); + + //Instantiate Edges of Layer + EdgesSpawn(); + } + + /// + /// USED ONLY FOR DEVELOPMENT: Creates an asset for . + /// + public void GenerateGraphAsset() + { + TextAsset graphDataAsset = new TextAsset(graphData.graphData.ToString()); + AssetDatabase.CreateAsset(graphDataAsset, "Assets/Resources/Prefabs/Modules/Demo_iJO1366/"+graphData.name+"_GraphData.asset"); + + } #endif - /// - /// Translates the information about knockedout reactions stored - /// as a string usable for a request to the server. - /// - /// The list of all the individual knockout commands. - /// It is to be paired with the "command=" kayword for every entry. - public List GetKnockouts() - { - List knockouts = new List(); - Dictionary reactionMatch = new Dictionary(); - ushort reactionMatchCount = 0; - foreach (IEdge _edgeData in graphData.edges) - { - if (DataID_to_DataGO[_edgeData.ID].GetComponent().knockedOut.Value) - { - if (!reactionMatch.TryGetValue(_edgeData.name, out reactionMatchCount)) - { - reactionMatch[_edgeData.name] = 1; - knockouts.Add("knockout-" + _edgeData.ID); - } - } - } - return knockouts; - } - - /// - /// Coroutine encapsulating the instantiation of the nodes of the pathway. - /// The coroutine yields until the end of the frame after having instantiated - /// one batch of nodes. - /// - private IEnumerator NodesBatchSpawn(int _sceneId) - { - for (int i = 0; i < graphData.nodes.Length; i += m_graphBatchSpawning.nodesBatchSize) - { - for (int j = i; j < Mathf.Min(i + m_graphBatchSpawning.nodesBatchSize, graphData.nodes.Length); j++) - { - //ModulesData.AddModule(nodeMD); - - GameObject nodeGO = DiveScenesManager.Instance.SpawnModuleInScene(_sceneId, graphPrefabsComponents[1], Vector3.zero); - nodeGO.transform.parent = pathwayRoot.transform; - NodeSpawnClientRpc(nodeGO, j); - - } - yield return null; - } - allNodesSpawned = true; - } - - [ClientRpc] - public void NodeSpawnClientRpc(NetworkObjectReference _nodeNetObj, int _nodeIdx) - { - //Debug.Log($"graphData.nodes[_nodeIdx]: {graphData.nodes[_nodeIdx]}"); - GameObject nodeGO = _nodeNetObj; - //Debug.Log($"_nodeNetObj: {nodeGO}, DataID_to_DataGO:{DataID_to_DataGO}, graphData: {graphData}"); - - nodeGO.GetComponent().Initialize(m_graphScalingData, graphData.nodes[_nodeIdx]); - DataID_to_DataGO[graphData.nodes[_nodeIdx].ID] = nodeGO; - nodeGO.GetComponent().NetHide(); - } + /// + /// Translates the information about knockedout reactions stored + /// as a string usable for a request to the server. + /// + /// The list of all the individual knockout commands. + /// It is to be paired with the "command=" kayword for every entry. + public List GetKnockouts() + { + List knockouts = new List(); + Dictionary reactionMatch = new Dictionary(); + ushort reactionMatchCount = 0; + foreach (IEdge _edgeData in graphData.edges) + { + if (DataID_to_DataGO[_edgeData.ID].GetComponent().knockedOut.Value) + { + if (!reactionMatch.TryGetValue(_edgeData.name, out reactionMatchCount)) + { + reactionMatch[_edgeData.name] = 1; + knockouts.Add("knockout-" + _edgeData.ID); + } + } + } + return knockouts; + } + + /// + /// Coroutine encapsulating the instantiation of the nodes of the pathway. + /// The coroutine yields until the end of the frame after having instantiated + /// one batch of nodes. + /// + private IEnumerator NodesBatchSpawn(int _sceneId) + { + for (int i = 0; i < graphData.nodes.Length; i += m_graphBatchSpawning.nodesBatchSize) + { + for (int j = i; j < Mathf.Min(i + m_graphBatchSpawning.nodesBatchSize, graphData.nodes.Length); j++) + { + GameObject nodeGO = DiveScenesManager.Instance.SpawnModuleInScene(_sceneId, graphPrefabsComponents[1], Vector3.zero); + nodeGO.transform.parent = pathwayRoot.transform; + NodeSpawnClientRpc(nodeGO, j); + + } + yield return null; + } + allNodesSpawned = true; + } + + [ClientRpc] + public void NodeSpawnClientRpc(NetworkObjectReference _nodeNetObj, int _nodeIdx) + { + GameObject nodeGO = _nodeNetObj; + + nodeGO.GetComponent().Initialize(m_graphScalingData, graphData.nodes[_nodeIdx]); + DataID_to_DataGO[graphData.nodes[_nodeIdx].ID] = nodeGO; + nodeGO.GetComponent().NetHide(); + } #if UNITY_EDITOR - /// - /// USED ONLY FOR DEVELOPMENT: generates the structure of the graph outside - /// of runtime. Use instead if you want to - /// spawn the nodes at runtime. - /// - private void NodesSpawn() - { - for (int i = 0; i < graphData.nodes.Length; i++) - { - GameObject nodeGO = Instantiate(graphPrefabsComponents[1]); - nodeGO.transform.parent = pathwayRoot.transform; - nodeGO.GetComponent().Initialize(m_graphScalingData, graphData.nodes[i]); - DataID_to_DataGO[graphData.nodes[i].ID] = nodeGO; - } - } + + /// + /// USED ONLY FOR DEVELOPMENT: generates the structure of the graph outside + /// of runtime. Use instead if you want to + /// spawn the nodes at runtime. + /// + private void NodesSpawn() + { + for (int i = 0; i < graphData.nodes.Length; i++) + { + GameObject nodeGO = Instantiate(graphPrefabsComponents[1]); + nodeGO.transform.parent = pathwayRoot.transform; + nodeGO.GetComponent().Initialize(m_graphScalingData, graphData.nodes[i]); + DataID_to_DataGO[graphData.nodes[i].ID] = nodeGO; + } + } #endif - public void SetIndex(int _index) - { - refIndex = _index; - } - - public void SwitchEdgeForceDefaultColorOverride() - { - edgeParametersOverride.forceDefaultColor = !edgeParametersOverride.forceDefaultColor; - } - - public void SwitchEdgeForceDefaultWidthOverride() - { - edgeParametersOverride.forceDefaultWidth = !edgeParametersOverride.forceDefaultWidth; - } - - public void SetEdgeStartWidthFactorOverride(float _startWidthFactor) - { - edgeParametersOverride.startWidthFactor = _startWidthFactor; - } - - public void SetEdgeEndWidthFactorOverride(float _endWidthFactor) - { - edgeParametersOverride.endWidthFactor = _endWidthFactor; - } - - #region - IDive Methods - - /// - public override IEnumerator GenerativeDiveInC() - { - RequestSourceDataGenerationServerRpc(NetworkManager.Singleton.LocalClientId); - - yield return new WaitUntil(()=>isReadyForDive.Value); - - DirectDiveIn(); - } - - /// - [ServerRpc(RequireOwnership = false)] - public override void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID) - { - int rootSceneId = GameNetPortal.Instance.netSessionPlayersDataMap[_expeditorClientID].currentScene; - - targetSceneId.Value = DiveScenesManager.Instance.AddNewDiveScene(rootSceneId); - LogSystem.AddMessage(LogMessageTypes.Debug, - $"targetSceneId of the new module is: {targetSceneId}"); - RequestGraphGenerationServerRpc(_expeditorClientID, targetSceneId.Value); - } - #endregion - - #region - IGraphGONet Methods - - - /// - [ServerRpc(RequireOwnership = false)] - public void RequestGraphGenerationServerRpc(ulong _expeditorClientId, int _rootSceneId) - { - pathwayRoot = DiveScenesManager.Instance.SpawnModuleInScene(_rootSceneId, - graphPrefabsComponents[0], - Vector3.zero); - pathwayRoot.name = graphData.name; - - //Instantiate Nodes of Layer - StartCoroutine(NodesBatchSpawn(_rootSceneId)); - - //Instantiate Edges of Layer - StartCoroutine(EdgesBatchSpawn(_rootSceneId)); - } - - /// - public void SetNetworkData(IGraph _IGraph) - { - graphData = _IGraph; - SetName(_IGraph.name); - } - #endregion - - #region - IModifiable Methods - - /// - public void ApplyFileModifications() - { - List allModifications = readingModificationFile.GetAllCommands(); - foreach (string[] _mod in allModifications) - { - foreach (string _command in _mod) - { - OperationSwitch(_command); - } - } - } - /// - public bool CheckName(string _name) - { - return _name == graphData.name; - } - /// - public void OperationSwitch(string _op) - { - string[] opContent = _op.Split('-'); - - switch (opContent[0]) - { - case "knockout": - GameObject edgeGO; - uint edgeID = System.Convert.ToUInt32(opContent[1]); - if (DataID_to_DataGO.TryGetValue(edgeID, out edgeGO)) - { - Debug.Log("KnockingOut:" + opContent[1]); - edgeGO.GetComponent().Knockout(); - } - break; - } - } - #endregion - - #region - IMlprDataExchange Methods - - public override void AssembleFragmentedData() - { - byte[] assembledSourceData = ArrayManipulation.Assemble(fragmentedSourceData); - string assembledSourceDataName = System.Text.Encoding.UTF8.GetString(sourceDataName); - - JObject requestJObject = JObject.Parse(System.Text.Encoding.UTF8.GetString(assembledSourceData)); - - //Loading the file - CyJsonPathway pathway = CyJsonPathwayLoader.Initiate(requestJObject, - assembledSourceDataName); - - //Instantiating relevant data structures to store the information about - //the layers, nodes and edges. - CyJsonPathwayLoader.Populate(pathway); - CyJsonModulesData.AddData(this); - SetIndex(CyJsonModulesData.loadedData.Count - 1); - - SetNetworkData(pathway); - } - #endregion - - #region - IMlprVisibility Methods - - - public override void NetHide() - { - //base.NetHide(); - - //m_nameTextFieldContainer.SetActive(false); - } - - public override void NetShow() - { - //base.NetHide(); - - //m_nameTextFieldContainer.SetActive(true); - } - #endregion - - #region - ISaveable Methods - - /// - public void CompileModificationFile() - { - string author = GameNetPortal.Instance.netSessionPlayersDataMap[NetworkManager.Singleton.LocalClientId].playerName; - string baseModelName = graphData.name; - - //ScanForKOModifications(); - List KOCommand = GetKnockouts(); - Modification modification = new Modification(author, - System.DateTime.Now.ToString("yyyyMMddTHHmmssZ"), - KOCommand); - - writingModificationFile = new ModificationFile(baseModelName, modification); - } + public void SetIndex(int _index) + { + refIndex = _index; + } + + public void SwitchEdgeForceDefaultColorOverride() + { + edgeParametersOverride.forceDefaultColor = !edgeParametersOverride.forceDefaultColor; + } + + public void SwitchEdgeForceDefaultWidthOverride() + { + edgeParametersOverride.forceDefaultWidth = !edgeParametersOverride.forceDefaultWidth; + } + + public void SetEdgeStartWidthFactorOverride(float _startWidthFactor) + { + edgeParametersOverride.startWidthFactor = _startWidthFactor; + } + + public void SetEdgeEndWidthFactorOverride(float _endWidthFactor) + { + edgeParametersOverride.endWidthFactor = _endWidthFactor; + } + + #region - IDive Methods - + /// + public override IEnumerator GenerativeDiveInC() + { + RequestSourceDataGenerationServerRpc(NetworkManager.Singleton.LocalClientId); + + yield return new WaitUntil(()=>isReadyForDive.Value); + + DirectDiveIn(); + } + #endregion + + #region - IGraphGONet Methods - + + /// + [ServerRpc(RequireOwnership = false)] + public void RequestGraphGenerationServerRpc(ulong _expeditorClientId, int _rootSceneId) + { + pathwayRoot = DiveScenesManager.Instance.SpawnModuleInScene(_rootSceneId, + graphPrefabsComponents[0], + Vector3.zero); + pathwayRoot.name = graphData.name; + + //Instantiate Nodes of Layer + StartCoroutine(NodesBatchSpawn(_rootSceneId)); + + //Instantiate Edges of Layer + StartCoroutine(EdgesBatchSpawn(_rootSceneId)); + } + + /// + public void SetNetworkData(IGraph _IGraph) + { + graphData = _IGraph; + SetName(_IGraph.name); + } + #endregion + + #region - IModifiable Methods - + /// + public void ApplyFileModifications() + { + List allModifications = readingModificationFile.GetAllCommands(); + foreach (string[] _mod in allModifications) + { + foreach (string _command in _mod) + { + OperationSwitch(_command); + } + } + } + + /// + public bool CheckName(string _name) + { + return _name == graphData.name; + } + + /// + public void OperationSwitch(string _op) + { + string[] opContent = _op.Split('-'); + + switch (opContent[0]) + { + case "knockout": + GameObject edgeGO; + uint edgeID = System.Convert.ToUInt32(opContent[1]); + if (DataID_to_DataGO.TryGetValue(edgeID, out edgeGO)) + { + Debug.Log("KnockingOut:" + opContent[1]); + edgeGO.GetComponent().Knockout(); + } + break; + } + } + #endregion + + #region - IMlprDataExchange Methods - + public override void AssembleFragmentedData() + { + byte[] assembledSourceData = ArrayManipulation.Assemble(fragmentedSourceData); + string assembledSourceDataName = System.Text.Encoding.UTF8.GetString(sourceDataName); + + JObject requestJObject = JObject.Parse(System.Text.Encoding.UTF8.GetString(assembledSourceData)); + + //Loading the file + CyJsonPathway pathway = CyJsonPathwayLoader.Initiate(requestJObject, + assembledSourceDataName); + + //Instantiating relevant data structures to store the information about + //the layers, nodes and edges. + CyJsonPathwayLoader.Populate(pathway); + CyJsonModulesData.AddData(this); + SetIndex(CyJsonModulesData.loadedData.Count - 1); + + SetNetworkData(pathway); + } + + /// + [ServerRpc(RequireOwnership = false)] + public override void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID) + { + int rootSceneId = GameNetPortal.Instance.netSessionPlayersDataMap[_expeditorClientID].currentScene; + + targetSceneId.Value = DiveScenesManager.Instance.AddNewDiveScene(rootSceneId); + LogSystem.AddMessage(LogMessageTypes.Debug, + $"targetSceneId of the new module is: {targetSceneId}"); + RequestGraphGenerationServerRpc(_expeditorClientID, targetSceneId.Value); + } + #endregion + + #region - ISaveable Methods - + /// + public void CompileModificationFile() + { + string author = GameNetPortal.Instance.netSessionPlayersDataMap[NetworkManager.Singleton.LocalClientId].playerName; + string baseModelName = graphData.name; + + //ScanForKOModifications(); + List KOCommand = GetKnockouts(); + Modification modification = new Modification(author, + System.DateTime.Now.ToString("yyyyMMddTHHmmssZ"), + KOCommand); + + writingModificationFile = new ModificationFile(baseModelName, modification); + } #endregion - } - } + } + } } diff --git a/Assets/Scripts/Modules/GameNetModule.cs b/Assets/Scripts/Modules/GameNetModule.cs index 199bcd68..056214f5 100644 --- a/Assets/Scripts/Modules/GameNetModule.cs +++ b/Assets/Scripts/Modules/GameNetModule.cs @@ -8,773 +8,922 @@ using ECellDive.SceneManagement; using ECellDive.UI; using ECellDive.Utility; +using ECellDive.Utility.Data; namespace ECellDive { - namespace Modules - { - /// - /// Base class holding references and methods used to manipulate - /// the game object representation of a module. - /// - public class GameNetModule : NetworkBehaviour, - IDive, - IFocus, - IGroupable, - IColorHighlightableNet, - IInfoTags, - INamed, - IMlprData, - IMlprVisibility - { - [Tooltip("If null, tries to find one in the children of this gameobject.")] - [SerializeField] protected Collider m_Collider; - - [Tooltip("If null, tries to find one in this gameobject.")] - [SerializeField] protected Renderer m_Renderer; - - [Tooltip("If null, tries to find one in this gameobject.")] - [SerializeField] protected LineRenderer m_LineRenderer; - protected MaterialPropertyBlock mpb; - protected int colorID; - - #region - IDive Members - - - private bool m_isDiving = false; - public bool isDiving - { - get => m_isDiving; - set => m_isDiving = value; - } - - private NetworkVariable m_rootSceneId = new NetworkVariable(); - public NetworkVariable rootSceneId - { - get => m_rootSceneId; - set => m_rootSceneId = value; - } - - private NetworkVariable m_targetSceneId = new NetworkVariable(); - - public NetworkVariable targetSceneId - { - get => m_targetSceneId; - set => m_targetSceneId = value; - } - - private NetworkVariable m_isReadyForDive = new NetworkVariable(false, - NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); - public NetworkVariable isReadyForDive - { - get => m_isReadyForDive; - set => m_isReadyForDive = value; - } - - #endregion - - #region - IFocus Members - - private bool m_isFocused = false; - public bool isFocused - { - get => m_isFocused; - set => m_isFocused = value; - } - - #endregion - - #region - IGroupable Members - - private int m_grpMemberIndex = -1; - public int grpMemberIndex - { - get => m_grpMemberIndex; - set => m_grpMemberIndex = value; - } - - [SerializeField] private GameObject m_delegateTarget = null; - public GameObject delegateTarget - { - get => m_delegateTarget; - private set => m_delegateTarget = value; - } - #endregion - - #region - IColorHighlightableNet Members - - - private bool m_forceHighlight = false; - public bool forceHighlight - { - get => m_forceHighlight; - set => m_forceHighlight = value; - } - - [SerializeField] private NetworkVariable m_currentColor; - public NetworkVariable currentColor - { - get => m_currentColor; - set => m_currentColor = value; - } - - [SerializeField] private Color m_defaultColor; - public Color defaultColor - { - get => m_defaultColor; - set => m_defaultColor = value; - } - - [SerializeField] private Color m_highlightColor; - public Color highlightColor - { - get => m_highlightColor; - set => m_highlightColor = value; - } - #endregion - - #region - IInfoTags Members - - public bool areVisible { get; set; } - - [Header("Info Tags Data")] - public LeftRightData m_displayInfoTagsActions; - public LeftRightData displayInfoTagsActions - { - get => m_displayInfoTagsActions; - set => m_displayInfoTagsActions = value; - } - public GameObject m_refInfoTagPrefab; - public GameObject refInfoTagPrefab - { - get => m_refInfoTagPrefab; - set => m_refInfoTagPrefab = value; - } - public GameObject m_refInfoTagsContainer; - public GameObject refInfoTagsContainer - { - get => m_refInfoTagsContainer; - set => m_refInfoTagsContainer = value; - } - #endregion - - #region - INamed Members - - [SerializeField] protected GameObject m_nameTextFieldContainer; - public GameObject nameTextFieldContainer - { - get => m_nameTextFieldContainer; - protected set => m_nameTextFieldContainer = value; - } - - public TextMeshProUGUI nameField - { - get; - protected set; - } - #endregion - - #region - IMlprData Members - - - private List m_fragmentedSourceData = new List(); - public List fragmentedSourceData - { - get => m_fragmentedSourceData; - protected set => m_fragmentedSourceData = value; - } - - public byte[] sourceDataName - { - get; - protected set; - } - - private int m_sourceDataNbFrags = 0; - public int sourceDataNbFrags - { - get => m_sourceDataNbFrags; - protected set => m_sourceDataNbFrags = value; - } - - private NetworkVariable m_nbClientReadyLoaded = new NetworkVariable(0, - NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); - public NetworkVariable nbClientReadyLoaded - { - get => m_nbClientReadyLoaded; - protected set => m_nbClientReadyLoaded = value; - } - - private NetworkVariable m_isReadyForGeneration = new NetworkVariable(false, - NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); - public NetworkVariable isReadyForGeneration - { - get => m_isReadyForGeneration; - protected set => m_isReadyForGeneration = value; - } - - #endregion - - #region - IMlrpVisibility Members - - private NetworkVariable m_isActivated = new NetworkVariable(true); - public NetworkVariable isActivated - { - get => m_isActivated; - protected set => m_isActivated = value; - } - #endregion - - protected virtual void Awake() - { - areVisible = false; - - m_displayInfoTagsActions.left.action.performed += ManageInfoTagsDisplay; - m_displayInfoTagsActions.right.action.performed += ManageInfoTagsDisplay; - - if (m_Collider == null) - { - m_Collider = GetComponentInChildren(); - } - if (m_Renderer == null) - { - m_Renderer = GetComponent(); - } - if(m_LineRenderer == null) - { - m_LineRenderer = GetComponent(); - } - } - - public override void OnDestroy() - { - m_displayInfoTagsActions.left.action.performed -= ManageInfoTagsDisplay; - m_displayInfoTagsActions.right.action.performed -= ManageInfoTagsDisplay; - - m_currentColor.OnValueChanged -= ApplyCurrentColorChange; - isActivated.OnValueChanged -= ManageActivationStatus; - } - - public override void OnNetworkSpawn() - { - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - m_currentColor.OnValueChanged += ApplyCurrentColorChange; - isActivated.OnValueChanged += ManageActivationStatus; - SetCurrentColorToDefaultServerRpc(); - - if (nameTextFieldContainer != null) - { - nameTextFieldContainer.SetActive(true); - nameField = nameTextFieldContainer.GetComponentInChildren(); - } - - //If the target has not been set in the editor to a specific gameobject, - //we set it to this game object by default. - if (delegateTarget == null) - { - delegateTarget = gameObject; - } - } - - protected virtual void ApplyCurrentColorChange(Color _previous, Color _current) - { - ApplyColor(_current); - } - - /// - /// Will rotate the module to face the active camera. - /// - /// Callback set in the editor - public void LookAt() - { - GetComponent().LookAt(); - } - - /// - /// Input call back action on which the floating display - /// is turned on or off. - /// - /// The input action callback context - private void ManageInfoTagsDisplay(InputAction.CallbackContext _ctx) - { - if (isFocused) - { - areVisible = !areVisible; - if (areVisible) - { - DisplayInfoTags(); - } - else - { - HideInfoTags(); - } - } - } - - /// - /// The method to call when we wish the server to destroy a GameNetModule. - /// - [ServerRpc(RequireOwnership = false)] - public void SelfDestroyServerRpc() - { - if (targetSceneId != null)//if a dive scene has been generated for the data module - { - if (!DiveScenesManager.Instance.CheckIfDiveSceneHasPlayers(targetSceneId.Value)) - { - DiveScenesManager.Instance.DestroyDiveScene(targetSceneId.Value); - Destroy(gameObject); - } - else - { - LogSystem.AddMessage(LogMessageTypes.Errors, - "You are trying to destroy a dive scene while divers are inside."); - } - } - else - { - Destroy(gameObject); - } - } - - #region - IDive Methods - - /// - public void DirectDiveIn() - { - StartCoroutine(DirectDiveInC()); - } - - /// - public virtual IEnumerator DirectDiveInC() - { - Debug.Log($"DirectDiveInC for netobj: {NetworkBehaviourId}"); - DiveScenesManager.Instance.SwitchingScenesServerRpc(rootSceneId.Value, - targetSceneId.Value, - NetworkManager.Singleton.LocalClientId); - //Wait until the client has switched to the target scene - yield return new WaitUntil(DiveScenesManager.Instance.SceneSwitchIsFinished); - - isDiving = false; - } - - /// - public void GenerativeDiveIn() - { - StartCoroutine(GenerativeDiveInC()); - } - - /// - public virtual IEnumerator GenerativeDiveInC() - { - Debug.LogError($"Generative dive in {gameObject.name}:{nameField.text} but no" + - $"custom behaviour has been defined for that type of module"); - yield return null; - isDiving = false; - - } - - /// - public void TryDiveIn() - { - if (isReadyForGeneration.Value) - { - isDiving = true; - if (isReadyForDive.Value) - { - DirectDiveIn(); - } - else - { - GenerativeDiveIn(); - } - } - } - - #endregion - - #region - IFocus Methods - - /// - public void SetFocus() - { - m_isFocused = true; - } - /// - public void UnsetFocus() - { - m_isFocused = false; - } - #endregion - - #region - IColorHighlightable Methods - - - public virtual void ApplyColor(Color _color) - { - mpb.SetVector(colorID, _color); - if (m_Renderer != null) - { - m_Renderer.SetPropertyBlock(mpb); - } - } - - /// - [ServerRpc(RequireOwnership = false)] - public void SetCurrentColorToDefaultServerRpc() - { - m_currentColor.Value = m_defaultColor; - } - - /// - [ServerRpc(RequireOwnership = false)] - public virtual void SetCurrentColorToHighlightServerRpc() - { - m_currentColor.Value = m_highlightColor; - } - - /// - public virtual void SetHighlight() - { - SetCurrentColorToHighlightServerRpc(); - } - - /// - public virtual void UnsetHighlight() - { - if (!m_forceHighlight) - { - SetCurrentColorToDefaultServerRpc(); - } - } - #endregion - - #region - IInfoTags Methods - - /// - public void DisplayInfoTags() - { - if (refInfoTagsContainer != null) - { - foreach (Transform _infoTag in refInfoTagsContainer.transform) - { - _infoTag.gameObject.SetActive(true); - } - } - } - - /// - public void HideInfoTags() - { - if (refInfoTagsContainer != null) - { - foreach (Transform _infoTag in refInfoTagsContainer.transform) - { - _infoTag.gameObject.SetActive(false); - } - } - } - - /// - public void InstantiateInfoTag(Vector2 _xyPosition, string _content) - { - GameObject infoTag = Instantiate(refInfoTagPrefab, refInfoTagsContainer.transform); - infoTag.transform.localPosition = new Vector3(_xyPosition.x, _xyPosition.y, 0f); - infoTag.GetComponent().SetText(_content); - } - - /// - public void InstantiateInfoTags(string[] _content) - { - float angle = 360 / _content.Length; - float radius = 1.25f * Mathf.Max(new float[]{transform.localScale.x, - transform.localScale.y, - transform.localScale.z }); - - for (int i = 0; i < _content.Length; i++) - { - Vector2 xyPosition = Positioning.RadialPosition(radius, i * angle); - InstantiateInfoTag(xyPosition, _content[i]); - } - } - - /// - public void ShowInfoTags() - { - foreach (Transform _infoTag in refInfoTagsContainer.transform) - { - _infoTag.gameObject.GetComponent().LookAt(); - } - } - #endregion - - #region - INamed Methods - - /// - public virtual void DisplayName() - { - m_nameTextFieldContainer.gameObject.SetActive(true); - } - - /// - public string GetName() - { - return nameField.text; - } - - /// - public void HideName() - { - m_nameTextFieldContainer.gameObject.SetActive(false); - } - - /// - public void SetName(string _name) - { - nameField.text = _name; - } - - /// - public void ShowName() - { - m_nameTextFieldContainer.GetComponent().LookAt(); - } - #endregion - - #region - IMlprData Methods - - public virtual void AssembleFragmentedData() - { - - } - - public IEnumerator BroadcastSourceDataC() - { - yield return new WaitForEndOfFrame(); - - BroadcastSourceDataNameServerRpc(sourceDataName); - - yield return new WaitForEndOfFrame(); - - BroadcastSourceDataNbFragsServerRpc((ushort)sourceDataNbFrags); - - yield return new WaitForEndOfFrame(); - - StartCoroutine(BroadcastSourceDataFragsC(fragmentedSourceData)); - } - - [ClientRpc] - public void BroadcastSourceDataFragClientRpc(byte[] _fragment) - { - //LogSystem.AddMessage(LogMessageTypes.Debug, - // "Client receives boradcasted source data fragment."); - if (IsOwner) return; - - fragmentedSourceData.Add(_fragment); - if (fragmentedSourceData.Count == sourceDataNbFrags) - { - ConfirmSourceDataReceptionServerRpc(); - AssembleFragmentedData(); - } - } - - [ClientRpc] - public void BroadcastSourceDataNameClientRpc(byte[] _name) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Client receives boradcasted source data name."); - if (IsOwner) return; - - sourceDataName = _name; - } - - [ClientRpc] - public void BroadcastSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Client receives boradcasted source nb frags."); - if (IsOwner) return; - - sourceDataNbFrags = _sourceDataNbFrags; - } - - [ServerRpc] - public void BroadcastSourceDataFragServerRpc(byte[] _fragment) - { - //LogSystem.AddMessage(LogMessageTypes.Debug, - // "Server Sends 1 fragment."); - BroadcastSourceDataFragClientRpc(_fragment); - } - - [ServerRpc] - public void BroadcastSourceDataNameServerRpc(byte[] _name) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Server boradcasts source data name."); - BroadcastSourceDataNameClientRpc(_name); - } - - [ServerRpc] - public void BroadcastSourceDataNbFragsServerRpc(ushort _sourceDataNbFrags) - { - BroadcastSourceDataNbFragsClientRpc(_sourceDataNbFrags); - } - - public IEnumerator BroadcastSourceDataFragsC(List _fragmentedSourceData) - { - foreach (byte[] _frag in _fragmentedSourceData) - { - BroadcastSourceDataFragServerRpc(_frag); - yield return new WaitForEndOfFrame();//waiting to avoid going over max network payload - } - } - - [ServerRpc(RequireOwnership = false)] - public void ConfirmSourceDataReceptionServerRpc() - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "A Client Confirms reception of all the fragments."); - nbClientReadyLoaded.Value++; - if (nbClientReadyLoaded.Value == NetworkManager.Singleton.ConnectedClientsIds.Count) - { - isReadyForGeneration.Value = true; - } - } - - public void DirectReceiveSourceData(byte[] _sourceDataName, List _fragmentedSourceData) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "The module received its local copy of the fragmented data."); - fragmentedSourceData = _fragmentedSourceData; - sourceDataName = _sourceDataName; - sourceDataNbFrags = _fragmentedSourceData.Count; - - ConfirmSourceDataReceptionServerRpc(); - AssembleFragmentedData(); - - StartCoroutine(BroadcastSourceDataC()); - } - - [ServerRpc(RequireOwnership = false)] - public virtual void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID) - { - Debug.LogError("No Generation scheme has been defined for this GameNetModule. " + - "Please, override this method and code how you the data stored in this module" + - " should be represented in the scene."); - } - - public IEnumerator SendSourceDataC(ulong _targetClientID) - { - ClientRpcParams clientRpcParams = new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = new ulong[] { _targetClientID }, - } - }; - - SendSourceDataNameClientRpc(sourceDataName, clientRpcParams); - - yield return new WaitForEndOfFrame(); - - SendSourceDataNbFragsClientRpc((ushort)sourceDataNbFrags, clientRpcParams); - - yield return new WaitForEndOfFrame(); - - StartCoroutine(SendSourceDataFragsC(fragmentedSourceData, clientRpcParams)); - } - - [ClientRpc] - public void SendSourceDataFragClientRpc(byte[] _fragment, ClientRpcParams _clientRpcParams) - { - fragmentedSourceData.Add(_fragment); - if (fragmentedSourceData.Count == sourceDataNbFrags) - { - ConfirmSourceDataReceptionServerRpc(); - AssembleFragmentedData(); - } - } - - [ClientRpc] - public void SendSourceDataNameClientRpc(byte[] _name, ClientRpcParams _clientRpcParams) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Client receives source data name."); - sourceDataName = _name; - } - - [ClientRpc] - public void SendSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags, ClientRpcParams _clientRpcParams) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Client receives source nb frags."); - sourceDataNbFrags = _sourceDataNbFrags; - } - - public IEnumerator SendSourceDataFragsC(List _fragmentedSourceData, ClientRpcParams _clientRpcParams) - { - foreach (byte[] _frag in _fragmentedSourceData) - { - SendSourceDataFragClientRpc(_frag, _clientRpcParams); - yield return new WaitForEndOfFrame();//waiting to avoid going over max network payload - } - } - #endregion - - #region - IMlprVisibility Methods - - public virtual void ManageActivationStatus(bool _previous, bool _current) - { - gameObject.SetActive(isActivated.Value); - } - - public virtual void NetHide() - { - HideInfoTags(); - //Debug.Log("Try to Hide"); - if (m_Collider != null) - { - m_Collider.enabled = false; - } - - if (m_Renderer != null) - { - //Debug.Log("Hiding m_Renderer"); - m_Renderer.enabled = false; - } - - if (m_LineRenderer != null) - { - //Debug.Log("Hiding m_LineRenderer"); - m_LineRenderer.enabled = false; - } - } - - [ClientRpc] - public virtual void NetHideClientRpc(ClientRpcParams _clientRpcParams) - { - NetHide(); - } - - public virtual void NetShow() - { - //Debug.Log("Trying to Show"); - - if (m_Collider != null) - { - m_Collider.enabled = true; - } - - if (m_Renderer != null) - { - //Debug.Log("Showing m_Renderer"); - m_Renderer.enabled = true; - } - - if (m_LineRenderer != null) - { - //Debug.Log("Showing m_LineRenderer"); - m_LineRenderer.enabled = true; - } - } - - [ClientRpc] - public virtual void NetShowClientRpc(ClientRpcParams _clientRpcParams) - { - NetShow(); - } - - [ServerRpc(RequireOwnership = false)] - public void RequestSetActiveServerRpc(bool _active) - { - isActivated.Value = _active; - } - #endregion - } - } + namespace Modules + { + /// + /// Base class holding references and methods used to manipulate + /// the game object representation of a module. + /// + public abstract class GameNetModule : NetworkBehaviour, + IDive, + IFocus, + IGroupable, + IColorHighlightableNet, + IInfoTags, + INamed, + IMlprData, + IMlprVisibility + { + /// + /// The collider of the module. + /// + [Tooltip("If null, tries to find one in the children of this gameobject.")] + [SerializeField] protected Collider m_Collider; + + /// + /// The renderer of the module. + /// + /// + /// May be null is the module doesn't have a renderer. + /// + [Tooltip("If null, tries to find one in this gameobject.")] + [SerializeField] protected Renderer m_Renderer; + + /// + /// The line renderer of the module. + /// + /// + /// May be null is the module doesn't have a line renderer. + /// + [Tooltip("If null, tries to find one in this gameobject.")] + [SerializeField] protected LineRenderer m_LineRenderer; + + /// + /// The material property block used to change the color of the module while + /// avoiding to create a new material instance. + /// + protected MaterialPropertyBlock mpb; + + /// + /// The ID of the color property in the shader of the module to change its color + /// in the material property block. + /// + protected int colorID; + + #region - IDive Members - + /// + private bool m_isDiving = false; + + /// + public bool isDiving + { + get => m_isDiving; + set => m_isDiving = value; + } + /// + /// The field for the property . + /// + private NetworkVariable m_rootSceneId = new NetworkVariable(); + + /// + public NetworkVariable rootSceneId + { + get => m_rootSceneId; + set => m_rootSceneId = value; + } + + /// + /// The field for the property . + /// + private NetworkVariable m_targetSceneId = new NetworkVariable(); + + /// + public NetworkVariable targetSceneId + { + get => m_targetSceneId; + set => m_targetSceneId = value; + } + + /// + /// The field for the property . + /// + private NetworkVariable m_isReadyForDive = new NetworkVariable(false, + NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); + + /// + public NetworkVariable isReadyForDive + { + get => m_isReadyForDive; + set => m_isReadyForDive = value; + } + + #endregion + + #region - IFocus Members - + + /// + /// The field for the property . + /// + private bool m_isFocused = false; + + /// + public bool isFocused + { + get => m_isFocused; + set => m_isFocused = value; + } + + #endregion + + #region - IGroupable Members - + /// + /// The field for the property . + /// + private int m_grpMemberIndex = -1; + + /// + public int grpMemberIndex + { + get => m_grpMemberIndex; + set => m_grpMemberIndex = value; + } + + /// + /// The field for the property . + /// + [SerializeField] private GameObject m_delegateTarget = null; + + /// + public GameObject delegateTarget + { + get => m_delegateTarget; + private set => m_delegateTarget = value; + } + #endregion + + #region - IColorHighlightableNet Members - + /// + /// The field for the property . + /// + private bool m_forceHighlight = false; + + /// + public bool forceHighlight + { + get => m_forceHighlight; + set => m_forceHighlight = value; + } + + /// + /// The field for the property . + /// + [SerializeField] private NetworkVariable m_currentColor; + + /// + public NetworkVariable currentColor + { + get => m_currentColor; + set => m_currentColor = value; + } + + /// + /// The field for the property . + /// + [SerializeField] private Color m_defaultColor; + + /// + public Color defaultColor + { + get => m_defaultColor; + set => m_defaultColor = value; + } + + /// + /// The field for the property . + /// + [SerializeField] private Color m_highlightColor; + + /// + public Color highlightColor + { + get => m_highlightColor; + set => m_highlightColor = value; + } + #endregion + + #region - IInfoTags Members - + + /// + public bool areVisible { get; set; } + + /// + /// The field for the property . + /// + [Header("Info Tags Data")] + public LeftRightData m_displayInfoTagsActions; + + /// + public LeftRightData displayInfoTagsActions + { + get => m_displayInfoTagsActions; + set => m_displayInfoTagsActions = value; + } + + /// + /// The field for the property . + /// + public GameObject m_refInfoTagPrefab; + + /// + public GameObject refInfoTagPrefab + { + get => m_refInfoTagPrefab; + set => m_refInfoTagPrefab = value; + } + + /// + /// The field for the property . + /// + public GameObject m_refInfoTagsContainer; + + /// + public GameObject refInfoTagsContainer + { + get => m_refInfoTagsContainer; + set => m_refInfoTagsContainer = value; + } + #endregion + + #region - INamed Members - + /// + /// The field for the property . + /// + [SerializeField] protected GameObject m_nameTextFieldContainer; + + /// + public GameObject nameTextFieldContainer + { + get => m_nameTextFieldContainer; + protected set => m_nameTextFieldContainer = value; + } + + /// + public TextMeshProUGUI nameField + { + get; + protected set; + } + #endregion + + #region - IMlprData Members - + + /// + /// The field for the property . + /// + private List m_fragmentedSourceData = new List(); + + /// + public List fragmentedSourceData + { + get => m_fragmentedSourceData; + protected set => m_fragmentedSourceData = value; + } + + /// + public byte[] sourceDataName + { + get; + protected set; + } + + /// + /// The field for the property . + /// + private int m_sourceDataNbFrags = 0; + + /// + public int sourceDataNbFrags + { + get => m_sourceDataNbFrags; + protected set => m_sourceDataNbFrags = value; + } + + /// + /// The field for the property . + /// + private NetworkVariable m_nbClientReadyLoaded = new NetworkVariable(0, + NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); + + /// + public NetworkVariable nbClientReadyLoaded + { + get => m_nbClientReadyLoaded; + protected set => m_nbClientReadyLoaded = value; + } + + /// + /// The field for the property . + /// + private NetworkVariable m_isReadyForGeneration = new NetworkVariable(false, + NetworkVariableReadPermission.Everyone, NetworkVariableWritePermission.Server); + + /// + public NetworkVariable isReadyForGeneration + { + get => m_isReadyForGeneration; + protected set => m_isReadyForGeneration = value; + } + + #endregion + + #region - IMlrpVisibility Members - + + /// + /// The field for the property . + /// + private NetworkVariable m_isActivated = new NetworkVariable(true); + + /// + public NetworkVariable isActivated + { + get => m_isActivated; + protected set => m_isActivated = value; + } + #endregion + + protected virtual void Awake() + { + areVisible = false; + + m_displayInfoTagsActions.left.action.performed += ManageInfoTagsDisplay; + m_displayInfoTagsActions.right.action.performed += ManageInfoTagsDisplay; + + if (m_Collider == null) + { + m_Collider = GetComponentInChildren(); + } + if (m_Renderer == null) + { + m_Renderer = GetComponent(); + } + if(m_LineRenderer == null) + { + m_LineRenderer = GetComponent(); + } + } + + public override void OnDestroy() + { + m_displayInfoTagsActions.left.action.performed -= ManageInfoTagsDisplay; + m_displayInfoTagsActions.right.action.performed -= ManageInfoTagsDisplay; + + m_currentColor.OnValueChanged -= ApplyCurrentColorChange; + isActivated.OnValueChanged -= ManageActivationStatus; + } + + public override void OnNetworkSpawn() + { + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + m_currentColor.OnValueChanged += ApplyCurrentColorChange; + isActivated.OnValueChanged += ManageActivationStatus; + SetCurrentColorToDefaultServerRpc(); + + if (nameTextFieldContainer != null) + { + nameTextFieldContainer.SetActive(true); + nameField = nameTextFieldContainer.GetComponentInChildren(); + } + + //If the target has not been set in the editor to a specific gameobject, + //we set it to this game object by default. + if (delegateTarget == null) + { + delegateTarget = gameObject; + } + } + + /// + /// Proxy function to be usable within NetworkVariable's OnValueChanged callback. + /// + /// + /// The previous color value of the NetworkVariable. + /// + /// + /// The current color value of the NetworkVariable. + /// + /// + /// The and parameters are + /// there only to match the signature but the value of + /// is not used. + /// + protected virtual void ApplyCurrentColorChange(Color _previous, Color _current) + { + ApplyColor(_current); + } + + /// + /// Will rotate the module to face the active camera. + /// + /// Callback set in the editor + public void LookAt() + { + GetComponent().LookAt(); + } + + /// + /// Input call back action on which the floating display + /// is turned on or off. + /// + /// The input action callback context + private void ManageInfoTagsDisplay(InputAction.CallbackContext _ctx) + { + if (isFocused) + { + areVisible = !areVisible; + if (areVisible) + { + DisplayInfoTags(); + } + else + { + HideInfoTags(); + } + } + } + + /// + /// The method to call when we wish the server to destroy a GameNetModule. + /// + [ServerRpc(RequireOwnership = false)] + public void SelfDestroyServerRpc() + { + if (targetSceneId != null)//if a dive scene has been generated for the data module + { + if (!DiveScenesManager.Instance.CheckIfDiveSceneHasPlayers(targetSceneId.Value)) + { + DiveScenesManager.Instance.DestroyDiveScene(targetSceneId.Value); + Destroy(gameObject); + } + else + { + LogSystem.AddMessage(LogMessageTypes.Errors, + "You are trying to destroy a dive scene while divers are inside."); + } + } + else + { + Destroy(gameObject); + } + } + + #region - IDive Methods - + /// + public void DirectDiveIn() + { + StartCoroutine(DirectDiveInC()); + } + + /// + public IEnumerator DirectDiveInC() + { + DiveScenesManager.Instance.SwitchingScenesServerRpc(rootSceneId.Value, + targetSceneId.Value, + NetworkManager.Singleton.LocalClientId); + //Wait until the client has switched to the target scene + yield return new WaitUntil(DiveScenesManager.Instance.SceneSwitchIsFinished); + + isDiving = false; + } + + /// + public void GenerativeDiveIn() + { + StartCoroutine(GenerativeDiveInC()); + } + + /// + public abstract IEnumerator GenerativeDiveInC(); + + /// + public void TryDiveIn() + { + if (isReadyForGeneration.Value) + { + isDiving = true; + if (isReadyForDive.Value) + { + DirectDiveIn(); + } + else + { + GenerativeDiveIn(); + } + } + } + + #endregion + + #region - IFocus Methods - + /// + public void SetFocus() + { + m_isFocused = true; + } + /// + public void UnsetFocus() + { + m_isFocused = false; + } + #endregion + + #region - IColorHighlightable Methods - + + public virtual void ApplyColor(Color _color) + { + mpb.SetVector(colorID, _color); + if (m_Renderer != null) + { + m_Renderer.SetPropertyBlock(mpb); + } + } + + /// + [ServerRpc(RequireOwnership = false)] + public void SetCurrentColorToDefaultServerRpc() + { + m_currentColor.Value = m_defaultColor; + } + + /// + [ServerRpc(RequireOwnership = false)] + public virtual void SetCurrentColorToHighlightServerRpc() + { + m_currentColor.Value = m_highlightColor; + } + + /// + public virtual void SetHighlight() + { + SetCurrentColorToHighlightServerRpc(); + } + + /// + public virtual void UnsetHighlight() + { + if (!m_forceHighlight) + { + SetCurrentColorToDefaultServerRpc(); + } + } + #endregion + + #region - IInfoTags Methods - + /// + public void DisplayInfoTags() + { + if (refInfoTagsContainer != null) + { + foreach (Transform _infoTag in refInfoTagsContainer.transform) + { + _infoTag.gameObject.SetActive(true); + } + } + } + + /// + public void HideInfoTags() + { + if (refInfoTagsContainer != null) + { + foreach (Transform _infoTag in refInfoTagsContainer.transform) + { + _infoTag.gameObject.SetActive(false); + } + } + } + + /// + public void InstantiateInfoTag(Vector2 _xyPosition, string _content) + { + GameObject infoTag = Instantiate(refInfoTagPrefab, refInfoTagsContainer.transform); + infoTag.transform.localPosition = new Vector3(_xyPosition.x, _xyPosition.y, 0f); + infoTag.GetComponent().SetText(_content); + } + + /// + public void InstantiateInfoTags(string[] _content) + { + float angle = 360 / _content.Length; + float radius = 1.25f * Mathf.Max(new float[]{transform.localScale.x, + transform.localScale.y, + transform.localScale.z }); + + for (int i = 0; i < _content.Length; i++) + { + Vector2 xyPosition = Positioning.RadialPosition(radius, i * angle); + InstantiateInfoTag(xyPosition, _content[i]); + } + } + + /// + public void ShowInfoTags() + { + foreach (Transform _infoTag in refInfoTagsContainer.transform) + { + _infoTag.gameObject.GetComponent().LookAt(); + } + } + #endregion + + #region - INamed Methods - + /// + public virtual void DisplayName() + { + m_nameTextFieldContainer.gameObject.SetActive(true); + } + + /// + public string GetName() + { + return nameField.text; + } + + /// + public void HideName() + { + m_nameTextFieldContainer.gameObject.SetActive(false); + } + + /// + public void SetName(string _name) + { + nameField.text = _name; + } + + /// + public void ShowName() + { + m_nameTextFieldContainer.GetComponent().LookAt(); + } + #endregion + + #region - IMlprData Methods - + /// + public abstract void AssembleFragmentedData(); + + /// + public IEnumerator BroadcastSourceDataC() + { + yield return new WaitForEndOfFrame(); + + BroadcastSourceDataNameServerRpc(sourceDataName); + + yield return new WaitForEndOfFrame(); + + BroadcastSourceDataNbFragsServerRpc((ushort)sourceDataNbFrags); + + yield return new WaitForEndOfFrame(); + + StartCoroutine(BroadcastSourceDataFragsC(fragmentedSourceData)); + } + + /// + [ClientRpc] + public void BroadcastSourceDataFragClientRpc(byte[] _fragment) + { + //LogSystem.AddMessage(LogMessageTypes.Debug, + // "Client receives boradcasted source data fragment."); + if (IsOwner) return; + + fragmentedSourceData.Add(_fragment); + if (fragmentedSourceData.Count == sourceDataNbFrags) + { + ConfirmSourceDataReceptionServerRpc(); + AssembleFragmentedData(); + } + } + + /// + [ClientRpc] + public void BroadcastSourceDataNameClientRpc(byte[] _name) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "Client receives boradcasted source data name."); + if (IsOwner) return; + + sourceDataName = _name; + } + + /// + [ClientRpc] + public void BroadcastSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "Client receives boradcasted source nb frags."); + if (IsOwner) return; + + sourceDataNbFrags = _sourceDataNbFrags; + } + + /// + [ServerRpc] + public void BroadcastSourceDataFragServerRpc(byte[] _fragment) + { + //LogSystem.AddMessage(LogMessageTypes.Debug, + // "Server Sends 1 fragment."); + BroadcastSourceDataFragClientRpc(_fragment); + } + + /// + [ServerRpc] + public void BroadcastSourceDataNameServerRpc(byte[] _name) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "Server boradcasts source data name."); + BroadcastSourceDataNameClientRpc(_name); + } + + /// + [ServerRpc] + public void BroadcastSourceDataNbFragsServerRpc(ushort _sourceDataNbFrags) + { + BroadcastSourceDataNbFragsClientRpc(_sourceDataNbFrags); + } + + /// + public IEnumerator BroadcastSourceDataFragsC(List _fragmentedSourceData) + { + foreach (byte[] _frag in _fragmentedSourceData) + { + BroadcastSourceDataFragServerRpc(_frag); + yield return new WaitForEndOfFrame();//waiting to avoid going over max network payload + } + } + + /// + [ServerRpc(RequireOwnership = false)] + public void ConfirmSourceDataReceptionServerRpc() + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "A Client Confirms reception of all the fragments."); + nbClientReadyLoaded.Value++; + if (nbClientReadyLoaded.Value == NetworkManager.Singleton.ConnectedClientsIds.Count) + { + isReadyForGeneration.Value = true; + } + } + + /// + public void DirectReceiveSourceData(byte[] _sourceDataName, List _fragmentedSourceData) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "The module received its local copy of the fragmented data."); + fragmentedSourceData = _fragmentedSourceData; + sourceDataName = _sourceDataName; + sourceDataNbFrags = _fragmentedSourceData.Count; + + ConfirmSourceDataReceptionServerRpc(); + AssembleFragmentedData(); + + StartCoroutine(BroadcastSourceDataC()); + } + + /// + [ServerRpc(RequireOwnership = false)] + public virtual void RequestSourceDataGenerationServerRpc(ulong _expeditorClientID) + { + Debug.LogError("This method MUST be overriden in the child class."); + throw new System.NotImplementedException(); + } + + /// + public IEnumerator SendSourceDataC(ulong _targetClientID) + { + ClientRpcParams clientRpcParams = new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = new ulong[] { _targetClientID }, + } + }; + + SendSourceDataNameClientRpc(sourceDataName, clientRpcParams); + + yield return new WaitForEndOfFrame(); + + SendSourceDataNbFragsClientRpc((ushort)sourceDataNbFrags, clientRpcParams); + + yield return new WaitForEndOfFrame(); + + StartCoroutine(SendSourceDataFragsC(fragmentedSourceData, clientRpcParams)); + } + + /// + [ClientRpc] + public void SendSourceDataFragClientRpc(byte[] _fragment, ClientRpcParams _clientRpcParams) + { + fragmentedSourceData.Add(_fragment); + if (fragmentedSourceData.Count == sourceDataNbFrags) + { + ConfirmSourceDataReceptionServerRpc(); + AssembleFragmentedData(); + } + } + + /// + [ClientRpc] + public void SendSourceDataNameClientRpc(byte[] _name, ClientRpcParams _clientRpcParams) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "Client receives source data name."); + sourceDataName = _name; + } + + /// + [ClientRpc] + public void SendSourceDataNbFragsClientRpc(ushort _sourceDataNbFrags, ClientRpcParams _clientRpcParams) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "Client receives source nb frags."); + sourceDataNbFrags = _sourceDataNbFrags; + } + + /// + public IEnumerator SendSourceDataFragsC(List _fragmentedSourceData, ClientRpcParams _clientRpcParams) + { + foreach (byte[] _frag in _fragmentedSourceData) + { + SendSourceDataFragClientRpc(_frag, _clientRpcParams); + yield return new WaitForEndOfFrame();//waiting to avoid going over max network payload + } + } + #endregion + + #region - IMlprVisibility Methods - + /// + public virtual void ManageActivationStatus(bool _previous, bool _current) + { + gameObject.SetActive(isActivated.Value); + } + + /// + public virtual void NetHide() + { + HideInfoTags(); + //Debug.Log("Try to Hide"); + if (m_Collider != null) + { + m_Collider.enabled = false; + } + + if (m_Renderer != null) + { + //Debug.Log("Hiding m_Renderer"); + m_Renderer.enabled = false; + } + + if (m_LineRenderer != null) + { + //Debug.Log("Hiding m_LineRenderer"); + m_LineRenderer.enabled = false; + } + } + + /// + [ClientRpc] + public virtual void NetHideClientRpc(ClientRpcParams _clientRpcParams) + { + NetHide(); + } + + /// + public virtual void NetShow() + { + if (m_Collider != null) + { + m_Collider.enabled = true; + } + + if (m_Renderer != null) + { + m_Renderer.enabled = true; + } + + if (m_LineRenderer != null) + { + m_LineRenderer.enabled = true; + } + } + + /// + [ClientRpc] + public virtual void NetShowClientRpc(ClientRpcParams _clientRpcParams) + { + NetShow(); + } + + /// + [ServerRpc(RequireOwnership = false)] + public void RequestSetActiveServerRpc(bool _active) + { + isActivated.Value = _active; + } + #endregion + } + } } diff --git a/Assets/Scripts/Modules/IOModules/HttpServerBaseModule.cs b/Assets/Scripts/Modules/IOModules/HttpServerBaseModule.cs index 9d32670b..e08bbb4e 100644 --- a/Assets/Scripts/Modules/IOModules/HttpServerBaseModule.cs +++ b/Assets/Scripts/Modules/IOModules/HttpServerBaseModule.cs @@ -3,239 +3,242 @@ using Newtonsoft.Json.Linq; using UnityEngine; using UnityEngine.Networking; -using TMPro; using ECellDive.Utility; +using ECellDive.Utility.Data.Network; - -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - [System.Serializable] - public struct ServerData - { - public string serverIP; - public string port; - } - - [System.Serializable] - public struct ServerUIData - { - public TMP_InputField refIPInputField; - public TMP_InputField refPortInputField; - } - - public struct RequestData - { - public string requestText; - public JObject requestJObject; - - public bool requestProcessed; - public bool requestSuccess; - } - - public class HttpServerBaseModule : Module - { - public ServerData serverData = new ServerData - { - port = "8000", - serverIP = "127.0.0.1" - }; - - public ServerUIData serverUIData; - - protected RequestData requestData = new RequestData - { - requestText = "", - requestJObject = new JObject(), - requestProcessed = true, - requestSuccess = true - }; - - [SerializeField] private Renderer[] renderers; - private MaterialPropertyBlock mpb; - private int colorID; - - private void OnEnable() - { - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - mpb.SetVector(colorID, defaultColor); - foreach (Renderer _renderer in renderers) - { - _renderer.SetPropertyBlock(mpb); - } - } - - /// - /// Simple API to add pages to the base server url. - /// - /// The name of successive pages. - /// The server address plus the concanated pages. - protected string AddPagesToURL(string[] _pages) - { - string url = "http://" + serverData.serverIP + ":" + serverData.port; - foreach (string _page in _pages) - { - url += "/" + _page; - } - return url; - } - - /// - /// Simple API to add queries to a base URL. - /// - /// The base URL. It typically already - /// contains the server address and the pages path. - /// The array storing the names - /// of the query to add. - /// The array storing the parameters - /// associated to each query. - /// The plus all concanated - /// queries. - /// and - /// must be of same size since there is a one to one relationship - /// in the elements stored at each index. - protected string AddQueriesToURL(string _baseURL, string[] _queryNames, string[] _queryContents) - { - string url = AddQueryToURL(_baseURL, _queryNames[0], _queryContents[0], true); - - if (_queryNames.Length > 1) - { - for (int i = 1; i < _queryNames.Length; i++) - { - url = AddQueryToURL(url, _queryNames[i], _queryContents[i]); - } - } - - return url; - } - - /// - /// Simple API to add one query to a base URL. - /// - /// he base URL. It typically already - /// contains the server address, the pages path and possibly - /// other queries. - /// The name of the query to add - /// The parameter to associate to - /// the query. - /// A boolean to indicate if this is the - /// first query being added to . - /// The plus the concanated - /// query. - protected string AddQueryToURL(string _baseURL, string _queryName, string _queryContent, bool _first = false) - { - return _first ? - _baseURL + "?" + _queryName + "=" + _queryContent : - _baseURL + "&" + _queryName + "=" + _queryContent; - } - - /// - /// Send a request to the server. - /// - /// The request uri. - /// - protected IEnumerator GetRequest(string uri) - { - requestData.requestProcessed = false; - requestData.requestSuccess = false; - using (UnityWebRequest webRequest = UnityWebRequest.Get(uri)) - { - LogSystem.AddMessage(LogMessageTypes.Debug, - "Sending Request: " + uri); - // Request and wait for the desired page. - webRequest.timeout = 10; - yield return webRequest.SendWebRequest(); - - string[] pages = uri.Split('/'); - int page = pages.Length - 1; - - switch (webRequest.result) - { - case UnityWebRequest.Result.ConnectionError: - LogSystem.AddMessage(LogMessageTypes.Errors, - pages[page] + ": Connection Error: " + webRequest.error); - break; - - case UnityWebRequest.Result.DataProcessingError: - //Debug.LogError(pages[page] + ": Error: " + webRequest.error); - LogSystem.AddMessage(LogMessageTypes.Errors, - pages[page] + ": Error: " + webRequest.error); - break; - case UnityWebRequest.Result.ProtocolError: - //Debug.LogError(pages[page] + ": HTTP Error: " + webRequest.error); - LogSystem.AddMessage(LogMessageTypes.Errors, - pages[page] + ": HTTP Error: " + webRequest.error); - break; - case UnityWebRequest.Result.Success: - //Debug.Log(pages[page] + ":\nReceived: " + webRequest.downloadHandler.text); - LogSystem.AddMessage(LogMessageTypes.Trace, - pages[page] + ":\nReceived: " + webRequest.downloadHandler.text); - requestData.requestText = webRequest.downloadHandler.text; - requestData.requestSuccess = true; - break; - } - requestData.requestProcessed = true; - } - } - - /// - /// Typically used by the coroutines to wait until the - /// request sent to the servers has been processed. - /// - /// - protected bool isRequestProcessed() - { - return requestData.requestProcessed; - } - - /// - /// Sets the value for the IP in - /// - /// - /// Called back on value change of the input field dedicated to the IP - /// - public void UpdateIP() - { - serverData.serverIP = serverUIData.refIPInputField.text; - } - - /// - /// Sets the value for the Port in - /// - /// - /// Called back on value change of the input field dedicated to the Port - /// - public void UpdatePort() - { - serverData.port = serverUIData.refPortInputField.text; - } - - #region - IHighlightable - - - public override void ApplyColor(Color _color) - { - mpb.SetVector(colorID, _color); - foreach (Renderer _renderer in renderers) - { - _renderer.SetPropertyBlock(mpb); - } - } - - public override void SetHighlight() - { - ApplyColor(highlightColor); - } - - public override void UnsetHighlight() - { - if (!forceHighlight) - { - ApplyColor(defaultColor); - } - } - #endregion - } - } + /// + /// The base class for all modules that need to send requests to a server + /// using the HTTP protocol. + /// + public abstract class HttpServerBaseModule : Module + { + /// + /// The data structure storing the server address and port. + /// + public ServerData serverData = new ServerData + { + port = "8000", + serverIP = "127.0.0.1" + }; + + /// + /// The data structure storing the input fields for the server address and port. + /// + public ServerUIData serverUIData; + + /// + /// The data structure to store request data. + /// + protected RequestData requestData = new RequestData + { + requestText = "", + requestJObject = new JObject(), + requestProcessed = true, + requestSuccess = true + }; + + /// + /// The array of renderers of this module + /// + /// + /// Used to change the color of the module when highlighted. + /// + [SerializeField] private Renderer[] renderers; + + /// + /// The property block used to change the color of the module. + /// + private MaterialPropertyBlock mpb; + + /// + /// The ID of the color property in the shader. + /// + private int colorID; + + private void OnEnable() + { + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + mpb.SetVector(colorID, defaultColor); + foreach (Renderer _renderer in renderers) + { + _renderer.SetPropertyBlock(mpb); + } + } + + /// + /// Simple API to add pages to the base server url. + /// + /// The name of successive pages. + /// The server address plus the concanated pages. + protected string AddPagesToURL(string[] _pages) + { + string url = "http://" + serverData.serverIP + ":" + serverData.port; + foreach (string _page in _pages) + { + url += "/" + _page; + } + return url; + } + + /// + /// Simple API to add queries to a base URL. + /// + /// The base URL. It typically already + /// contains the server address and the pages path. + /// The array storing the names + /// of the query to add. + /// The array storing the parameters + /// associated to each query. + /// The plus all concanated + /// queries. + /// and + /// must be of same size since there is a one to one relationship + /// in the elements stored at each index. + protected string AddQueriesToURL(string _baseURL, string[] _queryNames, string[] _queryContents) + { + string url = AddQueryToURL(_baseURL, _queryNames[0], _queryContents[0], true); + + if (_queryNames.Length > 1) + { + for (int i = 1; i < _queryNames.Length; i++) + { + url = AddQueryToURL(url, _queryNames[i], _queryContents[i]); + } + } + + return url; + } + + /// + /// Simple API to add one query to a base URL. + /// + /// he base URL. It typically already + /// contains the server address, the pages path and possibly + /// other queries. + /// The name of the query to add + /// The parameter to associate to + /// the query. + /// A boolean to indicate if this is the + /// first query being added to . + /// The plus the concanated + /// query. + protected string AddQueryToURL(string _baseURL, string _queryName, string _queryContent, bool _first = false) + { + return _first ? + _baseURL + "?" + _queryName + "=" + _queryContent : + _baseURL + "&" + _queryName + "=" + _queryContent; + } + + /// + /// Send a request to the server. + /// + /// The request uri. + /// + protected IEnumerator GetRequest(string uri) + { + requestData.requestProcessed = false; + requestData.requestSuccess = false; + using (UnityWebRequest webRequest = UnityWebRequest.Get(uri)) + { + LogSystem.AddMessage(LogMessageTypes.Debug, + "Sending Request: " + uri); + // Request and wait for the desired page. + webRequest.timeout = 10; + yield return webRequest.SendWebRequest(); + + string[] pages = uri.Split('/'); + int page = pages.Length - 1; + + switch (webRequest.result) + { + case UnityWebRequest.Result.ConnectionError: + LogSystem.AddMessage(LogMessageTypes.Errors, + pages[page] + ": Connection Error: " + webRequest.error); + break; + + case UnityWebRequest.Result.DataProcessingError: + //Debug.LogError(pages[page] + ": Error: " + webRequest.error); + LogSystem.AddMessage(LogMessageTypes.Errors, + pages[page] + ": Error: " + webRequest.error); + break; + case UnityWebRequest.Result.ProtocolError: + //Debug.LogError(pages[page] + ": HTTP Error: " + webRequest.error); + LogSystem.AddMessage(LogMessageTypes.Errors, + pages[page] + ": HTTP Error: " + webRequest.error); + break; + case UnityWebRequest.Result.Success: + //Debug.Log(pages[page] + ":\nReceived: " + webRequest.downloadHandler.text); + LogSystem.AddMessage(LogMessageTypes.Trace, + pages[page] + ":\nReceived: " + webRequest.downloadHandler.text); + requestData.requestText = webRequest.downloadHandler.text; + requestData.requestSuccess = true; + break; + } + requestData.requestProcessed = true; + } + } + + /// + /// Typically used by the coroutines to wait until the + /// request sent to the servers has been processed. + /// + /// + protected bool isRequestProcessed() + { + return requestData.requestProcessed; + } + + /// + /// Sets the value for the IP in + /// + /// + /// Called back on value change of the input field dedicated to the IP + /// + public void UpdateIP() + { + serverData.serverIP = serverUIData.refIPInputField.text; + } + + /// + /// Sets the value for the Port in + /// + /// + /// Called back on value change of the input field dedicated to the Port + /// + public void UpdatePort() + { + serverData.port = serverUIData.refPortInputField.text; + } + + #region - IHighlightable - + + /// + public override void ApplyColor(Color _color) + { + mpb.SetVector(colorID, _color); + foreach (Renderer _renderer in renderers) + { + _renderer.SetPropertyBlock(mpb); + } + } + + /// + public override void SetHighlight() + { + ApplyColor(highlightColor); + } + + /// + public override void UnsetHighlight() + { + if (!forceHighlight) + { + ApplyColor(defaultColor); + } + } + #endregion + } } diff --git a/Assets/Scripts/Modules/IOModules/HttpServerFbaModule.cs b/Assets/Scripts/Modules/IOModules/HttpServerFbaModule.cs index 014e0cca..1c635366 100644 --- a/Assets/Scripts/Modules/IOModules/HttpServerFbaModule.cs +++ b/Assets/Scripts/Modules/IOModules/HttpServerFbaModule.cs @@ -8,244 +8,302 @@ using ECellDive.UI; using ECellDive.Interfaces; -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - public struct FbaAnalysisData - { - public string activeModelName; - public float objectiveValue; - public Dictionary> edgeName_to_EdgeID;// 1 name maps to multiple IDs - public Dictionary knockOuts; - public Dictionary fluxes; - } - - public class HttpServerFbaModule : HttpServerBaseModule - { - private FbaAnalysisData fbaAnalysisData = new FbaAnalysisData - { - activeModelName = "", - objectiveValue = 0f, - edgeName_to_EdgeID = new Dictionary>(), - knockOuts = new Dictionary(), - fluxes = new Dictionary() - }; - - public FbaParametersManager fbaParametersManager; - - public AnimationLoopWrapper animLW; - - public UnityAction OnFbaResultsReceive; - - private CyJsonModule LoadedCyJsonPathway; - - private void Start() - { - GameObject loadedCyJsonGO = GameObject.FindGameObjectWithTag("CyJsonModule"); - if (loadedCyJsonGO == null) - { - LogSystem.AddMessage(LogMessageTypes.Errors, - "There is no active (ie. Dived In) CyJson pathway modules detected."); - GetComponentInChildren().Flash(0);//fail flash - } - else - { - LoadedCyJsonPathway = loadedCyJsonGO.GetComponent(); - fbaAnalysisData.activeModelName = LoadedCyJsonPathway.graphData.name; - - LogSystem.AddMessage(LogMessageTypes.Trace, - $"FBA analyses module connected to {fbaAnalysisData.activeModelName}"); - - foreach (IEdge _edgeData in LoadedCyJsonPathway.graphData.edges) - { - fbaAnalysisData.knockOuts[_edgeData.ID] = false; - //string _name = LoadedCyJsonPathway.DataID_to_DataGO[_edgeData.ID].name; - if (fbaAnalysisData.edgeName_to_EdgeID.ContainsKey(_edgeData.name)) - { - fbaAnalysisData.edgeName_to_EdgeID[_edgeData.name].Add(_edgeData.ID); - } - else - { - fbaAnalysisData.edgeName_to_EdgeID[_edgeData.name] = new List { _edgeData.ID }; - } - } - } - } - - /// - /// Builds and sends the URI of the request that should activate the - /// computation of the FBA on the server. - /// - /// The name of the model as stored - /// in the server. - /// The string listing the names of - /// the knockedout reactions. The string can be generated by - /// the - public void GetModelSolution(string _modelName, List _knockouts) - { - string requestURL = AddPagesToURL(new string[] { "solve", _modelName }); - - int koCount = _knockouts.Count(); - if (koCount > 0) - { - requestURL = AddQueryToURL(requestURL, "command", _knockouts[0], true); - - for (int i = 1; i < koCount; i++) - { - requestURL = AddQueryToURL(requestURL, "command", _knockouts[i]); - } - } - requestURL = AddQueryToURL(requestURL, "view_name", LoadedCyJsonPathway.graphData.name, koCount == 0); - - Debug.Log("FBA query: " + requestURL); - StartCoroutine(GetRequest(requestURL)); - } - - /// - /// Starts the process to ask the server for the FBA of the model. - /// - public void RequestModelSolve() - { - animLW.PlayLoop("HttpServerFbaModule"); - if (LoadedCyJsonPathway != null) - { - List knockouts = LoadedCyJsonPathway.GetKnockouts(); - SolveModel(fbaAnalysisData.activeModelName, knockouts); - } - else - { - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - //Flash of the fail color - GetComponentInChildren().Flash(0); - LogSystem.AddMessage(LogMessageTypes.Errors, - "There is no active (ie. Dived In) CyJson pathway modules detected. " + - "So, no FBA can be performed."); - } - } - - public void ShowComputedFluxes() - { - StartCoroutine(ShowComputedFluxesC()); - } - - /// - /// Transfers the results of the FBA (fluxes values) to the shaders - /// of the edges (representing the reactions). - /// - private IEnumerator ShowComputedFluxesC() - { - int counter = 0; - EdgeGO edgeGO; - foreach (string _edgeName in fbaAnalysisData.fluxes.Keys) - { - if (fbaAnalysisData.edgeName_to_EdgeID.ContainsKey(_edgeName)) - { - float level = fbaAnalysisData.fluxes[_edgeName]; - float levelClamped = Mathf.Clamp(level, - fbaParametersManager.fluxLowerBoundSlider.slider.value, - fbaParametersManager.fluxUpperBoundSlider.slider.value); - float t = Mathf.Abs(levelClamped - fbaParametersManager.fluxLowerBoundSlider.slider.value) /(fbaParametersManager.fluxUpperBoundSlider.slider.value - fbaParametersManager.fluxLowerBoundSlider.slider.value); - Color levelColor = Color.Lerp(fbaParametersManager.fluxLowerBoundColorPicker.button.colors.normalColor, - fbaParametersManager.fluxUpperBoundColorPicker.button.colors.normalColor, - t); - - foreach (uint _id in fbaAnalysisData.edgeName_to_EdgeID[_edgeName]) - { - edgeGO = LoadedCyJsonPathway.DataID_to_DataGO[_id].GetComponent(); - - //control direction of the edge if the flux is reversed - if ((edgeGO.fluxLevel.Value < 0 && level > 0) || (edgeGO.fluxLevel.Value > 0 && level < 0)) - { - edgeGO.ReverseOrientation(); - } - edgeGO.SetFlux(level, levelClamped); - - edgeGO.defaultColor = levelColor; - edgeGO.SetCurrentColorToDefaultServerRpc(); - - counter++; - - if (counter == 25) - { - yield return new WaitForEndOfFrame(); - counter = 0; - } - } - } - } - } - - /// - /// The public interface to ask the server for the FBA. - /// - /// The name of the model as stored - /// in the server. - /// The list the knock out commands. - /// The list is generated by the - public void SolveModel(string _modelName, List _knockouts) - { - StartCoroutine(SolveModelC(_modelName, _knockouts)); - } - - /// - /// The coroutine handling the request to the server and the - /// parsing of the FBA results if the request was successful. - /// - /// The name of the model as stored - /// in the server. - /// The list the knock out commands. - /// The list is generated by the - private IEnumerator SolveModelC(string _modelName, List _knockouts) - { - GetModelSolution(_modelName, _knockouts); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - OnFbaResultsReceive?.Invoke(requestData.requestSuccess); - - if (requestData.requestSuccess) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - - requestData.requestJObject = JObject.Parse(requestData.requestText); - JArray jFluxesArray = (JArray)requestData.requestJObject["fluxes"]; - fbaAnalysisData.objectiveValue = requestData.requestJObject["objective_value"].Value(); - - float maxFlux = float.MinValue; - float minFlux = float.MaxValue; - float fluxValue = 0f; - foreach (JArray _flux in jFluxesArray) - { - fluxValue = _flux.ElementAt(1).Value(); - fbaAnalysisData.fluxes[_flux.ElementAt(0).Value()] = fluxValue; - - if (fluxValue > maxFlux) - { - maxFlux = fluxValue; - } - else if (fluxValue < minFlux) - { - minFlux = fluxValue; - } - } - - fbaParametersManager.SetFluxValueControllersBounds(minFlux, maxFlux); - - ShowComputedFluxes(); - } - else - { - //Flash of the fail color - GetComponentInChildren().Flash(0); - } - } - } - } + /// + /// A utility data structure to store the parameters + /// and results of the FBA analysis. + /// + public struct FbaAnalysisData + { + /// + /// The name of the model for which the FBA is computed. + /// + public string activeModelName; + + /// + /// The value of the objective function. + /// + public float objectiveValue; + + /// + /// The dictionary mapping the name of the reaction to all + /// IDs of the edges in the graph that represent the reaction. + /// + /// + /// The key is the same as in . + /// + public Dictionary> edgeName_to_EdgeID;// 1 name maps to multiple IDs + + /// + /// The dictionary informing which edge is knocked out. + /// + public Dictionary knockOuts; + + /// + /// The dictionary of the results of the FBA mapping the + /// name to the flux value. + /// + public Dictionary fluxes; + } + + /// + /// The module to request a Flux Balance Analysis (FBA) on the + /// Kosmogora-like server. + /// + public class HttpServerFbaModule : HttpServerBaseModule + { + /// + /// The data struture to store information about the FBA analysis. + /// + private FbaAnalysisData fbaAnalysisData = new FbaAnalysisData + { + activeModelName = "", + objectiveValue = 0f, + edgeName_to_EdgeID = new Dictionary>(), + knockOuts = new Dictionary(), + fluxes = new Dictionary() + }; + + /// + /// An object linking parameters of the FBA to the UI. + /// + public FbaParametersManager fbaParametersManager; + + /// + /// The animation loop controller to control the visual feedback + /// of the module in case of request. + /// + public AnimationLoopWrapper animLW; + + /// + /// A delegate to be called when a user requested an FBA. + /// This is called whether the request is successful or not. + /// + /// + /// This is added for the tutorials check. There is probably a way to + /// get rid of this. + /// + public UnityAction OnFbaResultsReceive; + + /// + /// A buffer to store the cyjson pathway that is currently loaded + /// in the dive scene. + /// + /// + /// TODO: This is a temporary solution. We should be able to provide + /// the pathway to the FBA module dynamically. + /// + private CyJsonModule LoadedCyJsonPathway; + + private void Start() + { + GameObject loadedCyJsonGO = GameObject.FindGameObjectWithTag("CyJsonModule"); + if (loadedCyJsonGO == null) + { + LogSystem.AddMessage(LogMessageTypes.Errors, + "There is no active (ie. Dived In) CyJson pathway modules detected."); + GetComponentInChildren().Flash(0);//fail flash + } + else + { + LoadedCyJsonPathway = loadedCyJsonGO.GetComponent(); + fbaAnalysisData.activeModelName = LoadedCyJsonPathway.graphData.name; + + LogSystem.AddMessage(LogMessageTypes.Trace, + $"FBA analyses module connected to {fbaAnalysisData.activeModelName}"); + + foreach (IEdge _edgeData in LoadedCyJsonPathway.graphData.edges) + { + fbaAnalysisData.knockOuts[_edgeData.ID] = false; + //string _name = LoadedCyJsonPathway.DataID_to_DataGO[_edgeData.ID].name; + if (fbaAnalysisData.edgeName_to_EdgeID.ContainsKey(_edgeData.name)) + { + fbaAnalysisData.edgeName_to_EdgeID[_edgeData.name].Add(_edgeData.ID); + } + else + { + fbaAnalysisData.edgeName_to_EdgeID[_edgeData.name] = new List { _edgeData.ID }; + } + } + } + } + + /// + /// Builds and sends the URI of the request that should activate the + /// computation of the FBA on the server. + /// + /// The name of the model as stored + /// in the server. + /// The string listing the names of + /// the knockedout reactions. + public void GetModelSolution(string _modelName, List _knockouts) + { + string requestURL = AddPagesToURL(new string[] { "solve", _modelName }); + + int koCount = _knockouts.Count(); + if (koCount > 0) + { + requestURL = AddQueryToURL(requestURL, "command", _knockouts[0], true); + + for (int i = 1; i < koCount; i++) + { + requestURL = AddQueryToURL(requestURL, "command", _knockouts[i]); + } + } + requestURL = AddQueryToURL(requestURL, "view_name", LoadedCyJsonPathway.graphData.name, koCount == 0); + + Debug.Log("FBA query: " + requestURL); + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// Starts the process to ask the server for the FBA of the model. + /// + public void RequestModelSolve() + { + animLW.PlayLoop("HttpServerFbaModule"); + if (LoadedCyJsonPathway != null) + { + List knockouts = LoadedCyJsonPathway.GetKnockouts(); + SolveModel(fbaAnalysisData.activeModelName, knockouts); + } + else + { + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + //Flash of the fail color + GetComponentInChildren().Flash(0); + LogSystem.AddMessage(LogMessageTypes.Errors, + "There is no active (ie. Dived In) CyJson pathway modules detected. " + + "So, no FBA can be performed."); + } + } + + /// + /// A public interface to update the visuals of the pathway + /// with the values of the edges. + /// + public void ShowComputedFluxes() + { + StartCoroutine(ShowComputedFluxesC()); + } + + /// + /// Transfers the results of the FBA (fluxes values) to the shaders + /// of the edges (representing the reactions). + /// + private IEnumerator ShowComputedFluxesC() + { + int counter = 0; + EdgeGO edgeGO; + foreach (string _edgeName in fbaAnalysisData.fluxes.Keys) + { + if (fbaAnalysisData.edgeName_to_EdgeID.ContainsKey(_edgeName)) + { + float level = fbaAnalysisData.fluxes[_edgeName]; + float levelClamped = Mathf.Clamp(level, + fbaParametersManager.fluxLowerBoundSlider.slider.value, + fbaParametersManager.fluxUpperBoundSlider.slider.value); + float t = Mathf.Abs(levelClamped - fbaParametersManager.fluxLowerBoundSlider.slider.value) /(fbaParametersManager.fluxUpperBoundSlider.slider.value - fbaParametersManager.fluxLowerBoundSlider.slider.value); + Color levelColor = Color.Lerp(fbaParametersManager.fluxLowerBoundColorPicker.button.colors.normalColor, + fbaParametersManager.fluxUpperBoundColorPicker.button.colors.normalColor, + t); + + foreach (uint _id in fbaAnalysisData.edgeName_to_EdgeID[_edgeName]) + { + edgeGO = LoadedCyJsonPathway.DataID_to_DataGO[_id].GetComponent(); + + //control direction of the edge if the flux is reversed + if ((edgeGO.fluxLevel.Value < 0 && level > 0) || (edgeGO.fluxLevel.Value > 0 && level < 0)) + { + edgeGO.ReverseOrientation(); + } + edgeGO.SetFlux(level, levelClamped); + + edgeGO.defaultColor = levelColor; + edgeGO.SetCurrentColorToDefaultServerRpc(); + + counter++; + + if (counter == 25) + { + yield return new WaitForEndOfFrame(); + counter = 0; + } + } + } + } + } + + /// + /// The public interface to ask the server for the FBA. + /// + /// The name of the model as stored + /// in the server. + /// The list the knock out commands. + /// + public void SolveModel(string _modelName, List _knockouts) + { + StartCoroutine(SolveModelC(_modelName, _knockouts)); + } + + /// + /// The coroutine handling the request to the server and the + /// parsing of the FBA results if the request was successful. + /// + /// The name of the model as stored + /// in the server. + /// The list the knock out commands. + /// + private IEnumerator SolveModelC(string _modelName, List _knockouts) + { + GetModelSolution(_modelName, _knockouts); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + OnFbaResultsReceive?.Invoke(requestData.requestSuccess); + + if (requestData.requestSuccess) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + + requestData.requestJObject = JObject.Parse(requestData.requestText); + JArray jFluxesArray = (JArray)requestData.requestJObject["fluxes"]; + fbaAnalysisData.objectiveValue = requestData.requestJObject["objective_value"].Value(); + + float maxFlux = float.MinValue; + float minFlux = float.MaxValue; + float fluxValue = 0f; + foreach (JArray _flux in jFluxesArray) + { + fluxValue = _flux.ElementAt(1).Value(); + fbaAnalysisData.fluxes[_flux.ElementAt(0).Value()] = fluxValue; + + if (fluxValue > maxFlux) + { + maxFlux = fluxValue; + } + else if (fluxValue < minFlux) + { + minFlux = fluxValue; + } + } + + fbaParametersManager.SetFluxValueControllersBounds(minFlux, maxFlux); + + ShowComputedFluxes(); + } + else + { + //Flash of the fail color + GetComponentInChildren().Flash(0); + } + } + } } diff --git a/Assets/Scripts/Modules/IOModules/HttpServerImporterModule.cs b/Assets/Scripts/Modules/IOModules/HttpServerImporterModule.cs index f3b3f6a0..4bbdc20c 100644 --- a/Assets/Scripts/Modules/IOModules/HttpServerImporterModule.cs +++ b/Assets/Scripts/Modules/IOModules/HttpServerImporterModule.cs @@ -9,164 +9,188 @@ using ECellDive.Utility; using ECellDive.UI; -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - public class HttpServerImporterModule : HttpServerBaseModule - { - public OptimizedVertScrollList refModelsScrollList; - protected string activeModelName = ""; - - public GameNetModuleSpawner gameNetModuleSpawner; - - public UnityAction OnDataModuleImport;//added for the tutorials check - - public AnimationLoopWrapper animLW; - - private void Start() - { - gameNetModuleSpawner = GameObject.FindGameObjectWithTag("GameNetModuleSpawner").GetComponent(); - } - - /// - /// Requests the models list to the server. - /// - private void GetModelsList() - { - string requestURL = AddPagesToURL(new string[] { "list_models" }); - StartCoroutine(GetRequest(requestURL)); - } - - /// - /// Requests the .cyjs file of a model to the server. - /// - /// The name of the model as - /// stored in the server. - private void GetModelCyJs(string _modelName) - { - string requestURL = AddPagesToURL(new string[] { "open_view", _modelName }); - StartCoroutine(GetRequest(requestURL)); - } - - /// - /// Requests the SBML file of a model to the server. - /// - /// The name of the model as - /// stored in the server. - private void GetModelSBML(string _modelName) - { - string requestURL = AddPagesToURL(new string[] { "open_sbml", _modelName }); - StartCoroutine(GetRequest(requestURL)); - } - - /// - /// The public interface to ask the server for the .cyjs - /// file of a model and instantiating its corresponding - /// module in the main room. - /// - /// The UI Text Mesh Pro of the - /// button dedicated to importing the .cyjs of the model. This - /// button must be displaying the name of the model. - public void ImportModelCyJs(TextMeshProUGUI _textMeshProUGUI) - { - activeModelName = _textMeshProUGUI.text; - StartCoroutine(ImportModelCyJsC()); - animLW.PlayLoop("HttpServerImporterModule"); - } - - /// - /// The coroutine handling the request to the server and the - /// instantiation of the network module. - /// - /// - protected IEnumerator ImportModelCyJsC() - { - GetModelCyJs(activeModelName); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - OnDataModuleImport?.Invoke(requestData.requestSuccess, activeModelName); - - if (requestData.requestSuccess) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - - byte[] modelContent = System.Text.Encoding.UTF8.GetBytes(requestData.requestText); - byte[] name = System.Text.Encoding.UTF8.GetBytes(activeModelName); - List mCFs = ArrayManipulation.FragmentToList(modelContent, 1024); - LogSystem.AddMessage(LogMessageTypes.Debug, - "Just fragmented the Data. Requesting a module spawn to encapsulate it."); - gameNetModuleSpawner.RequestModuleSpawnFromData(0, name, mCFs); - } - else - { - //Flash of the fail color - GetComponentInChildren().Flash(0); - } - } - - /// - /// The public interface to ask the server for the list of - /// the available models. - /// - public void ShowModelsList() - { - StartCoroutine(ShowModelsListC()); - animLW.PlayLoop("HttpServerImporterModule"); - } - - /// - /// The coroutine handling the request to the server and - /// the parsing+display of the content of the list. - /// - /// - private IEnumerator ShowModelsListC() - { - GetModelsList(); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - if (requestData.requestSuccess) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - - requestData.requestJObject = JObject.Parse(requestData.requestText); - JArray jModelsArray = (JArray)requestData.requestJObject["models"]; - List modelsList = jModelsArray.Select(c => (string)c).ToList(); - - foreach (RectTransform _child in refModelsScrollList.refContent) - { - if (_child.gameObject.activeSelf) - { - Destroy(_child.gameObject); - } - } - - for (int i = 0; i < modelsList.Count; i++) - { - GameObject modelUIContainer = refModelsScrollList.AddItem(); - modelUIContainer.GetComponentInChildren().text = modelsList[i]; - modelUIContainer.SetActive(true); - refModelsScrollList.UpdateScrollList(); - } - } - - else - { - //Flash of the fail color - GetComponentInChildren().Flash(0); - } - } - } - } + /// + /// The module to import models from the Kosmogora-like server. + /// + public class HttpServerImporterModule : HttpServerBaseModule + { + /// + /// The scroll list to display the models available on the server. + /// + public OptimizedVertScrollList refModelsScrollList; + + /// + /// The buffer to the name of the model to import. + /// + protected string activeModelName = ""; + + /// + /// A reference to the game object used to spawn data module + /// of the imported model. + /// + public GameNetModuleSpawner gameNetModuleSpawner; + + /// + /// A delegate to be called when the data a user requested + /// to import a model. This is called whether the request + /// is successful or not. + /// + /// + /// Added for the tutorials check. There is probably a way to + /// get rid of this. + /// + public UnityAction OnDataModuleImport; + + /// + /// The animation loop controller to control the visual feedback + /// of the module in case of request. + /// + public AnimationLoopWrapper animLW; + + private void Start() + { + gameNetModuleSpawner = GameObject.FindGameObjectWithTag("GameNetModuleSpawner").GetComponent(); + } + + /// + /// Requests the models list to the server. + /// + private void GetModelsList() + { + string requestURL = AddPagesToURL(new string[] { "list_models" }); + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// Requests the .cyjs file of a model to the server. + /// + /// The name of the model as + /// stored in the server. + private void GetModelCyJs(string _modelName) + { + string requestURL = AddPagesToURL(new string[] { "open_view", _modelName }); + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// Requests the SBML file of a model to the server. + /// + /// The name of the model as + /// stored in the server. + private void GetModelSBML(string _modelName) + { + string requestURL = AddPagesToURL(new string[] { "open_sbml", _modelName }); + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// The public interface to ask the server for the .cyjs + /// file of a model and instantiating its corresponding + /// module in the main room. + /// + /// The UI Text Mesh Pro of the + /// button dedicated to importing the .cyjs of the model. This + /// button must be displaying the name of the model. + public void ImportModelCyJs(TextMeshProUGUI _textMeshProUGUI) + { + activeModelName = _textMeshProUGUI.text; + StartCoroutine(ImportModelCyJsC()); + animLW.PlayLoop("HttpServerImporterModule"); + } + + /// + /// The coroutine handling the request to the server and the + /// instantiation of the network module. + /// + /// + protected IEnumerator ImportModelCyJsC() + { + GetModelCyJs(activeModelName); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + OnDataModuleImport?.Invoke(requestData.requestSuccess, activeModelName); + + if (requestData.requestSuccess) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + + byte[] modelContent = System.Text.Encoding.UTF8.GetBytes(requestData.requestText); + byte[] name = System.Text.Encoding.UTF8.GetBytes(activeModelName); + List mCFs = ArrayManipulation.FragmentToList(modelContent, 1024); + LogSystem.AddMessage(LogMessageTypes.Debug, + "Just fragmented the Data. Requesting a module spawn to encapsulate it."); + gameNetModuleSpawner.RequestModuleSpawnFromData(0, name, mCFs); + } + else + { + //Flash of the fail color + GetComponentInChildren().Flash(0); + } + } + + /// + /// The public interface to ask the server for the list of + /// the available models. + /// + public void ShowModelsList() + { + StartCoroutine(ShowModelsListC()); + animLW.PlayLoop("HttpServerImporterModule"); + } + + /// + /// The coroutine handling the request to the server and + /// the parsing+display of the content of the list. + /// + /// + private IEnumerator ShowModelsListC() + { + GetModelsList(); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + if (requestData.requestSuccess) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + + requestData.requestJObject = JObject.Parse(requestData.requestText); + JArray jModelsArray = (JArray)requestData.requestJObject["models"]; + List modelsList = jModelsArray.Select(c => (string)c).ToList(); + + foreach (RectTransform _child in refModelsScrollList.refContent) + { + if (_child.gameObject.activeSelf) + { + Destroy(_child.gameObject); + } + } + + for (int i = 0; i < modelsList.Count; i++) + { + GameObject modelUIContainer = refModelsScrollList.AddItem(); + modelUIContainer.GetComponentInChildren().text = modelsList[i]; + modelUIContainer.SetActive(true); + refModelsScrollList.UpdateScrollList(); + } + } + + else + { + //Flash of the fail color + GetComponentInChildren().Flash(0); + } + } + } } diff --git a/Assets/Scripts/Modules/IOModules/HttpServerInfoQueryModule.cs b/Assets/Scripts/Modules/IOModules/HttpServerInfoQueryModule.cs index 1e988d85..750e139e 100644 --- a/Assets/Scripts/Modules/IOModules/HttpServerInfoQueryModule.cs +++ b/Assets/Scripts/Modules/IOModules/HttpServerInfoQueryModule.cs @@ -1,107 +1,150 @@ using System.Collections; -using System.Collections.Generic; using TMPro; using UnityEngine; using ECellDive.UI; using ECellDive.Utility; -using ECellDive.Interfaces; using Newtonsoft.Json.Linq; using System; namespace ECellDive.Modules { - public class HttpServerInfoQueryModule : HttpServerBaseModule - { - public OptimizedVertScrollList refTargetDatabaseScrollList; - - public TMP_Text refTargetDatabase; - public TMP_InputField refReactionID; - - [SerializeField] private AnimationLoopWrapper animLW; - [SerializeField] private ColorFlash colorFlash; - - private CyJsonModule LoadedCyJsonPathway; - - private void Start() - { - GameObject loadedCyJsonGO = GameObject.FindGameObjectWithTag("CyJsonModule"); - if (loadedCyJsonGO == null) - { - LogSystem.AddMessage(LogMessageTypes.Errors, - "[HttpServerInfoQueryModule] There is no active metabolic pathway (CyJson) module detected."); - colorFlash.Flash(0);//fail flash - } - else - { - LoadedCyJsonPathway = loadedCyJsonGO.GetComponent(); - - LogSystem.AddMessage(LogMessageTypes.Trace, - $"[HttpServerInfoQueryModule] Metabolic pathway (CyJson) module detected {LoadedCyJsonPathway.GetName()}"); - } - } - - /// - /// Sets the text value of the database to use for the query. - /// - /// Used as callback from the editor. - /// - public void SetTargetDatabase(TextMeshProUGUI dataBaseButtonLabel) - { - refTargetDatabase.text = dataBaseButtonLabel.text; - } - - private void BuildReactionInfoQuery() - { - string requestURL = AddPagesToURL(new string[] { "reaction_information", LoadedCyJsonPathway.GetName(), refReactionID.text}); - requestURL = AddQueriesToURL(requestURL, - new string[] { "db_src", "view_name" }, - new string[] { refTargetDatabase.text, LoadedCyJsonPathway.GetName() }); - - StartCoroutine(GetRequest(requestURL)); - } - - public void QueryReactionInfo() - { - StartCoroutine(QueryReactionInfoC()); - animLW.PlayLoop("HttpServerInfoQueryModule"); - } - - private IEnumerator QueryReactionInfoC() - { - BuildReactionInfoQuery(); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - if (requestData.requestSuccess) - { - - requestData.requestJObject = JObject.Parse(requestData.requestText); - string reactionString = requestData.requestJObject["reaction_information"]["REACTION"].Value(); - - if (string.IsNullOrEmpty(reactionString)) - { - colorFlash.Flash(0);//fail flash - LogSystem.AddMessage(LogMessageTypes.Errors, - $"[HttpServerInfoQueryModule] Request succeeded but target information is unavailable : " + - requestData.requestJObject["detail"].Value()); - } - else - { - colorFlash.Flash(1);//success flash - EdgeGO edge = LoadedCyJsonPathway.DataID_to_DataGO[Convert.ToUInt16(refReactionID.text)].GetComponent(); - edge.InstantiateInfoTag(new Vector2(0.15f, 0.15f), reactionString); - } - } - else - { - //Flash of the fail color - colorFlash.Flash(0); - LogSystem.AddMessage(LogMessageTypes.Errors, - $"[HttpServerInfoQueryModule] Request failed with error: {requestData.requestText}"); - } - } - } + /// + /// A module to request the Kosmogora-like server to get additional + /// information about a reaction on reachable databases. + /// + public class HttpServerInfoQueryModule : HttpServerBaseModule + { + /// + /// The scroll list of the databases we can try to query. + /// + public OptimizedVertScrollList refTargetDatabaseScrollList; + + /// + /// The test mesh displaying the database to use for the query. + /// + public TMP_Text refTargetDatabase; + + /// + /// The input field for the reaction ID to query. + /// + /// + /// TODO: This is a temporary solution that only works for pathways. + /// + public TMP_InputField refReactionID; + + /// + /// The animation loop controller to control the visual feedback + /// of the module in case of request. + /// + [SerializeField] private AnimationLoopWrapper animLW; + + /// + /// The color flash component to alter the visual feedback + /// of the module in case of request. + /// + [SerializeField] private ColorFlash colorFlash; + + /// + /// A buffer to store the cyjson pathway that is currently loaded + /// in the dive scene. + /// + /// + /// TODO: This is a temporary solution that only works for pathways. + /// + private CyJsonModule LoadedCyJsonPathway; + + private void Start() + { + GameObject loadedCyJsonGO = GameObject.FindGameObjectWithTag("CyJsonModule"); + if (loadedCyJsonGO == null) + { + LogSystem.AddMessage(LogMessageTypes.Errors, + "[HttpServerInfoQueryModule] There is no active metabolic pathway (CyJson) module detected."); + colorFlash.Flash(0);//fail flash + } + else + { + LoadedCyJsonPathway = loadedCyJsonGO.GetComponent(); + + LogSystem.AddMessage(LogMessageTypes.Trace, + $"[HttpServerInfoQueryModule] Metabolic pathway (CyJson) module detected {LoadedCyJsonPathway.GetName()}"); + } + } + + /// + /// Sets the text value of the database to use for the query. + /// + /// Used as callback from the editor. + /// + public void SetTargetDatabase(TextMeshProUGUI dataBaseButtonLabel) + { + refTargetDatabase.text = dataBaseButtonLabel.text; + } + + /// + /// The utility function to build the query to the server. + /// Also sends the request after building it. + /// + private void BuildReactionInfoQuery() + { + string requestURL = AddPagesToURL(new string[] { "reaction_information", LoadedCyJsonPathway.GetName(), refReactionID.text}); + requestURL = AddQueriesToURL(requestURL, + new string[] { "db_src", "view_name" }, + new string[] { refTargetDatabase.text, LoadedCyJsonPathway.GetName() }); + + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// The public interface to ask the server for the additional + /// information. + /// + public void QueryReactionInfo() + { + StartCoroutine(QueryReactionInfoC()); + animLW.PlayLoop("HttpServerInfoQueryModule"); + } + + /// + /// The coroutine handling the request to the server and the + /// processing of the response. + /// + private IEnumerator QueryReactionInfoC() + { + BuildReactionInfoQuery(); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + if (requestData.requestSuccess) + { + + requestData.requestJObject = JObject.Parse(requestData.requestText); + string reactionString = requestData.requestJObject["reaction_information"]["REACTION"].Value(); + + if (string.IsNullOrEmpty(reactionString)) + { + colorFlash.Flash(0);//fail flash + LogSystem.AddMessage(LogMessageTypes.Errors, + $"[HttpServerInfoQueryModule] Request succeeded but target information is unavailable : " + + requestData.requestJObject["detail"].Value()); + } + else + { + colorFlash.Flash(1);//success flash + EdgeGO edge = LoadedCyJsonPathway.DataID_to_DataGO[Convert.ToUInt16(refReactionID.text)].GetComponent(); + edge.InstantiateInfoTag(new Vector2(0.15f, 0.15f), reactionString); + } + } + else + { + //Flash of the fail color + colorFlash.Flash(0); + LogSystem.AddMessage(LogMessageTypes.Errors, + $"[HttpServerInfoQueryModule] Request failed with error: {requestData.requestText}"); + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Modules/IOModules/HttpServerModificationModule.cs b/Assets/Scripts/Modules/IOModules/HttpServerModificationModule.cs index 4c22fed6..c4e520f5 100644 --- a/Assets/Scripts/Modules/IOModules/HttpServerModificationModule.cs +++ b/Assets/Scripts/Modules/IOModules/HttpServerModificationModule.cs @@ -8,342 +8,372 @@ using ECellDive.Multiplayer; using ECellDive.UI; using ECellDive.Utility; +using ECellDive.Utility.Data.Modification; namespace ECellDive.Modules { - /// - /// The class to handle modification files requests and save with - /// a server. - /// - public class HttpServerModificationModule : HttpServerBaseModule - { - public OptimizedVertScrollList refModificationFilesScrollList; - public OptimizedVertScrollList refBaseModelsScrollList; - - public TMP_Text refSelectedBaseModel; - public TMP_InputField refSaveNewFileName; - - public AnimationLoopWrapper animLW; - - private string targetFileName; - private IModifiable targetModifiable; - private ISaveable targetSaveable; - - - /// - /// Requests the list of modification file to the server. - /// - private void GetModFilesList() - { - string requestURL = AddPagesToURL(new string[] { "list_user_model" }); - requestURL = AddQueryToURL(requestURL, "base_model_name", refSelectedBaseModel.text, true); - StartCoroutine(GetRequest(requestURL)); - } - - /// - /// Requests the a specific modification file to the server. - /// - /// The name of the model as - /// stored in the server. - private void GetModFile(string _filelName) - { - string requestURL = AddPagesToURL(new string[] { "open_user_model", _filelName }); - StartCoroutine(GetRequest(requestURL)); - } - - /// - /// Gets the first modifiable from - /// that matches the - /// - private IModifiable GetModifiable(string _name) - { - foreach(IModifiable _mod in GameNetPortal.Instance.modifiables) - { - if (_mod.CheckName(_name)) - { - return _mod; - } - } - return null; - } - - /// - /// The public interface to ask the server for the modification - /// file. - /// - /// The UI Text Mesh Pro of the - /// button dedicated to importing the modification files. This - /// button must be displaying the name of the file. - public void ImportModFile(TextMeshProUGUI _textMeshProUGUI) - { - targetFileName = _textMeshProUGUI.text; - StartCoroutine(ImportModFileC()); - animLW.PlayLoop("HttpServerModificationModule"); - } - - /// - /// The coroutine handling the request to the server and the - /// instantiation of the network module. - /// - private IEnumerator ImportModFileC() - { - GetModFile(targetFileName); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - if (requestData.requestSuccess) - { - //Transfer the modifications to the target module. - requestData.requestJObject = JObject.Parse(requestData.requestText); - ModificationFile modFile = new ModificationFile(targetFileName, requestData.requestJObject); - - targetModifiable = GetModifiable(modFile.baseModelName); - - if (targetModifiable != null) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - - targetModifiable.readingModificationFile = modFile;//new ModificationFile(targetFileName, requestData.requestJObject); - targetModifiable.ApplyFileModifications(); - } - - else - { - //Flash of the fail color. - GetComponentInChildren().Flash(0); - - LogSystem.AddMessage(LogMessageTypes.Errors, - "No modifiable data module called \"" + modFile.baseModelName + "\" was found. " + - "Please, make sure you imported the data before trying to import modifications" + - "associated with this data."); - } - } - else - { - //Flash of the fail color. - GetComponentInChildren().Flash(0); - } - } - - private string RequestSaveModel(ModificationFile _modFile) - { - string fileName = ""; - if (refSaveNewFileName.text == "") - { - fileName = _modFile.baseModelName + "_" + System.DateTime.Now.ToString("yyyyMMddTHHmmssZ"); - } - else - { - fileName = refSaveNewFileName.text; - } - - string requestURL = AddPagesToURL(new string[] - { - "save", - _modFile.baseModelName, - _modFile.GetAuthorOfMod(0), - fileName - }); - - //requestURL = AddQueriesToURL(requestURL, - // new string[] - // { - // "command", - // "view_name" - // }, - // new string[] - // { - // _modFile.GetAllCommands(), - // _modFile.baseModelName - // }); - - List allModifications = _modFile.GetAllCommands(); - foreach (string[] _mod in allModifications) - { - int koCount = _mod.Count(); - if (koCount > 0) - { - requestURL = AddQueryToURL(requestURL, "command", _mod[0], true); - - for (int i = 1; i < koCount; i++) - { - requestURL = AddQueryToURL(requestURL, "command", _mod[i]); - } - } - } - - requestURL = AddQueryToURL(requestURL, "view_name", _modFile.baseModelName, allModifications.Count == 0); - - Debug.Log("Save Request" + requestURL); - - StartCoroutine(GetRequest(requestURL)); - - return fileName; - } - - /// - /// The public interface to save the modiication file associated to a - /// base model. - /// - public void SaveModificationFile() - { - animLW.PlayLoop("HttpServerModificationModule"); - StartCoroutine(SaveModificationFileC()); - } - - /// - /// The coroutine handling the save request to the server. - /// - private IEnumerator SaveModificationFileC() - { - if(targetSaveable != null) - { - targetSaveable.CompileModificationFile(); - string fileName = RequestSaveModel(targetSaveable.writingModificationFile); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - if (requestData.requestSuccess) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - LogSystem.AddMessage(LogMessageTypes.Trace, - "File \"" + fileName + "\" has been succesfully saved."); - } - else - { - //Flash of the fail color. - GetComponentInChildren().Flash(0); - LogSystem.AddMessage(LogMessageTypes.Errors, - "File \"" + fileName + "\" could not be saved."); - } - } - else - { - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - //Flash of the fail color. - GetComponentInChildren().Flash(0); - LogSystem.AddMessage(LogMessageTypes.Errors, - "You have not selected any target base model for which" + - "to save the modifications"); - } - } - - /// - /// Sets the to the object that is of the same index in - /// than the - /// sibling index. - /// - public void SetTargetSaveable(GameObject _container) - { - targetSaveable = GameNetPortal.Instance.saveables[_container.transform.GetSiblingIndex()]; - refSelectedBaseModel.text = _container.GetComponentInChildren().text; - } - - /// - /// The public interface to show the list of base models that are currently open - /// on the server. - /// - public void ShowBaseModelsCandidates() - { - animLW.PlayLoop("HttpServerModificationModule"); - - foreach (RectTransform _child in refBaseModelsScrollList.refContent) - { - if (_child.gameObject.activeSelf) - { - Destroy(_child.gameObject); - } - } - - foreach(CyJsonModule _model in CyJsonModulesData.loadedData) - { - GameObject modelUIContainer = refBaseModelsScrollList.AddItem(); - modelUIContainer.GetComponentInChildren().text = _model.nameField.text; - modelUIContainer.SetActive(true); - refModificationFilesScrollList.UpdateScrollList(); - } - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - if (GameNetPortal.Instance.saveables.Count > 0) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - } - else - { - //Flash of the fail color. - GetComponentInChildren().Flash(0); - LogSystem.AddMessage(LogMessageTypes.Errors, - "No base model has been found. Have you imported eligible data?" + - " If yes, have you generated it? (Dive into it at least once)"); - } - - } - - /// - /// The public interface to ask the server for the list of - /// the available modification files. - /// - public void ShowModFilesList() - { - StartCoroutine(ShowModFilesListC()); - animLW.PlayLoop("HttpServerModificationModule"); - } - - /// - /// The coroutine handling the request to the server and - /// the parsing+display of the content of the list. - /// - private IEnumerator ShowModFilesListC() - { - GetModFilesList(); - - yield return new WaitUntil(isRequestProcessed); - - //stop the "Work In Progress" animation of this module - animLW.StopLoop(); - - if (requestData.requestSuccess) - { - //Flash of the succesful color. - GetComponentInChildren().Flash(1); - - requestData.requestJObject = JObject.Parse(requestData.requestText); - JArray jModelsArray = (JArray)requestData.requestJObject["user_models"]; - - foreach (RectTransform _child in refModificationFilesScrollList.refContent) - { - if (_child.gameObject.activeSelf) - { - Destroy(_child.gameObject); - } - } - - for (int i = 0; i < jModelsArray.Count; i++) - { - GameObject modelUIContainer = refModificationFilesScrollList.AddItem(); - modelUIContainer.GetComponentInChildren().text = jModelsArray.ElementAt(i).Value(); - modelUIContainer.SetActive(true); - refModificationFilesScrollList.UpdateScrollList(); - } - } - else - { - //Flash of the fail color. - GetComponentInChildren().Flash(0); - } - } - } + /// + /// The class to handle modification files requests and save with + /// a server. + /// + public class HttpServerModificationModule : HttpServerBaseModule + { + /// + /// The scroll list displaying the modification files. + /// + public OptimizedVertScrollList refModificationFilesScrollList; + + /// + /// The scroll list displaying the models which can be modified. + /// + public OptimizedVertScrollList refBaseModelsScrollList; + + /// + /// The text mesh displaying the name of the selected base model. + /// + public TMP_Text refSelectedBaseModel; + + /// + /// The input field to set the name of the new modification file. + /// + public TMP_InputField refSaveNewFileName; + + /// + /// The animation loop controller to control the visual feedback + /// of the module in case of request. + /// + public AnimationLoopWrapper animLW; + + /// + /// Buffer storing the name of the modification file to import. + /// + private string targetFileName; + + /// + /// Buffer storing the modifiable object to which the modification + /// will be applied. + /// + private IModifiable targetModifiable; + + /// + /// Buffer storing the information to save the modification file. + /// + private ISaveable targetSaveable; + + + /// + /// Requests the list of modification file to the server. + /// + private void GetModFilesList() + { + string requestURL = AddPagesToURL(new string[] { "list_user_model" }); + requestURL = AddQueryToURL(requestURL, "base_model_name", refSelectedBaseModel.text, true); + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// Requests the a specific modification file to the server. + /// + /// The name of the model as + /// stored in the server. + private void GetModFile(string _filelName) + { + string requestURL = AddPagesToURL(new string[] { "open_user_model", _filelName }); + StartCoroutine(GetRequest(requestURL)); + } + + /// + /// Gets the first modifiable from + /// that matches the + /// + private IModifiable GetModifiable(string _name) + { + foreach(IModifiable _mod in GameNetPortal.Instance.modifiables) + { + if (_mod.CheckName(_name)) + { + return _mod; + } + } + return null; + } + + /// + /// The public interface to ask the server for the modification + /// file. + /// + /// The UI Text Mesh Pro of the + /// button dedicated to importing the modification files. This + /// button must be displaying the name of the file. + public void ImportModFile(TextMeshProUGUI _textMeshProUGUI) + { + targetFileName = _textMeshProUGUI.text; + StartCoroutine(ImportModFileC()); + animLW.PlayLoop("HttpServerModificationModule"); + } + + /// + /// The coroutine handling the request to the server and the + /// instantiation of the network module. + /// + private IEnumerator ImportModFileC() + { + GetModFile(targetFileName); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + if (requestData.requestSuccess) + { + //Transfer the modifications to the target module. + requestData.requestJObject = JObject.Parse(requestData.requestText); + ModificationFile modFile = new ModificationFile(targetFileName, requestData.requestJObject); + + targetModifiable = GetModifiable(modFile.baseModelName); + + if (targetModifiable != null) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + + targetModifiable.readingModificationFile = modFile;//new ModificationFile(targetFileName, requestData.requestJObject); + targetModifiable.ApplyFileModifications(); + } + + else + { + //Flash of the fail color. + GetComponentInChildren().Flash(0); + + LogSystem.AddMessage(LogMessageTypes.Errors, + "No modifiable data module called \"" + modFile.baseModelName + "\" was found. " + + "Please, make sure you imported the data before trying to import modifications" + + "associated with this data."); + } + } + else + { + //Flash of the fail color. + GetComponentInChildren().Flash(0); + } + } + + /// + /// Builds the request to save a modification file and calls + /// + /// + /// + /// The ModificationFile to save. + /// + /// + /// The name of the file to save. The name is generated if the + /// nothing is entered in . + /// + private string RequestSaveModel(ModificationFile _modFile) + { + string fileName = ""; + if (refSaveNewFileName.text == "") + { + fileName = _modFile.baseModelName + "_" + System.DateTime.Now.ToString("yyyyMMddTHHmmssZ"); + } + else + { + fileName = refSaveNewFileName.text; + } + + string requestURL = AddPagesToURL(new string[] + { + "save", + _modFile.baseModelName, + _modFile.GetAuthorOfMod(0), + fileName + }); + + List allModifications = _modFile.GetAllCommands(); + foreach (string[] _mod in allModifications) + { + int koCount = _mod.Count(); + if (koCount > 0) + { + requestURL = AddQueryToURL(requestURL, "command", _mod[0], true); + + for (int i = 1; i < koCount; i++) + { + requestURL = AddQueryToURL(requestURL, "command", _mod[i]); + } + } + } + + requestURL = AddQueryToURL(requestURL, "view_name", _modFile.baseModelName, allModifications.Count == 0); + + Debug.Log("Save Request" + requestURL); + + StartCoroutine(GetRequest(requestURL)); + + return fileName; + } + + /// + /// The public interface to save the modiication file associated to a + /// base model. + /// + public void SaveModificationFile() + { + animLW.PlayLoop("HttpServerModificationModule"); + StartCoroutine(SaveModificationFileC()); + } + + /// + /// The coroutine handling the save request to the server. + /// + private IEnumerator SaveModificationFileC() + { + if(targetSaveable != null) + { + targetSaveable.CompileModificationFile(); + string fileName = RequestSaveModel(targetSaveable.writingModificationFile); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + if (requestData.requestSuccess) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + LogSystem.AddMessage(LogMessageTypes.Trace, + "File \"" + fileName + "\" has been succesfully saved."); + } + else + { + //Flash of the fail color. + GetComponentInChildren().Flash(0); + LogSystem.AddMessage(LogMessageTypes.Errors, + "File \"" + fileName + "\" could not be saved."); + } + } + else + { + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + //Flash of the fail color. + GetComponentInChildren().Flash(0); + LogSystem.AddMessage(LogMessageTypes.Errors, + "You have not selected any target base model for which" + + "to save the modifications"); + } + } + + /// + /// Sets the to the object that is of the same index in + /// than the + /// sibling index. + /// + public void SetTargetSaveable(GameObject _container) + { + targetSaveable = GameNetPortal.Instance.saveables[_container.transform.GetSiblingIndex()]; + refSelectedBaseModel.text = _container.GetComponentInChildren().text; + } + + /// + /// The public interface to show the list of base models that are currently open + /// on the server. + /// + public void ShowBaseModelsCandidates() + { + animLW.PlayLoop("HttpServerModificationModule"); + + foreach (RectTransform _child in refBaseModelsScrollList.refContent) + { + if (_child.gameObject.activeSelf) + { + Destroy(_child.gameObject); + } + } + + foreach(CyJsonModule _model in CyJsonModulesData.loadedData) + { + GameObject modelUIContainer = refBaseModelsScrollList.AddItem(); + modelUIContainer.GetComponentInChildren().text = _model.nameField.text; + modelUIContainer.SetActive(true); + refModificationFilesScrollList.UpdateScrollList(); + } + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + if (GameNetPortal.Instance.saveables.Count > 0) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + } + else + { + //Flash of the fail color. + GetComponentInChildren().Flash(0); + LogSystem.AddMessage(LogMessageTypes.Errors, + "No base model has been found. Have you imported eligible data?" + + " If yes, have you generated it? (Dive into it at least once)"); + } + + } + + /// + /// The public interface to ask the server for the list of + /// the available modification files. + /// + public void ShowModFilesList() + { + StartCoroutine(ShowModFilesListC()); + animLW.PlayLoop("HttpServerModificationModule"); + } + + /// + /// The coroutine handling the request to the server and + /// the parsing+display of the content of the list. + /// + private IEnumerator ShowModFilesListC() + { + GetModFilesList(); + + yield return new WaitUntil(isRequestProcessed); + + //stop the "Work In Progress" animation of this module + animLW.StopLoop(); + + if (requestData.requestSuccess) + { + //Flash of the succesful color. + GetComponentInChildren().Flash(1); + + requestData.requestJObject = JObject.Parse(requestData.requestText); + JArray jModelsArray = (JArray)requestData.requestJObject["user_models"]; + + foreach (RectTransform _child in refModificationFilesScrollList.refContent) + { + if (_child.gameObject.activeSelf) + { + Destroy(_child.gameObject); + } + } + + for (int i = 0; i < jModelsArray.Count; i++) + { + GameObject modelUIContainer = refModificationFilesScrollList.AddItem(); + modelUIContainer.GetComponentInChildren().text = jModelsArray.ElementAt(i).Value(); + modelUIContainer.SetActive(true); + refModificationFilesScrollList.UpdateScrollList(); + } + } + else + { + //Flash of the fail color. + GetComponentInChildren().Flash(0); + } + } + } } diff --git a/Assets/Scripts/Modules/Module.cs b/Assets/Scripts/Modules/Module.cs index e02869af..e5309612 100644 --- a/Assets/Scripts/Modules/Module.cs +++ b/Assets/Scripts/Modules/Module.cs @@ -2,256 +2,296 @@ using UnityEngine; using UnityEngine.InputSystem; using TMPro; -using ECellDive.Utility; -using ECellDive.UI; using ECellDive.Interfaces; +using ECellDive.UI; +using ECellDive.Utility; +using ECellDive.Utility.Data; -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - /// - /// Base class holding references and methods used to manipulate - /// the game object representation of a module. - /// - /// - public class Module : MonoBehaviour, - IFocus, - IGroupable, - IColorHighlightable, - IInfoTags - { - [Header("Module Info")] - public TextMeshProUGUI refName; - - #region - IFocus Members - - private bool m_isFocused = false; - public bool isFocused - { - get => m_isFocused; - set => isFocused = m_isFocused; - } - - #endregion - - #region - IGroupable Members - - private int m_grpMemberIndex = -1; - public int grpMemberIndex - { - get => m_grpMemberIndex; - set => m_grpMemberIndex = value; - } - - [SerializeField] private GameObject m_delegateTarget; - public GameObject delegateTarget - { - get => m_delegateTarget; - private set => m_delegateTarget = value; - } - #endregion - - #region - IHighlightable Members - - [SerializeField] private Color m_defaultColor; - public Color defaultColor { - get => m_defaultColor; - set => m_defaultColor = value; - } - - [SerializeField] private Color m_highlightColor; - public Color highlightColor { - get => m_highlightColor; - set => m_highlightColor = value; - } - - private bool m_forceHighlight = false; - public bool forceHighlight - { - get => m_forceHighlight; - set => m_forceHighlight = value; - } - - #endregion - - #region - IInfoTags Members - - public bool areVisible { get; set; } - - [Header("Info Tags Data")] - public LeftRightData m_displayInfoTagsActions; - public LeftRightData displayInfoTagsActions - { - get => m_displayInfoTagsActions; - set => m_displayInfoTagsActions = value; - } - public GameObject m_refInfoTagPrefab; - public GameObject refInfoTagPrefab - { - get => m_refInfoTagPrefab; - set => m_refInfoTagPrefab = value; - } - public GameObject m_refInfoTagsContainer; - public GameObject refInfoTagsContainer - { - get => m_refInfoTagsContainer; - set => m_refInfoTagsContainer = value; - } - - public List m_refInfoTags; - public List refInfoTags - { - get => m_refInfoTags; - set => m_refInfoTags = value; - } - #endregion - - protected virtual void Awake() - { - areVisible = false; - - //If the target has not been set in the editor to a specific gameobject, - //we set it to this game object by default. - if (m_delegateTarget == null) - { - m_delegateTarget = gameObject; - } - - m_displayInfoTagsActions.left.action.performed += ManageInfoTagsDisplay; - m_displayInfoTagsActions.right.action.performed += ManageInfoTagsDisplay; - } - - public virtual void OnDestroy() - { - m_displayInfoTagsActions.left.action.performed -= ManageInfoTagsDisplay; - m_displayInfoTagsActions.right.action.performed -= ManageInfoTagsDisplay; - } - - /// - /// Input call back action on which the floating display - /// is turned on or off. - /// - /// The input action callback context - private void ManageInfoTagsDisplay(InputAction.CallbackContext _ctx) - { - if (isFocused) - { - areVisible = !areVisible; - if (areVisible) - { - DisplayInfoTags(); - } - else - { - HideInfoTags(); - } - } - } - - /// - /// The method to call when we wish to destroy a GameNetModule. - /// - public void SelfDestroy() - { - Destroy(gameObject); - } - - public void SetName(string _name) - { - refName.text = _name; - } - - /// - /// Makes sure the name of the module's name faces the - /// Player's POV and is therefore readable. - /// - public void ShowNameToPlayer() - { - Positioning.UIFaceTarget(refName.gameObject.transform.parent.gameObject, Camera.main.transform); - } - - #region - IFocus Methods - - /// - public void SetFocus() - { - m_isFocused = true; - } - - /// - public void UnsetFocus() - { - m_isFocused = false; - } - #endregion - - #region - IColorHighlightable Methods - - /// - public virtual void ApplyColor(Color _color) - { - - } - - /// - public virtual void SetHighlight() - { - } - - /// - public virtual void UnsetHighlight() - { - } - #endregion - - #region - IInfoTags Methods- - /// - public void DisplayInfoTags() - { - foreach (Transform _infoTag in refInfoTagsContainer.transform) - { - _infoTag.gameObject.SetActive(true); - } - } - - /// - public void HideInfoTags() - { - foreach (Transform _infoTag in refInfoTagsContainer.transform) - { - _infoTag.gameObject.SetActive(false); - } - } - - /// - public void InstantiateInfoTag(Vector2 _xyPosition, string _content) - { - GameObject infoTag = Instantiate(refInfoTagPrefab, refInfoTagsContainer.transform); - infoTag.transform.localPosition = new Vector3(_xyPosition.x, _xyPosition.y, 0f); - infoTag.GetComponent().SetText(_content); - refInfoTags.Add(infoTag); - } - - /// - public void InstantiateInfoTags(string[] _content) - { - float angle = 360 / _content.Length; - float radius = 1.25f * Mathf.Max(new float[]{transform.localScale.x, - transform.localScale.y, - transform.localScale.z }); - - for (int i = 0; i < _content.Length; i++) - { - Vector2 xyPosition = Positioning.RadialPosition(radius, i * angle); - InstantiateInfoTag(xyPosition, _content[i]); - } - } - - /// - public void ShowInfoTags() - { - //refInfoTagsContainer.GetComponent().LookAt(); - foreach (Transform _infoTag in refInfoTagsContainer.transform) - { - _infoTag.gameObject.GetComponent().LookAt(); - } - } - #endregion - } - } + /// + /// Base class holding references and methods used to manipulate + /// the game object representation of a module. + /// + public class Module : MonoBehaviour, + IFocus, + IGroupable, + IColorHighlightable, + IInfoTags + { + /// + /// The test mesh to display the name of the module. + /// + [Header("Module Info")] + public TextMeshProUGUI refName; + + #region - IFocus Members - + /// + /// Field of the property + /// + private bool m_isFocused = false; + + /// + public bool isFocused + { + get => m_isFocused; + set => isFocused = m_isFocused; + } + + #endregion + + #region - IGroupable Members - + /// + /// Field of the property + /// + private int m_grpMemberIndex = -1; + + /// + public int grpMemberIndex + { + get => m_grpMemberIndex; + set => m_grpMemberIndex = value; + } + + /// + /// Field of the property + /// + [SerializeField] private GameObject m_delegateTarget; + + /// + public GameObject delegateTarget + { + get => m_delegateTarget; + private set => m_delegateTarget = value; + } + #endregion + + #region - IHighlightable Members - + /// + /// Field of the property + /// + [SerializeField] private Color m_defaultColor; + + /// + public Color defaultColor { + get => m_defaultColor; + set => m_defaultColor = value; + } + + /// + /// Field of the property + /// + [SerializeField] private Color m_highlightColor; + + /// + public Color highlightColor { + get => m_highlightColor; + set => m_highlightColor = value; + } + + /// + /// Field of the property + /// + private bool m_forceHighlight = false; + + /// + public bool forceHighlight + { + get => m_forceHighlight; + set => m_forceHighlight = value; + } + + #endregion + + #region - IInfoTags Members - + + /// + public bool areVisible { get; set; } + + /// + /// Field of the property + /// + [Header("Info Tags Data")] + public LeftRightData m_displayInfoTagsActions; + + /// + public LeftRightData displayInfoTagsActions + { + get => m_displayInfoTagsActions; + set => m_displayInfoTagsActions = value; + } + + /// + /// Field of the property + /// + public GameObject m_refInfoTagPrefab; + + /// + public GameObject refInfoTagPrefab + { + get => m_refInfoTagPrefab; + set => m_refInfoTagPrefab = value; + } + + /// + /// Field of the property + /// + public GameObject m_refInfoTagsContainer; + + /// + public GameObject refInfoTagsContainer + { + get => m_refInfoTagsContainer; + set => m_refInfoTagsContainer = value; + } + #endregion + + protected virtual void Awake() + { + areVisible = false; + + //If the target has not been set in the editor to a specific gameobject, + //we set it to this game object by default. + if (m_delegateTarget == null) + { + m_delegateTarget = gameObject; + } + + m_displayInfoTagsActions.left.action.performed += ManageInfoTagsDisplay; + m_displayInfoTagsActions.right.action.performed += ManageInfoTagsDisplay; + } + + public virtual void OnDestroy() + { + m_displayInfoTagsActions.left.action.performed -= ManageInfoTagsDisplay; + m_displayInfoTagsActions.right.action.performed -= ManageInfoTagsDisplay; + } + + /// + /// Input call back action on which the floating display + /// is turned on or off. + /// + /// The input action callback context + private void ManageInfoTagsDisplay(InputAction.CallbackContext _ctx) + { + if (isFocused) + { + areVisible = !areVisible; + if (areVisible) + { + DisplayInfoTags(); + } + else + { + HideInfoTags(); + } + } + } + + /// + /// The method to call when we wish to destroy a GameNetModule. + /// + public void SelfDestroy() + { + Destroy(gameObject); + } + + public void SetName(string _name) + { + refName.text = _name; + } + + /// + /// Makes sure the name of the module's name faces the + /// Player's POV and is therefore readable. + /// + public void ShowNameToPlayer() + { + Positioning.UIFaceTarget(refName.gameObject.transform.parent.gameObject, Camera.main.transform); + } + + #region - IFocus Methods - + /// + public void SetFocus() + { + m_isFocused = true; + } + + /// + public void UnsetFocus() + { + m_isFocused = false; + } + #endregion + + #region - IColorHighlightable Methods - + /// + public virtual void ApplyColor(Color _color) + { + + } + + /// + public virtual void SetHighlight() + { + } + + /// + public virtual void UnsetHighlight() + { + } + #endregion + + #region - IInfoTags Methods- + /// + public void DisplayInfoTags() + { + foreach (Transform _infoTag in refInfoTagsContainer.transform) + { + _infoTag.gameObject.SetActive(true); + } + } + + /// + public void HideInfoTags() + { + foreach (Transform _infoTag in refInfoTagsContainer.transform) + { + _infoTag.gameObject.SetActive(false); + } + } + + /// + public void InstantiateInfoTag(Vector2 _xyPosition, string _content) + { + GameObject infoTag = Instantiate(refInfoTagPrefab, refInfoTagsContainer.transform); + infoTag.transform.localPosition = new Vector3(_xyPosition.x, _xyPosition.y, 0f); + infoTag.GetComponent().SetText(_content); + } + + /// + public void InstantiateInfoTags(string[] _content) + { + float angle = 360 / _content.Length; + float radius = 1.25f * Mathf.Max(new float[]{transform.localScale.x, + transform.localScale.y, + transform.localScale.z }); + + for (int i = 0; i < _content.Length; i++) + { + Vector2 xyPosition = Positioning.RadialPosition(radius, i * angle); + InstantiateInfoTag(xyPosition, _content[i]); + } + } + + /// + public void ShowInfoTags() + { + foreach (Transform _infoTag in refInfoTagsContainer.transform) + { + _infoTag.gameObject.GetComponent().LookAt(); + } + } + #endregion + } } diff --git a/Assets/Scripts/Modules/Multiplayer/MultiplayerModule.cs b/Assets/Scripts/Modules/Multiplayer/MultiplayerModule.cs index ab3aa5a8..cd4f31af 100644 --- a/Assets/Scripts/Modules/Multiplayer/MultiplayerModule.cs +++ b/Assets/Scripts/Modules/Multiplayer/MultiplayerModule.cs @@ -1,81 +1,120 @@ using UnityEngine; -using ECellDive.UI; using ECellDive.Utility; namespace ECellDive.Modules { - /// - /// The Module to control multiplayer connection. - /// - [RequireComponent(typeof(AnimationLoopWrapper), typeof(ColorFlash))] - public class MultiplayerModule : Module - { - static public MultiplayerModule Instance; + /// + /// The Module to control multiplayer connection. + /// + [RequireComponent(typeof(AnimationLoopWrapper), typeof(ColorFlash))] + public class MultiplayerModule : Module + { + /// + /// The singleton instance of this class. + /// + [Header("Multiplayer Module")] + static public MultiplayerModule Instance; - [SerializeField] private MultiplayerMenuManager multiplayerMenuManager; + /// + /// The animation loop controller to control the visual feedback + /// of the module in case of request. + /// + [SerializeField] private AnimationLoopWrapper alw; - [SerializeField] private AnimationLoopWrapper alw; - [SerializeField] private ColorFlash colorFlash; + /// + /// The color flash component to alter the visual feedback + /// of the module in case of request. + /// s + [SerializeField] private ColorFlash colorFlash; - [SerializeField] private Renderer[] renderers; - private MaterialPropertyBlock mpb; - private int colorID; + /// + /// The array of renderers of this module + /// + /// + /// Used to change the color of the module when highlighted and flashed. + /// + [SerializeField] private Renderer[] renderers; + + /// + /// The material property block used to change the color of the module while + /// avoiding to create a new material instance. + /// + private MaterialPropertyBlock mpb; - private void Start() - { - Instance = this; - } + /// + /// The ID of the color property in the shader of the module to change its color + /// in the material property block. + /// + private int colorID; - private void OnEnable() - { - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - mpb.SetVector(colorID, defaultColor); - foreach (Renderer _renderer in renderers) - { - _renderer.SetPropertyBlock(mpb); - } - } + private void Start() + { + Instance = this; + } - public void OnConnectionStart() - { - alw.PlayLoop("MultiplayerModule"); - } + private void OnEnable() + { + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + mpb.SetVector(colorID, defaultColor); + foreach (Renderer _renderer in renderers) + { + _renderer.SetPropertyBlock(mpb); + } + } - public void OnConnectionFails() - { - alw.StopLoop(); - colorFlash.Flash(0);//red fail flash - } - public void OnConnectionSuccess() - { - alw.StopLoop(); - colorFlash.Flash(1);//Green fail flash - } + /// + /// The logic for this module after starting to try to establish a connection. + /// + public void OnConnectionStart() + { + alw.PlayLoop("MultiplayerModule"); + } - #region - IHighlightable - - public override void ApplyColor(Color _color) - { - mpb.SetVector(colorID, _color); - foreach (Renderer _renderer in renderers) - { - _renderer.SetPropertyBlock(mpb); - } - } + /// + /// The logic for this module after the connection has failed. + /// + public void OnConnectionFails() + { + alw.StopLoop(); + colorFlash.Flash(0);//red fail flash + } - public override void SetHighlight() - { - ApplyColor(highlightColor); - } + /// + /// The logic for this module after the connection was successful. + /// + public void OnConnectionSuccess() + { + alw.StopLoop(); + colorFlash.Flash(1);//Green fail flash + } - public override void UnsetHighlight() - { - if (!forceHighlight) - { - ApplyColor(defaultColor); - } - } - #endregion - } + #region - IHighlightable - + /// + public override void ApplyColor(Color _color) + { + mpb.SetVector(colorID, _color); + foreach (Renderer _renderer in renderers) + { + _renderer.SetPropertyBlock(mpb); + } + } + + /// + public override void SetHighlight() + { + ApplyColor(highlightColor); + } + + /// + public override void UnsetHighlight() + { + if (!forceHighlight) + { + ApplyColor(defaultColor); + } + } + #endregion + } } \ No newline at end of file diff --git a/Assets/Scripts/Modules/Transforms/GroupByModule.cs b/Assets/Scripts/Modules/Transforms/GroupByModule.cs index b7c17a18..3b552c29 100644 --- a/Assets/Scripts/Modules/Transforms/GroupByModule.cs +++ b/Assets/Scripts/Modules/Transforms/GroupByModule.cs @@ -6,147 +6,146 @@ using ECellDive.IO; using ECellDive.UI; using ECellDive.Utility; +using ECellDive.Utility.Data.UI; +using ECellDive.Utility.PlayerComponents; -namespace ECellDive +namespace ECellDive.Modules { - namespace Modules - { - /// - /// The code implementing the "Group By" operation. - /// - public class GroupByModule : Module - { - [Header("UI")] - public GroupByAttributsManager refAttributsManager; - - [SerializeField] private Renderer[] renderers; - private MaterialPropertyBlock mpb; - private int colorID; - - private CyJsonModule refCyJsonPathwayGO; - List data = new List(); - - private void Start() - { - //For now (2022-03-17) we are only looking for a NetworkGO spawned from a cyjson file. - refCyJsonPathwayGO = FindObjectOfType(); - if (refCyJsonPathwayGO != null) - { - AddData("-- Nodes --", refCyJsonPathwayGO.graphData.jNodes, (JObject)refCyJsonPathwayGO.graphData.jNodes[0]["data"]); - AddData("-- Edges --", refCyJsonPathwayGO.graphData.jEdges, (JObject)refCyJsonPathwayGO.graphData.jEdges[0]["data"]); - } - else - { - LogSystem.AddMessage(LogMessageTypes.Errors, - "The GroupBy Module could not find any data to link to."); - } - } - - private void OnEnable() - { - Debug.Log("OnEnable", gameObject); - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - mpb.SetVector(colorID, defaultColor); - foreach (Renderer _renderer in renderers) - { - _renderer.SetPropertyBlock(mpb); - } - } - - /// - /// Adds a reference to a JArray from which we might want to extract groups later. - /// Also calls for the update of the GUI to allow user to chose which groups he wants - /// to make. - /// - /// Name of the data we want to display in the GUI. - /// The JArray encapsulating the data we might want to parse later. - /// A representative node of what's in - /// (understand with the same keys) used to extract the keys the user will - /// be able to use to query for groups. - private void AddData(string _dataName, JArray _data, JObject _dataNodeSample) - { - data.Add(_data); - refAttributsManager.AddDataUI(_dataName, _dataNodeSample); - } - - /// - /// Tries to group data represented by according to - /// the key field encoded in . - /// - /// The index of the JArray in from which - /// we are trying to extract groups. - /// The name of the field in the JArray of interest in - /// that we want to use to make groups. - public void Execute(int _dataID, string _attribute) - { - - IEnumerable> groups = CyJsonParser.GroupDataByKey(data[_dataID], _attribute); - if (groups == null) - { - LogSystem.AddMessage(LogMessageTypes.Errors, - "Failed to group data by " + _attribute); - } - else - { - LogSystem.AddMessage(LogMessageTypes.Trace, - "Succesfully groupe data by " + _attribute+ $". {groups.Count()} were found."); - - List groupsData = new List(); - foreach (IGrouping _group in groups) - { - IHighlightable[] groupMembers = new IHighlightable[_group.Count()]; - int counter = 0; - - //Retrieving group member ids - foreach (JToken _member in _group) - { - groupMembers[counter] = refCyJsonPathwayGO. - DataID_to_DataGO[_member["data"]["id"].Value()]. - GetComponent(); - //Debug.Log(groupMembers[counter]); - counter++; - } - - //Adding group information - groupsData.Add(new GroupData - { - value = _group.Key, - color = Random.ColorHSV(), - members = groupMembers - } - ); - } - - StartCoroutine(StaticReferencer.Instance.refGroupsMenu.AddSemanticTermUI(_attribute, groupsData)); - } - } - - #region - IHighlightable - - - public override void ApplyColor(Color _color) - { - mpb.SetVector(colorID, _color); - foreach (Renderer _renderer in renderers) - { - _renderer.SetPropertyBlock(mpb); - } - } - - public override void SetHighlight() - { - ApplyColor(highlightColor); - } - - public override void UnsetHighlight() - { - if (!forceHighlight) - { - ApplyColor(defaultColor); - } - } - #endregion - } - } + /// + /// The code implementing the "Group By" operation. + /// + public class GroupByModule : Module + { + [Header("UI")] + public GroupByAttributsManager refAttributsManager; + + [SerializeField] private Renderer[] renderers; + private MaterialPropertyBlock mpb; + private int colorID; + + private CyJsonModule refCyJsonPathwayGO; + List data = new List(); + + private void Start() + { + //For now (2022-03-17) we are only looking for a NetworkGO spawned from a cyjson file. + refCyJsonPathwayGO = FindObjectOfType(); + if (refCyJsonPathwayGO != null) + { + AddData("-- Nodes --", refCyJsonPathwayGO.graphData.jNodes, (JObject)refCyJsonPathwayGO.graphData.jNodes[0]["data"]); + AddData("-- Edges --", refCyJsonPathwayGO.graphData.jEdges, (JObject)refCyJsonPathwayGO.graphData.jEdges[0]["data"]); + } + else + { + LogSystem.AddMessage(LogMessageTypes.Errors, + "The GroupBy Module could not find any data to link to."); + } + } + + private void OnEnable() + { + Debug.Log("OnEnable", gameObject); + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + mpb.SetVector(colorID, defaultColor); + foreach (Renderer _renderer in renderers) + { + _renderer.SetPropertyBlock(mpb); + } + } + + /// + /// Adds a reference to a JArray from which we might want to extract groups later. + /// Also calls for the update of the GUI to allow user to chose which groups he wants + /// to make. + /// + /// Name of the data we want to display in the GUI. + /// The JArray encapsulating the data we might want to parse later. + /// A representative node of what's in + /// (understand with the same keys) used to extract the keys the user will + /// be able to use to query for groups. + private void AddData(string _dataName, JArray _data, JObject _dataNodeSample) + { + data.Add(_data); + refAttributsManager.AddDataUI(_dataName, _dataNodeSample); + } + + /// + /// Tries to group data represented by according to + /// the key field encoded in . + /// + /// The index of the JArray in from which + /// we are trying to extract groups. + /// The name of the field in the JArray of interest in + /// that we want to use to make groups. + public void Execute(int _dataID, string _attribute) + { + + IEnumerable> groups = CyJsonParser.GroupDataByKey(data[_dataID], _attribute); + if (groups == null) + { + LogSystem.AddMessage(LogMessageTypes.Errors, + "Failed to group data by " + _attribute); + } + else + { + LogSystem.AddMessage(LogMessageTypes.Trace, + "Succesfully groupe data by " + _attribute+ $". {groups.Count()} were found."); + + List groupsData = new List(); + foreach (IGrouping _group in groups) + { + IHighlightable[] groupMembers = new IHighlightable[_group.Count()]; + int counter = 0; + + //Retrieving group member ids + foreach (JToken _member in _group) + { + groupMembers[counter] = refCyJsonPathwayGO. + DataID_to_DataGO[_member["data"]["id"].Value()]. + GetComponent(); + //Debug.Log(groupMembers[counter]); + counter++; + } + + //Adding group information + groupsData.Add(new GroupData + { + value = _group.Key, + color = Random.ColorHSV(), + members = groupMembers + } + ); + } + + StartCoroutine(StaticReferencer.Instance.refGroupsMenu.AddSemanticTermUI(_attribute, groupsData)); + } + } + + #region - IHighlightable - + + public override void ApplyColor(Color _color) + { + mpb.SetVector(colorID, _color); + foreach (Renderer _renderer in renderers) + { + _renderer.SetPropertyBlock(mpb); + } + } + + public override void SetHighlight() + { + ApplyColor(highlightColor); + } + + public override void UnsetHighlight() + { + if (!forceHighlight) + { + ApplyColor(defaultColor); + } + } + #endregion + } } diff --git a/Assets/Scripts/Multiplayer/ClientGameNetPortal.cs b/Assets/Scripts/Multiplayer/ClientGameNetPortal.cs index f51cfbbd..c4c02c4b 100644 --- a/Assets/Scripts/Multiplayer/ClientGameNetPortal.cs +++ b/Assets/Scripts/Multiplayer/ClientGameNetPortal.cs @@ -1,9 +1,6 @@ using System.Collections; -using System.Collections.Generic; -using Unity.Collections; using Unity.Netcode; using UnityEngine; -using ECellDive.UI; using ECellDive.Utility; using ECellDive.Modules; @@ -22,8 +19,15 @@ namespace ECellDive.Multiplayer [RequireComponent(typeof(GameNetPortal))] public class ClientGameNetPortal : MonoBehaviour { + /// + /// The singleton instance of this class. + /// public static ClientGameNetPortal Instance; - GameNetPortal m_Portal; + + /// + /// Reference to the GameNetPortal component on this scene. + /// + private GameNetPortal m_Portal; /// /// Time in seconds before the client considers a lack of server response a timeout @@ -36,6 +40,12 @@ private void Awake() m_Portal = GetComponent(); } + /// + /// What to do immediately after the client connection protocol has finished. + /// + /// + /// The status of the connection attempt. + /// public void OnConnectFinished(ConnectStatus status) { //on success, there is nothing to do (the Netcode for GameObjects (Netcode) scene management system will take us to the next scene). @@ -57,12 +67,23 @@ public void OnConnectFinished(ConnectStatus status) //} } + /// + /// Debug utility to print the reason of the disconnection. + /// + /// + /// The status of the disconnection. + /// private void OnDisconnectReasonReceived(ConnectStatus status) { Debug.Log("Got disconnected with status: " + status); //DisconnectReason.SetDisconnectReason(status); } + /// + /// Called by when the network is ready. + /// In this case we check the satus of the NetManager. Since this component is only + /// enabled for clients, if the NetManager is not a client, we disable the component. + /// public void OnNetworkReady() { Debug.Log("OnNetworkReady for ClientGameNetPortal component"); @@ -73,12 +94,32 @@ public void OnNetworkReady() } } + /// + /// A custom message handler for the client to receive the result of the connection + /// attempt. + /// + /// + /// The ID of the client that should receive the message. + /// + /// + /// The optimized data struct to encapsulate the data to be sent. + /// public static void ReceiveServerToClientConnectResult_CustomMessage(ulong clientID, FastBufferReader reader) { reader.ReadValueSafe(out ConnectStatus status); Instance.OnConnectFinished(status); } + /// + /// A custom message handler for the client to receive the reason of the + /// disconnection. + /// + /// + /// The ID of the client that should receive the message. + /// + /// + /// The optimized data struct to encapsulate the data to be sent. + /// public static void ReceiveServerToClientSetDisconnectReason_CustomMessage(ulong clientID, FastBufferReader reader) { reader.ReadValueSafe(out ConnectStatus status); diff --git a/Assets/Scripts/Multiplayer/GameNetModuleSpawner.cs b/Assets/Scripts/Multiplayer/GameNetModuleSpawner.cs index 8269daad..d4471b4b 100644 --- a/Assets/Scripts/Multiplayer/GameNetModuleSpawner.cs +++ b/Assets/Scripts/Multiplayer/GameNetModuleSpawner.cs @@ -8,15 +8,24 @@ namespace ECellDive.Multiplayer { + /// + /// An intermediate class that handles spawning the gameobjects corresponding + /// to imported modules in the scene. It makes sure to give ownership of the + /// spawned object to the client who initially made the request. + /// public class GameNetModuleSpawner : NetworkBehaviour, IMlprModuleSpawn { #region - IMlprModuleSpawn Members - + /// public List fragmentedSourceData { get; private set; } + + /// public byte[] sourceDataName { get ; private set; } #endregion #region - IMlprModuleSpawn Methods - + /// public void GiveDataToModule(GameNetModule _gameNetModule) { LogSystem.AddMessage(LogMessageTypes.Debug, @@ -24,6 +33,7 @@ public void GiveDataToModule(GameNetModule _gameNetModule) _gameNetModule.DirectReceiveSourceData(sourceDataName, fragmentedSourceData); } + /// [ClientRpc] public void GiveNetworkObjectReferenceClientRpc(NetworkObjectReference _networkObjectReference, ClientRpcParams _clientRpcParams) @@ -34,11 +44,13 @@ public void GiveNetworkObjectReferenceClientRpc(NetworkObjectReference _networkO GiveDataToModule(networkGameObject.GetComponent()); } + /// public void GiveOwnership(GameObject _of, ulong _newOwnerClientID) { _of.GetComponent().ChangeOwnership(_newOwnerClientID); } + /// public void RequestModuleSpawnFromData(int _moduleTypeID, byte[] _dataName, List _fragmentedData) { fragmentedSourceData = _fragmentedData; @@ -46,6 +58,7 @@ public void RequestModuleSpawnFromData(int _moduleTypeID, byte[] _dataName, List RequestModuleSpawnServerRpc(_moduleTypeID, NetworkManager.Singleton.LocalClientId); } + /// [ServerRpc(RequireOwnership = false)] public void RequestModuleSpawnServerRpc(int _moduleTypeID, ulong _expeditorClientID) { diff --git a/Assets/Scripts/Multiplayer/GameNetPortal.cs b/Assets/Scripts/Multiplayer/GameNetPortal.cs index 8c70b1f5..6f95887d 100644 --- a/Assets/Scripts/Multiplayer/GameNetPortal.cs +++ b/Assets/Scripts/Multiplayer/GameNetPortal.cs @@ -1,324 +1,361 @@ -using System; using System.Collections; using System.Collections.Generic; using Unity.Netcode; using Unity.Netcode.Transports.UTP; using UnityEngine; using ECellDive.Interfaces; -using ECellDive.UI; using ECellDive.PlayerComponents; using ECellDive.Utility; +using ECellDive.Utility.Data.Multiplayer; namespace ECellDive.Multiplayer { - public enum ConnectStatus - { - Undefined, - IncorrectPassword, - Success, //client successfully connected. This may also be a successful reconnect. - ServerFull, //can't join, server is already at capacity. - LoggedInAgain, //logged in on a separate client, causing this one to be kicked out. - UserRequestedDisconnect, //Intentional Disconnect triggered by the user. - GenericDisconnect, //server disconnected, but no specific reason given. - IncompatibleBuildType, //client build type is incompatible with server. - HostEndedSession, //host intentionally ended the session. - } - - [Serializable] - public struct ConnectionPayload - { - public string playerId; - public string psw; - //public int clientScene = -1; - public string playerName; - //public bool isDebug; - } - - [Serializable] - public struct ConnectionSettings - { - public string playerName; - public string IP; - public ushort port; - public string password; - - public void SetPlayerName(string _playerName) - { - playerName = _playerName; - } - - public void SetIP(string _IP) - { - IP = _IP; - } - - public void SetPort(ushort _port) - { - port = _port; - } - - public void SetPassword(string _password) - { - password = _password; - } - } - - /// - /// The logic handling the creation of a host using Unity Netcode for - /// gameobjects with the default Unity Transport. This intends to be a wrapper of the - /// communications between server and client upon creation and termination. - /// - /// - /// This code is copied and adapted from the official Untiy multiplayer sample project - /// "Boss Room": - /// - https://docs-multiplayer.unity3d.com/netcode/current/learn/bossroom - /// - https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases v1.2.0-pre - /// - public class GameNetPortal : MonoBehaviour - { - public NetworkManager NetManager; - - public static GameNetPortal Instance; - private ClientGameNetPortal m_ClientPortal; - private ServerGameNetPortal m_ServerPortal; - - [SerializeField] ConnectionSettings m_settings; - public ConnectionSettings settings - { - get => m_settings; - private set => m_settings = value; - } - - public List dataModules = new List(); - public List modifiables = new List(); - public List saveables = new List(); - public Dictionary netSessionPlayersDataMap = new Dictionary(); - - private List successFullPorts = new List(); - - private void Awake() - { - Debug.Assert(Instance == null); - Instance = this; - m_ClientPortal = GetComponent(); - m_ServerPortal = GetComponent(); - - NetManager.OnClientConnectedCallback += OnNetworkReady; - } - - private void Start() - { - //default connection payload - string payload = JsonUtility.ToJson(GetConnectionPayload()); - byte[] payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); - NetManager.NetworkConfig.ConnectionData = payloadBytes; - - StartHost(); - } - - private void OnDestroy() - { - if (NetManager != null) - { - NetManager.OnClientConnectedCallback -= OnNetworkReady; - } - - Instance = null; - } - - private string GetPlayerId() - { - //if (UnityServices.State != ServicesInitializationState.Initialized) - //{ - // return ClientPrefs.GetGuid() + ProfileManager.Profile; - //} - - //return AuthenticationService.Instance.IsSignedIn ? AuthenticationService.Instance.PlayerId : ClientPrefs.GetGuid() + ProfileManager.Profile; - return PlayerPrefsWrap.GetGuid(); - } - - public ConnectionPayload GetConnectionPayload() - { - return new ConnectionPayload - { - playerId = GetPlayerId(), - playerName = m_settings.playerName, - psw = m_settings.password - }; - } - - public bool CheckPassword(string _password) - { - return m_settings.password == _password; - } + public enum ConnectStatus + { + Undefined, + IncorrectPassword, + Success, //client successfully connected. This may also be a successful reconnect. + ServerFull, //can't join, server is already at capacity. + LoggedInAgain, //logged in on a separate client, causing this one to be kicked out. + UserRequestedDisconnect, //Intentional Disconnect triggered by the user. + GenericDisconnect, //server disconnected, but no specific reason given. + IncompatibleBuildType, //client build type is incompatible with server. + HostEndedSession, //host intentionally ended the session. + } + + /// + /// The logic handling the creation of a host using Unity Netcode for + /// gameobjects with the default Unity Transport. This intends to be a wrapper of the + /// communications between server and client upon creation and termination. + /// + /// + /// This code is copied and adapted from the official Untiy multiplayer sample project + /// "Boss Room": + /// - https://docs-multiplayer.unity3d.com/netcode/current/learn/bossroom + /// - https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases v1.2.0-pre + /// + public class GameNetPortal : MonoBehaviour + { + /// + /// The reference to the network manager of the scene. + /// + public NetworkManager NetManager; + + /// + /// The singleton instance of the GameNetPortal. + /// + public static GameNetPortal Instance; + + /// + /// The reference to the client portal. + /// + private ClientGameNetPortal m_ClientPortal; + + /// + /// The refence to the server portal. + /// + private ServerGameNetPortal m_ServerPortal; + + /// + /// The field for the property. + /// + [SerializeField] ConnectionSettings m_settings; + + /// + /// The settings of the connection to the server. + /// + public ConnectionSettings settings + { + get => m_settings; + private set => m_settings = value; + } + + /// + /// The list of the data modules in the scene. + /// + public List dataModules = new List(); + + /// + /// The list of modules that can be modified by the user. + /// + public List modifiables = new List(); + + /// + /// The list of modules that can be saved. + /// + public List saveables = new List(); + + /// + /// A map between the client id and the data of the player. + /// + public Dictionary netSessionPlayersDataMap = new Dictionary(); + + private void Awake() + { + Debug.Assert(Instance == null); + Instance = this; + m_ClientPortal = GetComponent(); + m_ServerPortal = GetComponent(); + + NetManager.OnClientConnectedCallback += OnNetworkReady; + } + + private void Start() + { + //default connection payload + string payload = JsonUtility.ToJson(GetConnectionPayload()); + byte[] payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); + NetManager.NetworkConfig.ConnectionData = payloadBytes; + + StartHost(); + } + + private void OnDestroy() + { + if (NetManager != null) + { + NetManager.OnClientConnectedCallback -= OnNetworkReady; + } + + Instance = null; + } + + /// + /// Generates a unique player id. + /// + /// + /// The new player id. + /// + private string GetPlayerId() + { + //if (UnityServices.State != ServicesInitializationState.Initialized) + //{ + // return ClientPrefs.GetGuid() + ProfileManager.Profile; + //} + + //return AuthenticationService.Instance.IsSignedIn ? AuthenticationService.Instance.PlayerId : ClientPrefs.GetGuid() + ProfileManager.Profile; + return PlayerPrefsWrap.GetGuid(); + } + + /// + /// Encapsulate the connection data into a + /// + /// + /// The connection payload. + /// + public ConnectionPayload GetConnectionPayload() + { + return new ConnectionPayload + { + playerId = GetPlayerId(), + playerName = m_settings.playerName, + psw = m_settings.password + }; + } + + /// + /// Checks if the password is correct. + /// + /// + /// The string to check agains the password. + /// + /// + /// True if the password is correct, false otherwise. + /// + public bool CheckPassword(string _password) + { + return m_settings.password == _password; + } /// - /// This method runs when NetworkManager has started up (following a - /// succesful connect on the client, or directly after StartHost is invoked - /// on the host). It is named to match NetworkBehaviour.OnNetworkSpawn, - /// and serves the same role, even though GameNetPortal itself isn't a NetworkBehaviour. + /// This method is subscribed to Unity's NetworkManager.OnClientConnectedCallback. + /// So, it runs when NetworkManager has started up (following a succesful + /// connect on the client, or directly after StartHost is invoked on the host). + /// It is named to match NetworkBehaviour.OnNetworkSpawn, and serves the same + /// role, even though GameNetPortal itself isn't a NetworkBehaviour. /// private void OnNetworkReady(ulong _clientID) - { - Debug.Log($"OnNetworkReady called from Client Connection with id {_clientID}"); - if (_clientID == NetManager.LocalClientId) - { - if (NetManager.IsHost) - { - //special host code. This is what kicks off the flow that happens on a regular client - //when it has finished connecting successfully. A dedicated server would remove this. - - m_ClientPortal.OnConnectFinished(ConnectStatus.Success); - } - - m_ClientPortal.OnNetworkReady(); - m_ServerPortal.OnNetworkReady(); - } - - if (NetManager.IsServer) - { - StartCoroutine(SendData(_clientID)); - } - } - - /// - /// Shuts down the current session and starts a new one as a host. - /// - private IEnumerator Restart() - { - NetManager.Shutdown(); - - //We make sure the previous instance of the host is closed - yield return new WaitWhile(()=>NetManager.IsListening); - - //We try hosting at the new address alredy stored in Unity Transport Connection Data. - bool isHostStarted = NetManager.StartHost(); - string msgStr; - if (!isHostStarted) - { - msgStr = "Host couldn't be started: bind and listening to " + m_settings.IP + ":" + - m_settings.port + " failed.\n" + "Falling back to 127.0.0.1:7777"; - - LogSystem.AddMessage(LogMessageTypes.Errors, - "Host couldn't be started: bind and listening to " + m_settings.IP + ":" + - m_settings.port + " failed.\n" + "Falling back to 127.0.0.1:7777"); - - SetConnectionSettings(m_settings.playerName, "127.0.0.1", 7777, m_settings.password); - SetUnityTransport(); - - //We are in the case where hosting to the new address failed. - //We wait until the failed server has properly shut down. - yield return new WaitWhile(() => NetManager.IsListening); - - NetManager.StartHost(); - } - else - { - msgStr = "Successfully hosting at " + m_settings.IP + ":" + m_settings.port+ ""; - - LogSystem.AddMessage(LogMessageTypes.Trace, - "Successfully hosting at " + m_settings.IP + ":" + m_settings.port); - - } - yield return new WaitForSeconds(1f); - } - - /// - /// Synchronizes the content of the data modules that already exist - /// in the scene (and stored in ) for the - /// client with id . - /// - /// The id of the target client to which - /// we send the content of the data modules in the scene. - /// This should be used only with (or after) to be sure that the data modules - /// have been spawned in the scene of the target client. - private IEnumerator SendData(ulong _clientID) - { - int nbClientReadyLoaded; - foreach (IMlprData mlprData in dataModules) - { - Debug.Log($"Sending data {mlprData.sourceDataName}"); - nbClientReadyLoaded = mlprData.nbClientReadyLoaded.Value; - StartCoroutine(mlprData.SendSourceDataC(_clientID)); - - //We wait for the current data to be completely loaded - //in the scene of the new client before starting to load - //the next one (next step of the foreach loop. - //We know when the data has been loaded once the network - //variable storing the number of client that has loaded - //the data has been incremented by 1. - yield return new WaitUntil(() => mlprData.nbClientReadyLoaded.Value == nbClientReadyLoaded + 1); - } - } - - public void SetConnectionSettings(string _name, string _ip, ushort _port, string _password) - { - m_settings.SetPlayerName(_name); - - if (_ip != "") - { - m_settings.SetIP(_ip); - } - - if (_port != 0) - { - m_settings.SetPort(_port); - } - - m_settings.SetPassword(_password); - } - - public void SetUnityTransport(bool _verbose=false) - { - UnityTransport unityTransport = NetworkManager.Singleton.gameObject.GetComponent(); - unityTransport.SetConnectionData(m_settings.IP, m_settings.port); - - if (_verbose) - { - Debug.Log($"Setting up transport connection to {unityTransport.ConnectionData.Address}:" + - $"{unityTransport.ConnectionData.Port} and server listen address is {unityTransport.ConnectionData.ServerListenAddress}"); - - LogSystem.AddMessage(LogMessageTypes.Debug, $"Setting up transport connection to {unityTransport.ConnectionData.Address}:" + - $"{unityTransport.ConnectionData.Port} and server listen address is {unityTransport.ConnectionData.ServerListenAddress}"); - } - } - - /// - /// Public interface to start a client. - /// - /// - /// Forwards a call to - /// through which is private. - /// - public void StartClient() - { - m_ClientPortal.StartClient(); - } - - /// - /// Initializes host mode on this client. Call this and then other clients - /// should connect to us! - /// Uses the IP and port registered in . - /// - public void StartHost() - { - if (NetManager.IsHost) - { - string payload = JsonUtility.ToJson(GetConnectionPayload()); - byte[] payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); - NetManager.NetworkConfig.ConnectionData = payloadBytes; - - LogSystem.AddMessage(LogMessageTypes.Debug, - $"Network: a session was already running so we are shutting it down before re-launching"); - SetUnityTransport(true); - StartCoroutine(Restart()); - } - else - { - SetUnityTransport(); - NetManager.StartHost(); - } - } - } + { + Debug.Log($"OnNetworkReady called from Client Connection with id {_clientID}"); + if (_clientID == NetManager.LocalClientId) + { + if (NetManager.IsHost) + { + //special host code. This is what kicks off the flow that happens on a regular client + //when it has finished connecting successfully. A dedicated server would remove this. + + m_ClientPortal.OnConnectFinished(ConnectStatus.Success); + } + + m_ClientPortal.OnNetworkReady(); + m_ServerPortal.OnNetworkReady(); + } + + if (NetManager.IsServer) + { + StartCoroutine(SendData(_clientID)); + } + } + + /// + /// Shuts down the current session and starts a new one as a host. + /// + private IEnumerator Restart() + { + NetManager.Shutdown(); + + //We make sure the previous instance of the host is closed + yield return new WaitWhile(()=>NetManager.IsListening); + + //We try hosting at the new address alredy stored in Unity Transport Connection Data. + bool isHostStarted = NetManager.StartHost(); + string msgStr; + if (!isHostStarted) + { + msgStr = "Host couldn't be started: bind and listening to " + m_settings.IP + ":" + + m_settings.port + " failed.\n" + "Falling back to 127.0.0.1:7777"; + + LogSystem.AddMessage(LogMessageTypes.Errors, + "Host couldn't be started: bind and listening to " + m_settings.IP + ":" + + m_settings.port + " failed.\n" + "Falling back to 127.0.0.1:7777"); + + SetConnectionSettings(m_settings.playerName, "127.0.0.1", 7777, m_settings.password); + SetUnityTransport(); + + //We are in the case where hosting to the new address failed. + //We wait until the failed server has properly shut down. + yield return new WaitWhile(() => NetManager.IsListening); + + NetManager.StartHost(); + } + else + { + msgStr = "Successfully hosting at " + m_settings.IP + ":" + m_settings.port+ ""; + + LogSystem.AddMessage(LogMessageTypes.Trace, + "Successfully hosting at " + m_settings.IP + ":" + m_settings.port); + + } + yield return new WaitForSeconds(1f); + } + + /// + /// Synchronizes the content of the data modules that already exist + /// in the scene (and stored in ) for the + /// client with id . + /// + /// The id of the target client to which + /// we send the content of the data modules in the scene. + /// This should be used only with (or after) to be sure that the data modules + /// have been spawned in the scene of the target client. + private IEnumerator SendData(ulong _clientID) + { + int nbClientReadyLoaded; + foreach (IMlprData mlprData in dataModules) + { + Debug.Log($"Sending data {mlprData.sourceDataName}"); + nbClientReadyLoaded = mlprData.nbClientReadyLoaded.Value; + StartCoroutine(mlprData.SendSourceDataC(_clientID)); + + //We wait for the current data to be completely loaded + //in the scene of the new client before starting to load + //the next one (next step of the foreach loop. + //We know when the data has been loaded once the network + //variable storing the number of client that has loaded + //the data has been incremented by 1. + yield return new WaitUntil(() => mlprData.nbClientReadyLoaded.Value == nbClientReadyLoaded + 1); + } + } + + /// + /// Sets the connection settings. + /// + /// + /// The name of the player. + /// + /// + /// The IPv4 of the server. + /// + /// + /// The port of the server. + /// + /// + /// The password of the server. + /// + public void SetConnectionSettings(string _name, string _ip, ushort _port, string _password) + { + m_settings.SetPlayerName(_name); + + if (_ip != "") + { + m_settings.SetIP(_ip); + } + + if (_port != 0) + { + m_settings.SetPort(_port); + } + + m_settings.SetPassword(_password); + } + + /// + /// Retrieves the UnityTransport of the scene. + /// + /// + /// A boolean to print the retrieved connection data in the console. + /// + public void SetUnityTransport(bool _verbose=false) + { + UnityTransport unityTransport = NetworkManager.Singleton.gameObject.GetComponent(); + unityTransport.SetConnectionData(m_settings.IP, m_settings.port); + + if (_verbose) + { + Debug.Log($"Setting up transport connection to {unityTransport.ConnectionData.Address}:" + + $"{unityTransport.ConnectionData.Port} and server listen address is {unityTransport.ConnectionData.ServerListenAddress}"); + + LogSystem.AddMessage(LogMessageTypes.Debug, $"Setting up transport connection to {unityTransport.ConnectionData.Address}:" + + $"{unityTransport.ConnectionData.Port} and server listen address is {unityTransport.ConnectionData.ServerListenAddress}"); + } + } + + /// + /// Public interface to start a client. + /// + /// + /// Forwards a call to + /// through which is private. + /// + public void StartClient() + { + m_ClientPortal.StartClient(); + } + + /// + /// Initializes host mode on this client. Call this and then other clients + /// should connect to us! + /// Uses the IP and port registered in . + /// + public void StartHost() + { + if (NetManager.IsHost) + { + string payload = JsonUtility.ToJson(GetConnectionPayload()); + byte[] payloadBytes = System.Text.Encoding.UTF8.GetBytes(payload); + NetManager.NetworkConfig.ConnectionData = payloadBytes; + + LogSystem.AddMessage(LogMessageTypes.Debug, + $"Network: a session was already running so we are shutting it down before re-launching"); + SetUnityTransport(true); + StartCoroutine(Restart()); + } + else + { + SetUnityTransport(); + NetManager.StartHost(); + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Multiplayer/NetInputActionManager.cs b/Assets/Scripts/Multiplayer/NetInputActionManager.cs index 0afa54b1..eda9acb0 100644 --- a/Assets/Scripts/Multiplayer/NetInputActionManager.cs +++ b/Assets/Scripts/Multiplayer/NetInputActionManager.cs @@ -8,14 +8,13 @@ namespace ECellDive.Multiplayer { /// - /// Use this class to automatically enable or disable all the inputs of type - /// in a list of assets of type . + /// Use this class to automatically enable or disable all the inputs of type UnityEngine.InputSystem.InputAction. + /// in a list of assets of type UnityEngine.InputSystem.InputActionAsset. /// /// /// Actions are initially disabled, meaning they do not listen/react to input yet. This class /// is used to mass enable actions so that they actively listen for input and run callbacks. /// - /// [HelpURL(XRHelpURLConstants.k_InputActionManager)] public class NetInputActionManager : NetworkBehaviour { @@ -31,14 +30,6 @@ public List actionAssets set => m_ActionAssets = value ?? throw new ArgumentNullException(nameof(value)); } - /// - /// See . - /// - //protected void OnEnable() - //{ - // EnableInput(); - //} - public override void OnNetworkSpawn() { if (IsOwner) @@ -47,14 +38,6 @@ public override void OnNetworkSpawn() } } - /// - /// See . - /// - //protected void OnDisable() - //{ - // DisableInput(); - //} - public override void OnNetworkDespawn() { if (IsOwner) @@ -67,7 +50,7 @@ public override void OnNetworkDespawn() /// Enable all actions referenced by this component. /// /// - /// This function will automatically be called when this component is enabled. + /// This function will automatically be called when this component is enabled. /// However, this method can be called to enable input manually, such as after disabling it with . ///
/// Note that enabling inputs will only enable the action maps contained within the referenced @@ -92,7 +75,7 @@ public void EnableInput() /// Disable all actions referenced by this component. /// /// - /// This function will automatically be called when this component is disabled. + /// This function will automatically be called when this component is disabled. /// However, this method can be called to disable input manually, such as after enabling it with . ///
/// Note that disabling inputs will only disable the action maps contained within the referenced diff --git a/Assets/Scripts/Multiplayer/NetSessionPlayerData.cs b/Assets/Scripts/Multiplayer/NetSessionPlayerData.cs deleted file mode 100644 index 53ca1839..00000000 --- a/Assets/Scripts/Multiplayer/NetSessionPlayerData.cs +++ /dev/null @@ -1,51 +0,0 @@ -using ECellDive.Interfaces; - -namespace ECellDive.Interfaces -{ - public interface ISessionPlayerData - { - string playerName { get; set; } - ulong clientId { get; set; } - //bool IsConnected { get; set; } - int currentScene { get; set; } - //void Reinitialize(); - - void SetSceneId(int _newSceneId); - } -} - -namespace ECellDive.Multiplayer -{ - public struct NetSessionPlayerData : ISessionPlayerData - { - #region ISessionPlayerData Members - - public string playerName { get; set; } - public ulong clientId { get; set; } - public int currentScene { get; set; } - //public bool HasCharacterSpawned; - - //public bool IsConnected { get; set; } - - #endregion - - public NetSessionPlayerData(string _playerName, ulong _clientId, int _currentScene) - { - playerName = _playerName; - clientId = _clientId; - currentScene = _currentScene; - } - - #region - ISessionPlayerData Methods - - //public void Reinitialize() - //{ - // HasCharacterSpawned = false; - //} - - public void SetSceneId(int _newSceneId) - { - currentScene = _newSceneId; - } - - #endregion - } -} diff --git a/Assets/Scripts/Multiplayer/NetworkSpawnComponentActivation.cs b/Assets/Scripts/Multiplayer/NetworkSpawnComponentActivation.cs deleted file mode 100644 index 0746e932..00000000 --- a/Assets/Scripts/Multiplayer/NetworkSpawnComponentActivation.cs +++ /dev/null @@ -1,78 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.InputSystem.XR; -using UnityEngine.XR.Interaction.Toolkit; -using Unity.Netcode; -using ECellDive.Interfaces; -using ECellDive.Utility; - - -namespace ECellDive.Multiplayer -{ - public class NetworkSpawnComponentActivation : NetworkBehaviour - { - [Header("To ACTIVATE on spawn if IsLocalPlayer")] - public GameObject XRDeviceSimulator; - - [Header("To DEACTIVATE on spawn if IsLocalPlayer")] - public GameObject headModel; - public GameObject playerNameRoot; - public LeftRightData imgrReplicatedClient; - - [Header("To DEACTIVATE on spawn if NOT IsLocalPlayer")] - public Camera refCamera; - public AudioListener refAudioListener; - - public TrackedPoseDriver trackedPoseDriver; - - public LeftRightData imgrLocalClient; - public LeftRightData actionBasedControllers; - - public List actionInfoTags; - - public GameObject XRLocomotionSystemHolder; - public GameObject XRTeleportationproviderHolder; - - public StaticReferencer staticReferencer; - - public override void OnNetworkSpawn() - { - if (IsLocalPlayer) - { - if (XRDeviceSimulator != null) - { - XRDeviceSimulator.SetActive(true); - } - - headModel.SetActive(false); - playerNameRoot.SetActive(false); - imgrReplicatedClient.left.SetActive(false); - imgrReplicatedClient.right.SetActive(false); - } - - if (!IsLocalPlayer) - { - imgrLocalClient.left.SetActive(false); - imgrLocalClient.right.SetActive(false); - - refCamera.enabled = false; - refAudioListener.enabled = false; - trackedPoseDriver.enabled = false; - - actionBasedControllers.left.enabled = false; - actionBasedControllers.right.enabled = false; - - foreach (GameObject _goIT in actionInfoTags) - { - _goIT.SetActive(false); - } - - XRLocomotionSystemHolder.SetActive(false); - XRTeleportationproviderHolder.SetActive(false); - staticReferencer.enabled = false; - } - } - - } -} - diff --git a/Assets/Scripts/Multiplayer/ServerGameNetPortal.cs b/Assets/Scripts/Multiplayer/ServerGameNetPortal.cs index 8b2ba769..19f21217 100644 --- a/Assets/Scripts/Multiplayer/ServerGameNetPortal.cs +++ b/Assets/Scripts/Multiplayer/ServerGameNetPortal.cs @@ -1,199 +1,222 @@ using Unity.Collections; using Unity.Netcode; using UnityEngine; + using ECellDive.SceneManagement; +using ECellDive.Utility.Data.Multiplayer; namespace ECellDive.Multiplayer { - /// - /// The logic handling the creation of a server and approval checks when a client is - /// trying to connect. It uses Unity Netcode for gameobjects with the default Unity Transport. - /// - /// - /// This code is copied and adapted from the official Untiy multiplayer sample project - /// "Boss Room": - /// - https://docs-multiplayer.unity3d.com/netcode/current/learn/bossroom - /// - https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases v1.2.0-pre - /// - [RequireComponent(typeof(GameNetPortal))] - public class ServerGameNetPortal : MonoBehaviour - { - private GameNetPortal m_Portal; - - // used in ApprovalCheck. This is intended as a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. - const int k_MaxConnectPayload = 1024; - - - private void Awake() - { - m_Portal = GetComponent(); - - // we add ApprovalCheck callback BEFORE OnNetworkSpawn to avoid spurious Netcode for GameObjects (Netcode) - // warning: "No ConnectionApproval callback defined. Connection approval will timeout" - m_Portal.NetManager.ConnectionApprovalCallback += ApprovalCheck; - } - - - private void OnDestroy() - { - if (m_Portal != null) - { - if (m_Portal.NetManager != null) - { - m_Portal.NetManager.ConnectionApprovalCallback -= ApprovalCheck; - //m_Portal.NetManager.OnServerStarted -= ServerStartedHandler; - } - } - } + /// + /// The logic handling the creation of a server and approval checks when a client is + /// trying to connect. It uses Unity Netcode for gameobjects with the default Unity Transport. + /// + /// + /// This code is copied and adapted from the official Untiy multiplayer sample project + /// "Boss Room": + /// - https://docs-multiplayer.unity3d.com/netcode/current/learn/bossroom + /// - https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/releases v1.2.0-pre + /// + [RequireComponent(typeof(GameNetPortal))] + public class ServerGameNetPortal : MonoBehaviour + { + /// + /// The reference to the GameNetPortal component on this scene. + /// + private GameNetPortal m_Portal; /// - /// This logic plugs into the "ConnectionApprovalCallback" exposed by Netcode.NetworkManager, and is run every time a client connects to us. - /// See ClientGameNetPortal.StartClient for the complementary logic that runs when the client starts its connection. + /// used in ApprovalCheck. + /// This is intended as a bit of light protection against + /// DOS attacks that rely on sending silly big buffers of garbage. /// - /// - /// Since our game doesn't have to interact with some third party authentication service to validate the identity of the new connection, our ApprovalCheck - /// method is simple, and runs synchronously, invoking "callback" to signal approval at the end of the method. Netcode currently doesn't support the ability - /// to send back more than a "true/false", which means we have to work a little harder to provide a useful error return to the client. To do that, we invoke a - /// custom message in the same channel that Netcode uses for its connection callback. Since the delivery is NetworkDelivery.ReliableSequenced, we can be - /// confident that our login result message will execute before any disconnect message. - /// - /// binary data passed into StartClient. In our case this is the client's GUID, which is a unique identifier for their install of the game that persists across app restarts. - /// This is the clientId that Netcode assigned us on login. It does not persist across multiple logins from the same client. - /// The delegate we must invoke to signal that the connection was approved or not. - void ApprovalCheck(byte[] connectionData, ulong clientId, NetworkManager.ConnectionApprovedDelegate connectionApprovedCallback) - { - Debug.Log("Server is checking for approval."); - if (connectionData.Length > k_MaxConnectPayload) - { - // If connectionData too high, deny immediately to avoid wasting time on the server. This is intended as - // a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. - connectionApprovedCallback(false, 0, false, null, null); - return; - } - - string payload = System.Text.Encoding.UTF8.GetString(connectionData); - ConnectionPayload connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html - - // Approval check happens for Host too, but obviously we want it to be approved - if (clientId == NetworkManager.Singleton.LocalClientId) - { - Debug.Log("Client ID corresponds to local object: this is the host"); - - //Storing about the Host relevant data (as a player) - m_Portal.netSessionPlayersDataMap[clientId] = new NetSessionPlayerData(connectionPayload.playerName, clientId, 0); - - connectionApprovedCallback(true, null, true, null, null); - return; - } - - ConnectStatus gameReturnStatus = GetConnectStatus(connectionPayload); - - if (gameReturnStatus == ConnectStatus.Success) - { - - Debug.Log($"New Connection was a success. The new player's name is " + - $"{connectionPayload.playerName}, with GUID {connectionPayload.playerId}"); - - //Storing about the new client relevant data (who is a player) - m_Portal.netSessionPlayersDataMap[clientId] = new NetSessionPlayerData(connectionPayload.playerName, clientId, 0); - DiveScenesManager.Instance.DiverGetsInServerRpc(0, clientId); - - SendServerToClientConnectResult(clientId, gameReturnStatus); - - //Populate our client scene map - //m_ClientSceneMap[clientId] = connectionPayload.clientScene; - - // connection approval will create a player object for you - connectionApprovedCallback(true, null, true, Vector3.zero, Quaternion.identity); - - // m_ConnectionEventPublisher.Publish(new ConnectionEventMessage() { ConnectStatus = ConnectStatus.Success, PlayerName = SessionManager.Instance.GetPlayerData(clientId)?.PlayerName }); - } - else - { - //TODO-FIXME:Netcode Issue #796. We should be able to send a reason and disconnect without a coroutine delay. - //TODO:Netcode: In the future we expect Netcode to allow us to return more information as part of the - //approval callback, so that we can provide more context on a reject. In the meantime we must provide - //the extra information ourselves, and then wait a short time before manually close down the connection. - SendServerToClientConnectResult(clientId, gameReturnStatus); - SendServerToClientSetDisconnectReason(clientId, gameReturnStatus); - //StartCoroutine(WaitToDenyApproval(connectionApprovedCallback)); - //if (m_LobbyServiceFacade.CurrentUnityLobby != null) - //{ - // m_LobbyServiceFacade.RemovePlayerFromLobbyAsync(connectionPayload.playerId, m_LobbyServiceFacade.CurrentUnityLobby.Id); - //} - } - } - - ConnectStatus GetConnectStatus(ConnectionPayload connectionPayload) - { - //if (m_Portal.NetManager.ConnectedClientsIds.Count >= CharSelectData.k_MaxLobbyPlayers) - //{ - // return ConnectStatus.ServerFull; - //} - - //if (connectionPayload.isDebug != Debug.isDebugBuild) - //{ - // return ConnectStatus.IncompatibleBuildType; - //} - - //return SessionManager.Instance.IsDuplicateConnection(connectionPayload.playerId) ? - // ConnectStatus.LoggedInAgain : ConnectStatus.Success; - if (m_Portal.CheckPassword(connectionPayload.psw)) - { - Debug.Log("This is a password match"); - return ConnectStatus.Success; - } - else - { - Debug.Log("Password does not match"); - return ConnectStatus.IncorrectPassword; - } - } + const int k_MaxConnectPayload = 1024; - public void OnNetworkReady() - { - Debug.Log("OnNetworkReady for ServerGameNetPortal componenent"); - if (!m_Portal.NetManager.IsServer) - { - Debug.Log("This NetManager is NOT the server: the component is disabled."); - enabled = false; - } - //else - //{ - // //O__O if adding any event registrations here, please add an unregistration in OnClientDisconnect. - // m_Portal.NetManager.OnClientDisconnectCallback += OnClientDisconnect; - - // if (m_Portal.NetManager.IsHost) - // { - // m_ClientSceneMap[m_Portal.NetManager.LocalClientId] = ServerScene; - // } - //} - } - /// - /// Sends a DisconnectReason to the indicated client. This should only be done on the server, prior to disconnecting the client. - /// - /// id of the client to send to - /// The reason for the upcoming disconnect. - static void SendServerToClientSetDisconnectReason(ulong clientID, ConnectStatus status) - { - Debug.Log("Notifying the disconnection reason to the client."); - var writer = new FastBufferWriter(sizeof(ConnectStatus), Allocator.Temp); - writer.WriteValueSafe(status); - NetworkManager.Singleton.CustomMessagingManager.SendNamedMessage(nameof(ClientGameNetPortal.ReceiveServerToClientSetDisconnectReason_CustomMessage), clientID, writer); - } + private void Awake() + { + m_Portal = GetComponent(); + + // we add ApprovalCheck callback BEFORE OnNetworkSpawn to avoid spurious Netcode for GameObjects (Netcode) + // warning: "No ConnectionApproval callback defined. Connection approval will timeout" + m_Portal.NetManager.ConnectionApprovalCallback += ApprovalCheck; + } + + + private void OnDestroy() + { + if (m_Portal != null) + { + if (m_Portal.NetManager != null) + { + m_Portal.NetManager.ConnectionApprovalCallback -= ApprovalCheck; + //m_Portal.NetManager.OnServerStarted -= ServerStartedHandler; + } + } + } + + /// + /// This logic plugs into the "ConnectionApprovalCallback" exposed by Netcode.NetworkManager, and is run every time a client connects to us. + /// See ClientGameNetPortal.StartClient for the complementary logic that runs when the client starts its connection. + /// + /// + /// Since our game doesn't have to interact with some third party authentication service to validate the identity of the new connection, our ApprovalCheck + /// method is simple, and runs synchronously, invoking "callback" to signal approval at the end of the method. Netcode currently doesn't support the ability + /// to send back more than a "true/false", which means we have to work a little harder to provide a useful error return to the client. To do that, we invoke a + /// custom message in the same channel that Netcode uses for its connection callback. Since the delivery is NetworkDelivery.ReliableSequenced, we can be + /// confident that our login result message will execute before any disconnect message. + /// + /// binary data passed into StartClient. In our case this is the client's GUID, which is a unique identifier for their install of the game that persists across app restarts. + /// This is the clientId that Netcode assigned us on login. It does not persist across multiple logins from the same client. + /// The delegate we must invoke to signal that the connection was approved or not. + void ApprovalCheck(byte[] connectionData, ulong clientId, NetworkManager.ConnectionApprovedDelegate connectionApprovedCallback) + { + Debug.Log("Server is checking for approval."); + if (connectionData.Length > k_MaxConnectPayload) + { + // If connectionData too high, deny immediately to avoid wasting time on the server. This is intended as + // a bit of light protection against DOS attacks that rely on sending silly big buffers of garbage. + connectionApprovedCallback(false, 0, false, null, null); + return; + } + + string payload = System.Text.Encoding.UTF8.GetString(connectionData); + ConnectionPayload connectionPayload = JsonUtility.FromJson(payload); // https://docs.unity3d.com/2020.2/Documentation/Manual/JSONSerialization.html + + // Approval check happens for Host too, but obviously we want it to be approved + if (clientId == NetworkManager.Singleton.LocalClientId) + { + Debug.Log("Client ID corresponds to local object: this is the host"); + + //Storing about the Host relevant data (as a player) + m_Portal.netSessionPlayersDataMap[clientId] = new NetSessionPlayerData(connectionPayload.playerName, clientId, 0); + + connectionApprovedCallback(true, null, true, null, null); + return; + } + + ConnectStatus gameReturnStatus = GetConnectStatus(connectionPayload); + + if (gameReturnStatus == ConnectStatus.Success) + { + + Debug.Log($"New Connection was a success. The new player's name is " + + $"{connectionPayload.playerName}, with GUID {connectionPayload.playerId}"); + + //Storing about the new client relevant data (who is a player) + m_Portal.netSessionPlayersDataMap[clientId] = new NetSessionPlayerData(connectionPayload.playerName, clientId, 0); + DiveScenesManager.Instance.DiverGetsInServerRpc(0, clientId); + + SendServerToClientConnectResult(clientId, gameReturnStatus); + + //Populate our client scene map + //m_ClientSceneMap[clientId] = connectionPayload.clientScene; + + // connection approval will create a player object for you + connectionApprovedCallback(true, null, true, Vector3.zero, Quaternion.identity); + + // m_ConnectionEventPublisher.Publish(new ConnectionEventMessage() { ConnectStatus = ConnectStatus.Success, PlayerName = SessionManager.Instance.GetPlayerData(clientId)?.PlayerName }); + } + else + { + //TODO-FIXME:Netcode Issue #796. We should be able to send a reason and disconnect without a coroutine delay. + //TODO:Netcode: In the future we expect Netcode to allow us to return more information as part of the + //approval callback, so that we can provide more context on a reject. In the meantime we must provide + //the extra information ourselves, and then wait a short time before manually close down the connection. + SendServerToClientConnectResult(clientId, gameReturnStatus); + SendServerToClientSetDisconnectReason(clientId, gameReturnStatus); + //StartCoroutine(WaitToDenyApproval(connectionApprovedCallback)); + //if (m_LobbyServiceFacade.CurrentUnityLobby != null) + //{ + // m_LobbyServiceFacade.RemovePlayerFromLobbyAsync(connectionPayload.playerId, m_LobbyServiceFacade.CurrentUnityLobby.Id); + //} + } + } + + /// + /// Deciphers the connection payload and returns the status of the connection. + /// + /// + /// Connection information from a client. + /// + /// + /// The status of the connection. + /// + ConnectStatus GetConnectStatus(ConnectionPayload connectionPayload) + { + //if (m_Portal.NetManager.ConnectedClientsIds.Count >= CharSelectData.k_MaxLobbyPlayers) + //{ + // return ConnectStatus.ServerFull; + //} + + //if (connectionPayload.isDebug != Debug.isDebugBuild) + //{ + // return ConnectStatus.IncompatibleBuildType; + //} + + //return SessionManager.Instance.IsDuplicateConnection(connectionPayload.playerId) ? + // ConnectStatus.LoggedInAgain : ConnectStatus.Success; + if (m_Portal.CheckPassword(connectionPayload.psw)) + { + Debug.Log("This is a password match"); + return ConnectStatus.Success; + } + else + { + Debug.Log("Password does not match"); + return ConnectStatus.IncorrectPassword; + } + } /// - /// Responsible for the Server->Client custom message of the connection result. + /// Called by when the network is ready. + /// In this case we check the satus of the NetManager. Since this component is only + /// enabled for servers, if the NetManager is not a server, we disable the component. /// - /// id of the client to send to - /// the status to pass to the client - static void SendServerToClientConnectResult(ulong clientID, ConnectStatus status) - { - Debug.Log("Notifying the conneciton results to the client"); - var writer = new FastBufferWriter(sizeof(ConnectStatus), Allocator.Temp); - writer.WriteValueSafe(status); - NetworkManager.Singleton.CustomMessagingManager.SendNamedMessage(nameof(ClientGameNetPortal.ReceiveServerToClientConnectResult_CustomMessage), clientID, writer); - } - } + public void OnNetworkReady() + { + Debug.Log("OnNetworkReady for ServerGameNetPortal componenent"); + if (!m_Portal.NetManager.IsServer) + { + Debug.Log("This NetManager is NOT the server: the component is disabled."); + enabled = false; + } + //else + //{ + // //O__O if adding any event registrations here, please add an unregistration in OnClientDisconnect. + // m_Portal.NetManager.OnClientDisconnectCallback += OnClientDisconnect; + + // if (m_Portal.NetManager.IsHost) + // { + // m_ClientSceneMap[m_Portal.NetManager.LocalClientId] = ServerScene; + // } + //} + } + + /// + /// Sends a DisconnectReason to the indicated client. This should only be done on the server, prior to disconnecting the client. + /// + /// id of the client to send to + /// The reason for the upcoming disconnect. + static void SendServerToClientSetDisconnectReason(ulong clientID, ConnectStatus status) + { + Debug.Log("Notifying the disconnection reason to the client."); + var writer = new FastBufferWriter(sizeof(ConnectStatus), Allocator.Temp); + writer.WriteValueSafe(status); + NetworkManager.Singleton.CustomMessagingManager.SendNamedMessage(nameof(ClientGameNetPortal.ReceiveServerToClientSetDisconnectReason_CustomMessage), clientID, writer); + } + + /// + /// Responsible for the Server->Client custom message of the connection result. + /// + /// id of the client to send to + /// the status to pass to the client + static void SendServerToClientConnectResult(ulong clientID, ConnectStatus status) + { + Debug.Log("Notifying the conneciton results to the client"); + var writer = new FastBufferWriter(sizeof(ConnectStatus), Allocator.Temp); + writer.WriteValueSafe(status); + NetworkManager.Singleton.CustomMessagingManager.SendNamedMessage(nameof(ClientGameNetPortal.ReceiveServerToClientConnectResult_CustomMessage), clientID, writer); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Player/GrabManager.cs b/Assets/Scripts/Player/GrabManager.cs index cf3f7924..baeab8b3 100644 --- a/Assets/Scripts/Player/GrabManager.cs +++ b/Assets/Scripts/Player/GrabManager.cs @@ -3,192 +3,268 @@ using UnityEngine.InputSystem; using UnityEngine.XR.Interaction.Toolkit; using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.PlayerComponents { - public class GrabManager : MonoBehaviour, IRemoteGrab - { - #region - IRemoteGrab Members - - private LeftRightData m_isGrabed; - public LeftRightData isGrabed - { - get => m_isGrabed; - } - - [SerializeField] private LeftRightData m_manageDistance; - public LeftRightData manageDistance - { - get => m_manageDistance; - } - - public XRRayInteractor currentRemoteInteractor { get; set; } - - public GameObject refCurrentController { get; set; } - - [SerializeField] private UnityEvent m_OnPostGrabMovementUpdate; - public UnityEvent OnPostGrabMovementUpdate - { - get => m_OnPostGrabMovementUpdate; - set => m_OnPostGrabMovementUpdate = value; - } - #endregion - - #region - GrabManager Fields - - [Header("Attraction/Repulsion Parameters")] - [Range(2f, 50f)] public float objectMaxDistance = 25f; - [Range(0f, 2f)] public float objectMinDistance = 1f; - public AnimationCurve attractionSpeedCurve; - public AnimationCurve repulsionSpeedCurve; - - private XRBaseInteractable refInteractable; - private bool isReady; - private float objDistance = 0f; - private Vector3 refVelocity = Vector3.zero; - #endregion - - private void Awake() - { - manageDistance.left.action.performed += ManageDistanceLeft; - manageDistance.right.action.performed += ManageDistanceRight; - } - - private void OnDestroy() - { - manageDistance.left.action.performed -= ManageDistanceLeft; - manageDistance.right.action.performed -= ManageDistanceRight; - } - - private void Start() - { - refInteractable = GetComponent(); - } - - private void Update() - { - if (isReady) - { - FollowBeamTranslation(); - m_OnPostGrabMovementUpdate.Invoke(); - } - } + /// + /// The logic behind the remote grab feature. + /// + [RequireComponent(typeof(XRBaseInteractable))] + public class GrabManager : MonoBehaviour, IRemoteGrab + { + #region - IRemoteGrab Members - + /// + /// The field of the property. + /// + private LeftRightData m_isGrabed; - private void ManageDistanceLeft(InputAction.CallbackContext _ctx) - { - if (m_isGrabed.left) - { - Vector2 _das = _ctx.ReadValue(); - if (!IsInDeadZone(_das.y)) - { - ManageDistance(_das.y); - } - } - } + /// + public LeftRightData isGrabed + { + get => m_isGrabed; + } - private void ManageDistanceRight(InputAction.CallbackContext _ctx) - { - if (m_isGrabed.right) - { - Vector2 _das = _ctx.ReadValue(); - if (!IsInDeadZone(_das.y)) - { - ManageDistance(_das.y); - } - } - } + /// + /// The field of the property. + /// + [SerializeField] private LeftRightData m_manageDistance; - /// - /// Logic to translate the object when grabed from a distance. - /// - void FollowBeamTranslation() - { - Vector3 target = objDistance * refCurrentController.transform.forward + - refCurrentController.transform.position; + /// + public LeftRightData manageDistance + { + get => m_manageDistance; + } + + /// + public XRRayInteractor currentRemoteInteractor { get; set; } + + /// + public GameObject refCurrentController { get; set; } + + /// + /// The field of the property. + /// + [SerializeField] private UnityEvent m_OnPostGrabMovementUpdate; + + /// + public UnityEvent OnPostGrabMovementUpdate + { + get => m_OnPostGrabMovementUpdate; + set => m_OnPostGrabMovementUpdate = value; + } + #endregion + + /// + /// The maximum distance an object can be moved away from the controller. + /// + [Header("Attraction/Repulsion Parameters")] + [Range(2f, 50f)] public float objectMaxDistance = 25f; + + /// + /// The minimum distance an object can be moved away from the controller. + /// + [Range(0f, 2f)] public float objectMinDistance = 1f; + + /// + /// The curve controlling the speed of attraction. + /// The value of the curve is evaluated at the linerar interpolation + /// of the current distance between the minimum and maximum distances. + /// + public AnimationCurve attractionSpeedCurve; + + /// + /// The curve controlling the speed of repulsion. + /// The value of the curve is evaluated at the linerar interpolation + /// of the current distance between the minimum and maximum distances. + /// + public AnimationCurve repulsionSpeedCurve; + + /// + /// Reference to the XRBaseInteractable of this gameobject. + /// + /// + /// It is automatically set in the Start() method. + /// + private XRBaseInteractable refInteractable; + + /// + /// A boolean to inform whether grabing is in progress. + /// + private bool isReady; + + /// + /// The distance between the object and the controller. + /// + private float objDistance = 0f; + + /// + /// Reference to the velocity of the movement of the object used for + /// a smooth damp movement. + /// + private Vector3 refVelocity = Vector3.zero; + + private void Awake() + { + manageDistance.left.action.performed += ManageDistanceLeft; + manageDistance.right.action.performed += ManageDistanceRight; + } - transform.position = Vector3.SmoothDamp(transform.position, - target, - ref refVelocity, - 0.3f); - } + private void OnDestroy() + { + manageDistance.left.action.performed -= ManageDistanceLeft; + manageDistance.right.action.performed -= ManageDistanceRight; + } + + private void Start() + { + refInteractable = GetComponent(); + } + + private void Update() + { + if (isReady) + { + FollowBeamTranslation(); + m_OnPostGrabMovementUpdate.Invoke(); + } + } /// - /// A hard coded method returning true if Abs() - /// lower than . Returns false otherwise. + /// Manages the distance between the object and the left controller. + /// Calledback when the action .left is performed. /// - /// Used to clamp Joystick input data since I couldn't - /// make the built-in deadzone work as intended. - private bool IsInDeadZone(float _value, float _threshold = 0.5f) - { - return Mathf.Abs(_value) < _threshold; - } + /// + /// The input context at the time of the callback. + /// It is necessary to statisfy the constraint on the callback signature. + /// Used to retrieve a Vector2. + /// + private void ManageDistanceLeft(InputAction.CallbackContext _ctx) + { + if (m_isGrabed.left) + { + Vector2 _das = _ctx.ReadValue(); + if (!IsInDeadZone(_das.y)) + { + ManageDistance(_das.y); + } + } + } /// - /// Moves the selector forward or backward. + /// Manages the distance between the object and the right controller. + /// Calledback when the action .right is performed. /// - /// If greater than 0 then forward movement; - /// If lower than 0 then backward movement. - private void ManageDistance(float _mvtFactor) - { - float speed; - if (_mvtFactor > 0) - { - speed = repulsionSpeedCurve.Evaluate(objDistance / objectMaxDistance); - } - else - { - speed = attractionSpeedCurve.Evaluate(objDistance / objectMaxDistance); - } - Vector3 target = transform.position + - _mvtFactor * speed * ( - transform.position - refCurrentController.transform.position); - - objDistance = Vector3.Distance(target, refCurrentController.transform.position); - if (objDistance < objectMinDistance || objDistance > objectMaxDistance) - { - target = transform.position; - } - transform.localPosition = Vector3.SmoothDamp( - transform.localPosition, - target, - ref refVelocity, - 0.1f); - } - - #region - IRemoteGrab Methods - - /// - public bool IsGrabed() - { - return m_isGrabed.left || m_isGrabed.right; - } - - /// - public void OnGrab() - { - refCurrentController = refInteractable.selectingInteractor.gameObject; - objDistance = Vector3.Distance(transform.position, - refCurrentController.transform.position); - - if (refInteractable.selectingInteractor == StaticReferencer.Instance.remoteGrabInteractors.left) - { - m_isGrabed.left = true; - } - - if (refInteractable.selectingInteractor == StaticReferencer.Instance.remoteGrabInteractors.right) - { - m_isGrabed.right = true; - } - - isReady = true; - } - - /// - public void OnReleaseGrab() - { - isReady = false; - m_isGrabed.left = false; - m_isGrabed.right = false; - } - - #endregion - } + /// + /// The input context at the time of the callback. + /// It is necessary to statisfy the constraint on the callback signature. + /// Used to retrieve a Vector2. + /// + private void ManageDistanceRight(InputAction.CallbackContext _ctx) + { + if (m_isGrabed.right) + { + Vector2 _das = _ctx.ReadValue(); + if (!IsInDeadZone(_das.y)) + { + ManageDistance(_das.y); + } + } + } + + /// + /// Logic to translate the object when grabed from a distance. + /// + void FollowBeamTranslation() + { + Vector3 target = objDistance * refCurrentController.transform.forward + + refCurrentController.transform.position; + + transform.position = Vector3.SmoothDamp(transform.position, + target, + ref refVelocity, + 0.3f); + } + + /// + /// A hard coded method returning true if Abs() + /// lower than . Returns false otherwise. + /// + /// Used to clamp Joystick input data since I couldn't + /// make the built-in deadzone work as intended. + private bool IsInDeadZone(float _value, float _threshold = 0.5f) + { + return Mathf.Abs(_value) < _threshold; + } + + /// + /// Moves the selector forward or backward. + /// + /// If greater than 0 then forward movement; + /// If lower than 0 then backward movement. + private void ManageDistance(float _mvtFactor) + { + float speed; + if (_mvtFactor > 0) + { + speed = repulsionSpeedCurve.Evaluate(objDistance / objectMaxDistance); + } + else + { + speed = attractionSpeedCurve.Evaluate(objDistance / objectMaxDistance); + } + Vector3 target = transform.position + + _mvtFactor * speed * ( + transform.position - refCurrentController.transform.position); + + objDistance = Vector3.Distance(target, refCurrentController.transform.position); + if (objDistance < objectMinDistance || objDistance > objectMaxDistance) + { + target = transform.position; + } + transform.localPosition = Vector3.SmoothDamp( + transform.localPosition, + target, + ref refVelocity, + 0.1f); + } + + #region - IRemoteGrab Methods - + /// + public bool IsGrabed() + { + return m_isGrabed.left || m_isGrabed.right; + } + + /// + public void OnGrab() + { + refCurrentController = refInteractable.selectingInteractor.gameObject; + objDistance = Vector3.Distance(transform.position, + refCurrentController.transform.position); + + if (refInteractable.selectingInteractor == StaticReferencer.Instance.remoteGrabInteractors.left) + { + m_isGrabed.left = true; + } + + if (refInteractable.selectingInteractor == StaticReferencer.Instance.remoteGrabInteractors.right) + { + m_isGrabed.right = true; + } + + isReady = true; + } + + /// + public void OnReleaseGrab() + { + isReady = false; + m_isGrabed.left = false; + m_isGrabed.right = false; + } + + #endregion + } } diff --git a/Assets/Scripts/Player/GroupsMakingManager.cs b/Assets/Scripts/Player/GroupsMakingManager.cs index 0ba39b82..549a51bc 100644 --- a/Assets/Scripts/Player/GroupsMakingManager.cs +++ b/Assets/Scripts/Player/GroupsMakingManager.cs @@ -6,350 +6,362 @@ using ECellDive.Interfaces; using ECellDive.UI; using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.Data.UI; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.PlayerComponents { - [System.Serializable] - public struct GroupMakingToolsData - { - public int targetLayer; - public float maxDistance; - } - - /// - /// The logic to handle custom groups made by the user with - /// either the discrete or volumetric selectors. - /// - public class GroupsMakingManager : NetworkBehaviour - { - public LeftRightData selection; - public LeftRightData switchSelectionMode; - - public LeftRightData discreteSelector; - public LeftRightData volumetricSelector; - - public LeftRightData inputModeTags; - - public GroupMakingToolsData grpMkgToolsData; - - private LeftRightData> isVolumetric = new LeftRightData> - { - left = new NetworkVariable(false), - right = new NetworkVariable(false) - }; - - public List groupMembers = new List(); - - public override void OnNetworkSpawn() - { - volumetricSelector.left.gameObject.GetComponent().onTriggerEnter += CheckCollision; - volumetricSelector.right.gameObject.GetComponent().onTriggerEnter += CheckCollision; - - selection.left.action.started += TryAddMemberStartLeft; - selection.left.action.canceled += TryAddMemberEndLeft; - selection.right.action.started += TryAddMemberStartRight; - selection.right.action.canceled += TryAddMemberEndRight; - - switchSelectionMode.left.action.performed += SwitchSelectionModeLeft; - switchSelectionMode.right.action.performed += SwitchSelectionModeRight; - - isVolumetric.left.OnValueChanged += ApplySwitchSelectionModeLeft; - isVolumetric.right.OnValueChanged += ApplySwitchSelectionModeRight; - } - - public override void OnNetworkDespawn() - { - volumetricSelector.left.gameObject.GetComponent().onTriggerEnter -= CheckCollision; - volumetricSelector.right.gameObject.GetComponent().onTriggerEnter -= CheckCollision; - - selection.left.action.started -= TryAddMemberStartLeft; - selection.left.action.canceled -= TryAddMemberEndLeft; - selection.right.action.started -= TryAddMemberStartRight; - selection.right.action.canceled -= TryAddMemberEndRight; - - switchSelectionMode.left.action.performed -= SwitchSelectionModeLeft; - switchSelectionMode.right.action.performed -= SwitchSelectionModeRight; - - isVolumetric.left.OnValueChanged -= ApplySwitchSelectionModeLeft; - isVolumetric.right.OnValueChanged -= ApplySwitchSelectionModeRight; - - } - - /// - /// Adds the gameobject to the group. - /// - /// The gameobject to add. - /// The gameobject's IGroupable component. - private void AddMemberToGroup(GameObject _go, IGroupable _goGroupInfo) - { - _goGroupInfo.grpMemberIndex = groupMembers.Count; - groupMembers.Add(_goGroupInfo.delegateTarget); - } - - /// - /// The logic to switch between the discrete and volumetric selection - /// mode for the left controller. - /// - private void ApplySwitchSelectionModeLeft(bool _past, bool _current) - { - if (isVolumetric.left.Value) + [System.Serializable] + public struct GroupMakingToolsData + { + public int targetLayer; + public float maxDistance; + } + + /// + /// The logic to handle custom groups made by the user with + /// either the discrete or volumetric selectors. + /// + public class GroupsMakingManager : NetworkBehaviour + { + public LeftRightData selection; + public LeftRightData switchSelectionMode; + + public LeftRightData discreteSelector; + public LeftRightData volumetricSelector; + + public LeftRightData inputModeTags; + + public GroupMakingToolsData grpMkgToolsData; + + private LeftRightData> isVolumetric = new LeftRightData> + { + left = new NetworkVariable(false), + right = new NetworkVariable(false) + }; + + public List groupMembers = new List(); + + public override void OnNetworkSpawn() + { + volumetricSelector.left.gameObject.GetComponent().onTriggerEnter += CheckCollision; + volumetricSelector.right.gameObject.GetComponent().onTriggerEnter += CheckCollision; + + selection.left.action.started += TryAddMemberStartLeft; + selection.left.action.canceled += TryAddMemberEndLeft; + selection.right.action.started += TryAddMemberStartRight; + selection.right.action.canceled += TryAddMemberEndRight; + + switchSelectionMode.left.action.performed += SwitchSelectionModeLeft; + switchSelectionMode.right.action.performed += SwitchSelectionModeRight; + + isVolumetric.left.OnValueChanged += ApplySwitchSelectionModeLeft; + isVolumetric.right.OnValueChanged += ApplySwitchSelectionModeRight; + } + + public override void OnNetworkDespawn() + { + volumetricSelector.left.gameObject.GetComponent().onTriggerEnter -= CheckCollision; + volumetricSelector.right.gameObject.GetComponent().onTriggerEnter -= CheckCollision; + + selection.left.action.started -= TryAddMemberStartLeft; + selection.left.action.canceled -= TryAddMemberEndLeft; + selection.right.action.started -= TryAddMemberStartRight; + selection.right.action.canceled -= TryAddMemberEndRight; + + switchSelectionMode.left.action.performed -= SwitchSelectionModeLeft; + switchSelectionMode.right.action.performed -= SwitchSelectionModeRight; + + isVolumetric.left.OnValueChanged -= ApplySwitchSelectionModeLeft; + isVolumetric.right.OnValueChanged -= ApplySwitchSelectionModeRight; + + } + + /// + /// Adds the gameobject to the group. + /// + /// The gameobject to add. + /// The gameobject's IGroupable component. + private void AddMemberToGroup(GameObject _go, IGroupable _goGroupInfo) + { + _goGroupInfo.grpMemberIndex = groupMembers.Count; + groupMembers.Add(_goGroupInfo.delegateTarget); + } + + /// + /// The logic to switch between the discrete and volumetric selection + /// mode for the left controller. + /// + private void ApplySwitchSelectionModeLeft(bool _past, bool _current) + { + if (isVolumetric.left.Value) + { + discreteSelector.left.SetActive(false); + volumetricSelector.left.gameObject.SetActive(true); + volumetricSelector.left.ResetTransform(); + inputModeTags.left.SurgeAndShrink("Group Selector:\nVolumetric"); + } + else + { + volumetricSelector.left.gameObject.SetActive(false); + discreteSelector.left.SetActive(true); + inputModeTags.left.SurgeAndShrink("Group Selector:\nDiscrete"); + } + } + + /// + /// The logic to switch between the discrete and volumetric selection + /// mode for the left controller. + /// + private void ApplySwitchSelectionModeRight(bool _past, bool _current) + { + if (isVolumetric.right.Value) + { + discreteSelector.right.SetActive(false); + volumetricSelector.right.gameObject.SetActive(true); + volumetricSelector.right.ResetTransform(); + inputModeTags.right.SurgeAndShrink("Group Selector:\nVolumetric"); + } + else + { + volumetricSelector.right.gameObject.SetActive(false); + discreteSelector.right.SetActive(true); + inputModeTags.right.SurgeAndShrink("Group Selector:\nDiscrete"); + } + } + + [ServerRpc] + public void BroadcastSelectionModeLeftServerRpc() + { + isVolumetric.left.Value = !isVolumetric.left.Value; + } + + [ServerRpc] + public void BroadcastSelectionModeRightServerRpc() + { + isVolumetric.right.Value = !isVolumetric.right.Value; + } + + /// + /// Method to call back when cancelling the creation of a group. + /// + public void CancelGroup() + { + //Reset objects Highlight + for (int i = 0; i < groupMembers.Count; i++) + { + IColorHighlightable highlightable = ToFind.FindComponent(groupMembers[i]); + highlightable.forceHighlight = false; + highlightable.UnsetHighlight(); + } + + //Reset group members list + ResetGroupMemberList(); + } + + /// + /// Tests if the gameobject that collided + /// with the selector being used is part of the target layer and + /// proceeds if it is. + /// + /// The collider we want to check. + public void CheckCollision(Collider _collider) + { + if (IsObjectInTargetLayer(_collider.gameObject)) + { + ManageGroupMembers(_collider.gameObject); + } + } + + /// + /// A utility method to check if the gameobject is + /// part of the . + /// + /// The gamobject to be tested. + /// True if it is in the target layer; false otherwise. + private bool IsObjectInTargetLayer(GameObject _go) + { + XRGrabInteractable interactable = ToFind.FindComponent(_go); + if (interactable != null) + { + int targetLayerMask = 1 << grpMkgToolsData.targetLayer; + return (interactable.interactionLayerMask & targetLayerMask) > 0; + } + return false; + } + + /// + /// The logic to add or remove the gameobject from the + /// group. It is added if it's not in the group and removed it is already in it. + /// + /// The gameobject to add or remove. + private void ManageGroupMembers(GameObject _go) + { + IGroupable groupable = ToFind.FindComponent(_go); + if (groupable != null) + { + IColorHighlightable highlightable = ToFind.FindComponent(_go); + if (groupable.grpMemberIndex == -1) + { + AddMemberToGroup(_go, groupable); + highlightable.forceHighlight = true; + highlightable.SetHighlight(); + } + else + { + RemoveMemberFromGroup(_go, groupable); + highlightable.forceHighlight = false; + highlightable.UnsetHighlight(); + } + + StaticReferencer.Instance.refGroupsMakingUIManager.ManageUIConfirmationCanvas(groupMembers.Count); + } + } + + /// + /// The logic to remove the gameobject from the + /// group. + /// + /// The gameobject to remove. + /// The gameobject's IGroupable component. + private void RemoveMemberFromGroup(GameObject _go, IGroupable _goGroupInfo) + { + groupMembers.RemoveAt(_goGroupInfo.grpMemberIndex); + for (int i = _goGroupInfo.grpMemberIndex; i < groupMembers.Count; i++) + { + IGroupable _groupable = ToFind.FindComponent(groupMembers[i]); + _groupable.grpMemberIndex--; + } + _goGroupInfo.grpMemberIndex = -1; + } + + /// + /// Resets the group data. + /// + private void ResetGroupMemberList() + { + foreach(GameObject _go in groupMembers) + { + IGroupable groupable = ToFind.FindComponent(_go); + groupable.grpMemberIndex = -1; + } + + groupMembers.Clear(); + } + + private void SwitchSelectionModeLeft(InputAction.CallbackContext _ctx) + { + if (IsOwner) + { + BroadcastSelectionModeLeftServerRpc(); + } + } + + private void SwitchSelectionModeRight(InputAction.CallbackContext _ctx) + { + if (IsOwner) + { + BroadcastSelectionModeRightServerRpc(); + } + } + + /// + /// The logic to deactivate the current selector when the + /// selection button is released for the left controller. + /// + private void TryAddMemberEndLeft(InputAction.CallbackContext _ctx) + { + if (isVolumetric.left.Value) + { + volumetricSelector.left.ManageActive(false); + } + } + + /// + /// The logic to deactivate the current selector when the + /// selection button is released for the right controller. + /// + private void TryAddMemberEndRight(InputAction.CallbackContext _ctx) + { + if (isVolumetric.right.Value) + { + volumetricSelector.right.ManageActive(false); + } + } + + /// + /// The logic to activate the current selector when the selection + /// button has just started being pressed for the left controller. + /// + private void TryAddMemberStartLeft(InputAction.CallbackContext _ctx) + { + if (isVolumetric.left.Value) + { + volumetricSelector.left.ManageActive(true); + } + + else + { + RaycastHit hitInfo; + if (Physics.Raycast(discreteSelector.left.transform.position, + discreteSelector.left.transform.forward, + out hitInfo, grpMkgToolsData.maxDistance)) + { + CheckCollision(hitInfo.collider); + } + } + } + + /// + /// The logic to activate the current selector when the selection + /// button has just started being pressed for the right controller. + /// + private void TryAddMemberStartRight(InputAction.CallbackContext _ctx) + { + if (isVolumetric.right.Value) + { + volumetricSelector.right.ManageActive(true); + } + + else + { + RaycastHit hitInfo; + if (Physics.Raycast(discreteSelector.right.transform.position, + discreteSelector.right.transform.forward, + out hitInfo, grpMkgToolsData.maxDistance)) + { + CheckCollision(hitInfo.collider); + } + } + } + + /// + /// The method to callback when validating the creation of the group. + /// + /// + /// The name of the group to be created. + /// + public void ValidateGroup(string _groupName) + { + //Get Highlightables and reset force highlight + IColorHighlightable[] highlitables = new IColorHighlightable[groupMembers.Count]; + for (int i = 0; i < groupMembers.Count; i++) + { + highlitables[i] = ToFind.FindComponent(groupMembers[i]); + highlitables[i].forceHighlight = false; + } + + StaticReferencer.Instance.refGroupsMenu.AddGroupUI(new GroupData { - discreteSelector.left.SetActive(false); - volumetricSelector.left.gameObject.SetActive(true); - volumetricSelector.left.ResetTransform(); - inputModeTags.left.SurgeAndShrink("Group Selector:\nVolumetric"); - } - else - { - volumetricSelector.left.gameObject.SetActive(false); - discreteSelector.left.SetActive(true); - inputModeTags.left.SurgeAndShrink("Group Selector:\nDiscrete"); - } - } - - /// - /// The logic to switch between the discrete and volumetric selection - /// mode for the left controller. - /// - private void ApplySwitchSelectionModeRight(bool _past, bool _current) - { - if (isVolumetric.right.Value) - { - discreteSelector.right.SetActive(false); - volumetricSelector.right.gameObject.SetActive(true); - volumetricSelector.right.ResetTransform(); - inputModeTags.right.SurgeAndShrink("Group Selector:\nVolumetric"); - } - else - { - volumetricSelector.right.gameObject.SetActive(false); - discreteSelector.right.SetActive(true); - inputModeTags.right.SurgeAndShrink("Group Selector:\nDiscrete"); - } - } - - [ServerRpc] - public void BroadcastSelectionModeLeftServerRpc() - { - isVolumetric.left.Value = !isVolumetric.left.Value; - } - - [ServerRpc] - public void BroadcastSelectionModeRightServerRpc() - { - isVolumetric.right.Value = !isVolumetric.right.Value; - } - - /// - /// Method to call back when cancelling the creation of a group. - /// - public void CancelGroup() - { - //Reset objects Highlight - for (int i = 0; i < groupMembers.Count; i++) - { - IColorHighlightable highlightable = ToFind.FindComponent(groupMembers[i]); - highlightable.forceHighlight = false; - highlightable.UnsetHighlight(); - } - - //Reset group members list - ResetGroupMemberList(); - } - - /// - /// Tests if the gameobject that collided - /// with the selector being used is part of the target layer and - /// proceeds if it is. - /// - /// The collider we want to check. - public void CheckCollision(Collider _collider) - { - if (IsObjectInTargetLayer(_collider.gameObject)) - { - ManageGroupMembers(_collider.gameObject); - } - } - - /// - /// A utility method to check if the gameobject is - /// part of the . - /// - /// The gamobject to be tested. - /// True if it is in the target layer; false otherwise. - private bool IsObjectInTargetLayer(GameObject _go) - { - XRGrabInteractable interactable = ToFind.FindComponent(_go); - if (interactable != null) - { - int targetLayerMask = 1 << grpMkgToolsData.targetLayer; - return (interactable.interactionLayerMask & targetLayerMask) > 0; - } - return false; - } - - /// - /// The logic to add or remove the gameobject from the - /// group. It is added if it's not in the group and removed it is already in it. - /// - /// The gameobject to add or remove. - private void ManageGroupMembers(GameObject _go) - { - IGroupable groupable = ToFind.FindComponent(_go); - if (groupable != null) - { - IColorHighlightable highlightable = ToFind.FindComponent(_go); - if (groupable.grpMemberIndex == -1) - { - AddMemberToGroup(_go, groupable); - highlightable.forceHighlight = true; - highlightable.SetHighlight(); - } - else - { - RemoveMemberFromGroup(_go, groupable); - highlightable.forceHighlight = false; - highlightable.UnsetHighlight(); - } - - StaticReferencer.Instance.refGroupsMakingUIManager.ManageUIConfirmationCanvas(groupMembers.Count); - } - } - - /// - /// The logic to remove the gameobject from the - /// group. - /// - /// The gameobject to remove. - /// The gameobject's IGroupable component. - private void RemoveMemberFromGroup(GameObject _go, IGroupable _goGroupInfo) - { - groupMembers.RemoveAt(_goGroupInfo.grpMemberIndex); - for (int i = _goGroupInfo.grpMemberIndex; i < groupMembers.Count; i++) - { - IGroupable _groupable = ToFind.FindComponent(groupMembers[i]); - _groupable.grpMemberIndex--; - } - _goGroupInfo.grpMemberIndex = -1; - } - - /// - /// Resets the group data. - /// - private void ResetGroupMemberList() - { - foreach(GameObject _go in groupMembers) - { - IGroupable groupable = ToFind.FindComponent(_go); - groupable.grpMemberIndex = -1; - } - - groupMembers.Clear(); - } - - private void SwitchSelectionModeLeft(InputAction.CallbackContext _ctx) - { - if (IsOwner) - { - BroadcastSelectionModeLeftServerRpc(); - } - } - - private void SwitchSelectionModeRight(InputAction.CallbackContext _ctx) - { - if (IsOwner) - { - BroadcastSelectionModeRightServerRpc(); - } - } - - /// - /// The logic to deactivate the current selector when the - /// selection button is released for the left controller. - /// - private void TryAddMemberEndLeft(InputAction.CallbackContext _ctx) - { - if (isVolumetric.left.Value) - { - volumetricSelector.left.ManageActive(false); - } - } - - /// - /// The logic to deactivate the current selector when the - /// selection button is released for the right controller. - /// - private void TryAddMemberEndRight(InputAction.CallbackContext _ctx) - { - if (isVolumetric.right.Value) - { - volumetricSelector.right.ManageActive(false); - } - } - - /// - /// The logic to activate the current selector when the selection - /// button has just started being pressed for the left controller. - /// - private void TryAddMemberStartLeft(InputAction.CallbackContext _ctx) - { - if (isVolumetric.left.Value) - { - volumetricSelector.left.ManageActive(true); - } - - else - { - RaycastHit hitInfo; - if (Physics.Raycast(discreteSelector.left.transform.position, - discreteSelector.left.transform.forward, - out hitInfo, grpMkgToolsData.maxDistance)) - { - CheckCollision(hitInfo.collider); - } - } - } - - /// - /// The logic to activate the current selector when the selection - /// button has just started being pressed for the right controller. - /// - private void TryAddMemberStartRight(InputAction.CallbackContext _ctx) - { - if (isVolumetric.right.Value) - { - volumetricSelector.right.ManageActive(true); - } - - else - { - RaycastHit hitInfo; - if (Physics.Raycast(discreteSelector.right.transform.position, - discreteSelector.right.transform.forward, - out hitInfo, grpMkgToolsData.maxDistance)) - { - CheckCollision(hitInfo.collider); - } - } - } - - /// - /// The method to callback when validating the creation of the group. - /// - public void ValidateGroup() - { - //Get Highlightables and reset force highlight - IColorHighlightable[] highlitables = new IColorHighlightable[groupMembers.Count]; - for (int i = 0; i < groupMembers.Count; i++) - { - highlitables[i] = ToFind.FindComponent(groupMembers[i]); - highlitables[i].forceHighlight = false; - } - - StaticReferencer.Instance.refGroupsMakingUIManager.NewGroupUiElement(highlitables); + value = _groupName, + color = Random.ColorHSV(), + members = highlitables + }, + 0); //Reset group members list ResetGroupMemberList(); - } - } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Player/MovementManager.cs b/Assets/Scripts/Player/MovementManager.cs index 4f4d4d0a..cf7eeafa 100644 --- a/Assets/Scripts/Player/MovementManager.cs +++ b/Assets/Scripts/Player/MovementManager.cs @@ -1,281 +1,370 @@ using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Utility; -using ECellDive.Interfaces; using ECellDive.UI; +using ECellDive.Utility.Data.PlayerComponents; namespace ECellDive.PlayerComponents { - [System.Serializable] - public struct MovementActionData - { - public InputActionReference movement; - public InputActionReference cursorController; - public InputActionReference switchMovementMode; - public InputActionReference controllerPosition; - } - - [System.Serializable] - public struct TeleportationMovementData - { - public GameObject teleportationReticle; - public Vector3 defaultReticlePosition; - public float reticleMovementSpeed; - public LineRenderer teleportationLine; - public float minTeleportationDistance; - public float maxTeleportationDistance; - } - - [System.Serializable] - public struct ContinousMovementData - { - public AnchoredContinousMoveHelper directionHelper; - public Vector3 defaultPosition; - public Vector3 deadZone; - public float speed; - } - - public class MovementManager : NetworkBehaviour - { - public GameObject refXRRig; - - public MovementActionData movementActionData; - - public TeleportationMovementData teleportationData; - private Vector3 reticleVelocity = Vector3.zero; - private NetworkVariable reticlePosition = new NetworkVariable(default, - default, NetworkVariableWritePermission.Owner); - - public ContinousMovementData continousMovementData; - private NetworkVariableisContinuous = new NetworkVariable(false); - private bool doContinousMove = false; - private Vector3 continousVelocity = Vector3.zero; - - public SurgeAndShrinkInfoTag inputModeTag; - - public override void OnNetworkSpawn() - { - movementActionData.movement.action.started += TryMoveStart; - movementActionData.movement.action.canceled += TryMoveEnd; - movementActionData.switchMovementMode.action.performed += SwitchMovementMode; - movementActionData.cursorController.action.performed += ReticleUpdate; - - isContinuous.OnValueChanged += ApplyControllerMvtMode; - reticlePosition.OnValueChanged += ApplyReticlePosition; - } - - public override void OnNetworkDespawn() - { - movementActionData.movement.action.started -= TryMoveStart; - movementActionData.movement.action.canceled -= TryMoveEnd; - movementActionData.switchMovementMode.action.performed -= SwitchMovementMode; - movementActionData.cursorController.action.performed -= ReticleUpdate; - - isContinuous.OnValueChanged -= ApplyControllerMvtMode; - reticlePosition.OnValueChanged -= ApplyReticlePosition; - } - - private void OnEnable() - { - ResetTeleportationTools(); - ResetContinousMoveHelper(); - } - - private void FixedUpdate() - { - if (doContinousMove) - { - ContinousMove(); - } - } - - private void ApplyControllerMvtMode(bool previous, bool current) - { - if (isContinuous.Value) - { - teleportationData.teleportationLine.enabled = false; - teleportationData.teleportationReticle.SetActive(false); - - //Placing the helper - continousMovementData.directionHelper.gameObject.SetActive(true); - ResetContinousMoveHelper(); - continousMovementData.directionHelper.SetSphereScale(2 * continousMovementData.deadZone); - - inputModeTag.SurgeAndShrink("Movement Mode:\nContinous"); - } - else - { - teleportationData.teleportationLine.enabled = true; - teleportationData.teleportationReticle.SetActive(true); - ResetTeleportationTools(); - - //Placing the helper - continousMovementData.directionHelper.gameObject.SetActive(false); - - inputModeTag.SurgeAndShrink("Movement Mode:\nTeleportation"); - } - } - - private void ApplyReticlePosition(Vector3 previous, Vector3 current) - { - if (!IsOwner) - { - teleportationData.teleportationReticle.transform.localPosition = reticlePosition.Value; - ResetTeleportationLine(); - } - } - - [ServerRpc] - public void BroadcastControllerMvtModeServerRpc() - { - isContinuous.Value = !isContinuous.Value; - } + /// + /// The logic behind the movement feature. Handles switching between + /// teleportation and continous movement. + /// + public class MovementManager : NetworkBehaviour + { + /// + /// Reference to the gameobject encapsulating the XRRig of the player + /// + public GameObject refXRRig; + + /// + /// The struct to store the data related to the movement action. + /// + public MovementActionData movementActionData; + + /// + /// The struct to store the data related to the teleportation feature. + /// + public TeleportationMovementData teleportationData; + + /// + /// A buffer for the velocity of the reticle. + /// + private Vector3 reticleVelocity = Vector3.zero; + + /// + /// The position of the reticle. + /// + /// + /// This variable is synchronized across the multiplayer network. + /// + private NetworkVariable reticlePosition = new NetworkVariable(default, + default, NetworkVariableWritePermission.Owner); + + /// + /// The struct to store the data related to the continous movement feature. + /// + public ContinousMovementData continousMovementData; + + /// + /// Boolean to inform whether the continous movement used over the teleportation. + /// + /// + /// This variable is synchronized across the multiplayer network. + /// + private NetworkVariableisContinuous = new NetworkVariable(false); + + /// + /// Boolean to inform whether the continous movement is currently being used. + /// + private bool doContinousMove = false; + + /// + /// A buffer for the velocity of the continous movement in the 3D space. + /// + private Vector3 continousVelocity = Vector3.zero; + + /// + /// Reference to the component defininf the behaviour of the input information tag. + /// Used to display the movement mode the user is switching to. + /// + public SurgeAndShrinkInfoTag inputModeTag; + + public override void OnNetworkSpawn() + { + movementActionData.movement.action.started += TryMoveStart; + movementActionData.movement.action.canceled += TryMoveEnd; + movementActionData.switchMovementMode.action.performed += SwitchMovementMode; + movementActionData.cursorController.action.performed += ReticleUpdate; + + isContinuous.OnValueChanged += ApplyControllerMvtMode; + reticlePosition.OnValueChanged += ApplyReticlePosition; + } + + public override void OnNetworkDespawn() + { + movementActionData.movement.action.started -= TryMoveStart; + movementActionData.movement.action.canceled -= TryMoveEnd; + movementActionData.switchMovementMode.action.performed -= SwitchMovementMode; + movementActionData.cursorController.action.performed -= ReticleUpdate; + + isContinuous.OnValueChanged -= ApplyControllerMvtMode; + reticlePosition.OnValueChanged -= ApplyReticlePosition; + } + + private void OnEnable() + { + ResetTeleportationTools(); + ResetContinousMoveHelper(); + } + + private void FixedUpdate() + { + if (doContinousMove) + { + ContinousMove(); + } + } + + /// + /// Handles the switch between the teleportation and continous movement. + /// Called back when the value of changes. + /// + /// + /// The previous value of . + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + /// + /// The newly assigned value of . + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + private void ApplyControllerMvtMode(bool previous, bool current) + { + if (isContinuous.Value) + { + teleportationData.teleportationLine.enabled = false; + teleportationData.teleportationReticle.SetActive(false); + + //Placing the helper + continousMovementData.directionHelper.gameObject.SetActive(true); + ResetContinousMoveHelper(); + continousMovementData.directionHelper.SetSphereScale(2 * continousMovementData.deadZone); + + inputModeTag.SurgeAndShrink("Movement Mode:\nContinous"); + } + else + { + teleportationData.teleportationLine.enabled = true; + teleportationData.teleportationReticle.SetActive(true); + ResetTeleportationTools(); + + //Placing the helper + continousMovementData.directionHelper.gameObject.SetActive(false); + + inputModeTag.SurgeAndShrink("Movement Mode:\nTeleportation"); + } + } + + /// + /// Corrects the position of the teleportation line based on the reticle + /// position for every replicated client. + /// Called back when the value of changes. + /// + /// + /// The previous value of . + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + /// + /// The newly assigned value of . + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + private void ApplyReticlePosition(Vector3 previous, Vector3 current) + { + if (!IsOwner) + { + teleportationData.teleportationReticle.transform.localPosition = reticlePosition.Value; + ResetTeleportationLine(); + } + } + + /// + /// Notifies the server that the user wants to switch between the teleportation + /// and continous movement. + /// + [ServerRpc] + public void BroadcastControllerMvtModeServerRpc() + { + isContinuous.Value = !isContinuous.Value; + } + + /// + /// Moves the user's XRRig in the direction where the controller is relatively to its + /// position at the start of the grabbing. + /// + private void ContinousMove() + { + Vector3 dir = (movementActionData.controllerPosition.action.ReadValue() - + continousMovementData.directionHelper.transform.localPosition); + + //Handling the Helper + Vector3 dirInHelperSpace = continousMovementData.directionHelper.gameObject.transform.InverseTransformDirection(dir); + continousMovementData.directionHelper.SetLinesEndPositions(dirInHelperSpace); + continousMovementData.directionHelper.CheckValidity(dirInHelperSpace, continousMovementData.deadZone); + + Vector3 dir_corr = Vector3.zero; + + if (Mathf.Abs(dirInHelperSpace.x) > continousMovementData.deadZone.x) + { + dir_corr.x = dirInHelperSpace.x; + } + + if (Mathf.Abs(dirInHelperSpace.y) > continousMovementData.deadZone.y) + { + dir_corr.y = dirInHelperSpace.y; + } + + if (Mathf.Abs(dirInHelperSpace.z) > continousMovementData.deadZone.z) + { + dir_corr.z = dirInHelperSpace.z; + } + + Vector3 target = refXRRig.transform.position + continousMovementData.speed * ( + dir_corr.x * continousMovementData.directionHelper.gameObject.transform.right + + dir_corr.y * continousMovementData.directionHelper.gameObject.transform.up + + dir_corr.z * continousMovementData.directionHelper.gameObject.transform.forward); + + refXRRig.transform.position = Vector3.SmoothDamp( + refXRRig.transform.position, + target, + ref continousVelocity, + 0.1f); + } + + /// + /// Checks whether Abs() lower than + /// . Returns false otherwise. + /// + /// + /// Used to clamp Joystick input data since we couldn't + /// make the built-in deadzone work as intended. + /// + private bool IsInDeadZone(float _value, float _threshold = 0.5f) + { + return Mathf.Abs(_value) < _threshold; + } + + /// + /// Moves the selector forward or backward. + /// + /// + /// If greater than 0 then forward movement; + /// If lower than 0 then backward movement. + /// + private void ManageDistance(float _mvtFactor) + { + if (IsOwner) + { + Vector3 target = teleportationData.teleportationReticle.transform.localPosition + + _mvtFactor * teleportationData.reticleMovementSpeed * Vector3.forward; + + float _d = (target - teleportationData.defaultReticlePosition).z; + if (_d < teleportationData.minTeleportationDistance) + { + target = teleportationData.teleportationReticle.transform.localPosition; + } + if (_d > teleportationData.maxTeleportationDistance) + { + target = teleportationData.teleportationReticle.transform.localPosition; + } + teleportationData.teleportationReticle.transform.localPosition = Vector3.SmoothDamp( + teleportationData.teleportationReticle.transform.localPosition, + target, + ref reticleVelocity, + 0.1f); + reticlePosition.Value = teleportationData.teleportationReticle.transform.localPosition; + ResetTeleportationLine(); + } + } /// - /// Moves the object in the direction where the controller is relatively to its - /// position at the start of the grabbing. + /// Resets data of the .directionHelper. /// - private void ContinousMove() - { - Vector3 dir = (movementActionData.controllerPosition.action.ReadValue() - - continousMovementData.directionHelper.transform.localPosition); - - //Handling the Helper - Vector3 dirInHelperSpace = continousMovementData.directionHelper.gameObject.transform.InverseTransformDirection(dir); - continousMovementData.directionHelper.SetLinesEndPositions(dirInHelperSpace); - continousMovementData.directionHelper.CheckValidity(dirInHelperSpace, continousMovementData.deadZone); - - Vector3 dir_corr = Vector3.zero; - - if (Mathf.Abs(dirInHelperSpace.x) > continousMovementData.deadZone.x) - { - dir_corr.x = dirInHelperSpace.x; - } - - if (Mathf.Abs(dirInHelperSpace.y) > continousMovementData.deadZone.y) - { - dir_corr.y = dirInHelperSpace.y; - } - - if (Mathf.Abs(dirInHelperSpace.z) > continousMovementData.deadZone.z) - { - dir_corr.z = dirInHelperSpace.z; - } - - Vector3 target = refXRRig.transform.position + continousMovementData.speed * ( - dir_corr.x * continousMovementData.directionHelper.gameObject.transform.right + - dir_corr.y * continousMovementData.directionHelper.gameObject.transform.up + - dir_corr.z * continousMovementData.directionHelper.gameObject.transform.forward); - - refXRRig.transform.position = Vector3.SmoothDamp( - refXRRig.transform.position, - target, - ref continousVelocity, - 0.1f); - } - - /// - /// A hard coded method returning true if Abs() - /// lower than . Returns false otherwise. - /// - /// Used to clamp Joystick input data since I couldn't - /// make the built-in deadzone work as intended. - private bool IsInDeadZone(float _value, float _threshold = 0.5f) - { - return Mathf.Abs(_value) < _threshold; - } - - /// - /// Moves the selector forward or backward. - /// - /// If greater than 0 then forward movement; - /// If lower than 0 then backward movement. - private void ManageDistance(float _mvtFactor) - { - if (IsOwner) - { - Vector3 target = teleportationData.teleportationReticle.transform.localPosition + - _mvtFactor * teleportationData.reticleMovementSpeed * Vector3.forward; - - float _d = (target - teleportationData.defaultReticlePosition).z; - if (_d < teleportationData.minTeleportationDistance) - { - target = teleportationData.teleportationReticle.transform.localPosition; - } - if (_d > teleportationData.maxTeleportationDistance) - { - target = teleportationData.teleportationReticle.transform.localPosition; - } - teleportationData.teleportationReticle.transform.localPosition = Vector3.SmoothDamp( - teleportationData.teleportationReticle.transform.localPosition, - target, - ref reticleVelocity, - 0.1f); - reticlePosition.Value = teleportationData.teleportationReticle.transform.localPosition; - ResetTeleportationLine(); - } - } - private void ResetContinousMoveHelper() - { - continousMovementData.directionHelper.gameObject.transform.localPosition = Vector3.zero; - continousMovementData.directionHelper.SetLinesEndPositions(2*continousMovementData.deadZone); - continousMovementData.directionHelper.gameObject.transform.localRotation = Quaternion.identity; - } - - private void ResetTeleportationTools() - { - teleportationData.teleportationReticle.transform.localPosition = teleportationData.defaultReticlePosition; - ResetTeleportationLine(); - } - - private void ResetTeleportationLine() - { - teleportationData.teleportationLine.SetPosition(1, teleportationData.teleportationReticle.transform.localPosition); - } - - /// - /// Manages the data from the Joystick and processes it to - /// move the gameobject and scale it. - /// - private void ReticleUpdate(InputAction.CallbackContext _ctx) - { - Vector2 _das = _ctx.ReadValue(); - if (!IsInDeadZone(_das.y)) - { - ManageDistance(_das.y); - } - } - - private void SwitchMovementMode(InputAction.CallbackContext _ctx) - { - if (IsOwner) - { - BroadcastControllerMvtModeServerRpc(); - } - } - - private void TryMoveEnd(InputAction.CallbackContext _ctx) - { - if (isContinuous.Value) - { - doContinousMove = false; - continousMovementData.directionHelper.gameObject.transform.parent = gameObject.transform; - ResetContinousMoveHelper(); - } - } - private void TryMoveStart(InputAction.CallbackContext _ctx) - { - if (isContinuous.Value) - { - doContinousMove = true; - continousMovementData.directionHelper.gameObject.transform.parent = refXRRig.transform; - } - else - { - refXRRig.transform.position = teleportationData.teleportationReticle.transform.position; - } - } - } + { + continousMovementData.directionHelper.gameObject.transform.localPosition = Vector3.zero; + continousMovementData.directionHelper.SetLinesEndPositions(2*continousMovementData.deadZone); + continousMovementData.directionHelper.gameObject.transform.localRotation = Quaternion.identity; + } + + /// + /// Resets data of the teleportation tools. + /// + private void ResetTeleportationTools() + { + teleportationData.teleportationReticle.transform.localPosition = teleportationData.defaultReticlePosition; + ResetTeleportationLine(); + } + + /// + /// Resets the end of the teleportation line to the position of the reticle. + /// + private void ResetTeleportationLine() + { + teleportationData.teleportationLine.SetPosition(1, teleportationData.teleportationReticle.transform.localPosition); + } + + /// + /// Manages the data from the Joystick and processes it to + /// move the gameobject and scale it. + /// + private void ReticleUpdate(InputAction.CallbackContext _ctx) + { + Vector2 _das = _ctx.ReadValue(); + if (!IsInDeadZone(_das.y)) + { + ManageDistance(_das.y); + } + } + + /// + /// Switches the movement mode between teleportation and continous movement. + /// Called back when the switch movement mode action is performed. + /// + /// + /// The context of the input action at the time of the callback. + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + private void SwitchMovementMode(InputAction.CallbackContext _ctx) + { + if (IsOwner) + { + BroadcastControllerMvtModeServerRpc(); + } + } + + /// + /// Handles needed reset when the user stops moving. + /// Called back when the movement action is canceled. + /// + /// + /// The context of the input action at the time of the callback. + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + private void TryMoveEnd(InputAction.CallbackContext _ctx) + { + if (isContinuous.Value) + { + doContinousMove = false; + continousMovementData.directionHelper.gameObject.transform.parent = gameObject.transform; + ResetContinousMoveHelper(); + } + } + + /// + /// Handles some data initialization when the user starts moving. + /// + /// + /// The context of the input action at the time of the callback. + /// It is necessary to statisfy the constraint on the callback signature but + /// we are not using it. + /// + private void TryMoveStart(InputAction.CallbackContext _ctx) + { + if (isContinuous.Value) + { + doContinousMove = true; + continousMovementData.directionHelper.gameObject.transform.parent = refXRRig.transform; + } + else + { + refXRRig.transform.position = teleportationData.teleportationReticle.transform.position; + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Player/Player.cs b/Assets/Scripts/Player/Player.cs index 5017eadf..c466bbf4 100644 --- a/Assets/Scripts/Player/Player.cs +++ b/Assets/Scripts/Player/Player.cs @@ -7,23 +7,39 @@ namespace ECellDive.PlayerComponents { + /// + /// The logic behind the player gameobject. + /// public class Player : NetworkBehaviour, INamed, IMlprVisibility { + /// + /// The gameobject encapsulating the head of the player. + /// [Header("Visibility objects")] public GameObject head; + + /// + /// The gameobject encapsulating the controllers of the player. + /// public GameObject rootControllers; #region - INamed Members - + /// + /// The field of the property. + /// [Header("Name")] [SerializeField] private GameObject m_nameTextFieldContainer; + + /// public GameObject nameTextFieldContainer { get => m_nameTextFieldContainer; private set => m_nameTextFieldContainer = value; } + /// public TextMeshProUGUI nameField { get; @@ -32,13 +48,19 @@ public TextMeshProUGUI nameField #endregion #region - IMlrpVisibility Members - + /// + /// The field of the property. + /// private NetworkVariable m_isActivated = new NetworkVariable(true); + + /// public NetworkVariable isActivated { get => m_isActivated; protected set => m_isActivated = value; } #endregion + public override void OnNetworkDespawn() { base.OnNetworkDespawn(); @@ -54,13 +76,17 @@ public override void OnNetworkSpawn() NetworkManager.Singleton.OnClientConnectedCallback += HandleNameTargetCamera; } - [ClientRpc] - private void HandleNameTargetCameraClientRpc() - { - Debug.Log($"Local player camera={NetworkManager.Singleton.LocalClient.PlayerObject.GetComponent()}"); - Debug.Log($"Replicated Copy ILookAt={m_nameTextFieldContainer.GetComponent()}"); - } - + /// + /// Instructs replicated players to have its + /// name canvas face the camera of the local player. + /// + /// + /// Network reference (to be converted to GameObject) of the player which + /// we want to have its name canvas face the camera of the local player. + /// + /// + /// The client RPC params that allows to reach specific clients. + /// [ClientRpc] private void HandleNameTargetCameraClientRpc(NetworkObjectReference _playerObj, ClientRpcParams _clientRpcParams) { @@ -68,15 +94,22 @@ private void HandleNameTargetCameraClientRpc(NetworkObjectReference _playerObj, GameObject playerGO = _playerObj; Debug.Log($"Replicated Copy ILookAt={playerGO.GetComponentInChildren()}", playerGO); playerGO.GetComponentInChildren().SetTargets(NetworkManager.Singleton.LocalClient.PlayerObject.gameObject.GetComponentInChildren().transform); + } - } - + /// + /// Sends various orders between the clients to have each the name of replicated + /// player copy of each local client face the camera of the local player. + /// Called back when a new client connects to the server. + /// + /// + /// The id of the client that just connected to the server. + /// private void HandleNameTargetCamera(ulong _expeditorClientId) { if (IsServer) { ClientRpcParams clientRpcParams; - ulong[] expeditorClientId = new ulong[1] { _expeditorClientId }; + ulong[] expeditorClientId = new ulong[1] { _expeditorClientId }; ulong[] otherClientId = new ulong[NetworkManager.Singleton.ConnectedClientsIds.Count - 1]; NetworkObjectReference netObjRef; @@ -94,34 +127,55 @@ private void HandleNameTargetCamera(ulong _expeditorClientId) TargetClientIds = expeditorClientId } }; - netObjRef = NetworkManager.Singleton.ConnectedClients[_clientId].PlayerObject; + netObjRef = NetworkManager.Singleton.ConnectedClients[_clientId].PlayerObject; HandleNameTargetCameraClientRpc(netObjRef, clientRpcParams); - otherClientId[i] = _clientId; + otherClientId[i] = _clientId; i++; - } + } } //Send the order to the replicated copy of the expeditor client in the already connected //clients environment to face the camera of the local player (other client) - clientRpcParams = new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = otherClientId - } - }; - netObjRef = NetworkManager.Singleton.ConnectedClients[_expeditorClientId].PlayerObject; - HandleNameTargetCameraClientRpc(netObjRef, clientRpcParams); - } + clientRpcParams = new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = otherClientId + } + }; + netObjRef = NetworkManager.Singleton.ConnectedClients[_expeditorClientId].PlayerObject; + HandleNameTargetCameraClientRpc(netObjRef, clientRpcParams); + } } + /// + /// Assigns a name that has transited in the network to the name field + /// of this player object. + /// + /// + /// The new name of the player. + /// [ClientRpc] private void ReceiveNameClientRpc(byte[] _name) { SetName(System.Text.Encoding.UTF8.GetString(_name)); } + /// + /// Assigns a name to a replicated copy of a player object in target + /// clients session. + /// + /// + /// The reference to the replicated copy of the player object which we + /// want to assign a name to. + /// + /// + /// The name to assign to the replicated copy of the player object. + /// + /// + /// The client RPC params that allows to reach specific clients. + /// [ClientRpc] private void ReceiveNameClientRpc(NetworkObjectReference _playerObj, byte[] _name, ClientRpcParams _clientRpcParams) { @@ -129,6 +183,14 @@ private void ReceiveNameClientRpc(NetworkObjectReference _playerObj, byte[] _nam playerGO.GetComponent().SetName(System.Text.Encoding.UTF8.GetString(_name)); } + /// + /// Send the name of the local player for distribution to the + /// other clients. + /// Called back when a new client connects to the server. + /// + /// + /// The id of the client that just connected to the server. + /// private void ExchangeNames(ulong _clientId) { string _nameStr = GameNetPortal.Instance.settings.playerName; @@ -136,6 +198,16 @@ private void ExchangeNames(ulong _clientId) ExchangeNamesServerRpc(_nameB, _clientId); } + /// + /// Notifies the server that a client wants to exchange names with + /// other clients. + /// + /// + /// The name of the client that expedited the request + /// + /// + /// The id of the client that expedited the request. + /// [ServerRpc(RequireOwnership = false)] private void ExchangeNamesServerRpc(byte[] _nameB, ulong _expeditorClientId) { @@ -197,11 +269,13 @@ public void ShowName() #endregion #region - IMlrpVisibility Methods - + /// public virtual void ManageActivationStatus(bool _previous, bool _current) { gameObject.SetActive(isActivated.Value); } + /// public virtual void NetHide() { Debug.Log($"{NetworkManager.Singleton.LocalClientId} becomes invisible"); @@ -212,12 +286,14 @@ public virtual void NetHide() rootControllers.SetActive(false); } + /// [ClientRpc] public virtual void NetHideClientRpc(ClientRpcParams _clientRpcParams) { NetHide(); } + /// public virtual void NetShow() { Debug.Log($"{NetworkManager.Singleton.LocalClientId} becomes visible"); @@ -231,12 +307,14 @@ public virtual void NetShow() rootControllers.SetActive(true); } + /// [ClientRpc] public virtual void NetShowClientRpc(ClientRpcParams _clientRpcParams) { NetShow(); } + /// [ServerRpc(RequireOwnership = false)] public void RequestSetActiveServerRpc(bool _active) { diff --git a/Assets/Scripts/Portal/PortalManager.cs b/Assets/Scripts/Portal/PortalManager.cs index f3cd796f..01bc63da 100644 --- a/Assets/Scripts/Portal/PortalManager.cs +++ b/Assets/Scripts/Portal/PortalManager.cs @@ -5,240 +5,320 @@ using ECellDive.Interfaces; using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Portal { - public class PortalManager : MonoBehaviour, IHighlightable, IFocus - { - #region - Highlightable Members - - private bool m_forceHighlight = false; - public bool forceHighlight - { - get => m_forceHighlight; - set => m_forceHighlight = value; - } - #endregion - - public bool hideOnStart; - - private bool isHighlighted = false; - public Vector3 baseScale = Vector3.one; - public Vector3 basePosition = Vector3.one; - [Range(1, 2)] public float highlightScaleFactor = 1.25f; - private ParticleSystem refParticleSystem; - private ParticleSystem.EmissionModule emissionModule; - - public Color defaultPortalColor; - public Color defaultOutlineColor; - [SerializeField] private Renderer[] renderers; - private MaterialPropertyBlock mpb; - private int colorID; - - [SerializeField] private LeftRightData m_diveActions; - public LeftRightData diveActions - { - get => m_diveActions; - set => m_diveActions = value; - } - - private bool m_isFocused; - public bool isFocused - { - get => m_isFocused; - set => m_isFocused = value; - } - - private LeftRightData diveActionPressed; - - private IDive refDivableData; - - private void Awake() - { - diveActions.left.action.started += ctx => diveActionPressed.left = true; - diveActions.left.action.started += SendHapticImpulse; - diveActions.left.action.performed += TryDiveIn; - diveActions.left.action.canceled += CancelHapticImpulse; - - diveActions.right.action.started += ctx => diveActionPressed.right = true; - diveActions.right.action.started += SendHapticImpulse; - diveActions.right.action.performed += TryDiveIn; - diveActions.right.action.canceled += CancelHapticImpulse; - - refParticleSystem = GetComponentInChildren(); - emissionModule = refParticleSystem.emission; - - refDivableData = GetComponentInParent(); - - transform.localPosition = basePosition; - - if (hideOnStart) - { - gameObject.SetActive(false); - } - } - - private void OnDestroy() - { - diveActions.left.action.started -= ctx => diveActionPressed.left = true; - diveActions.left.action.started -= SendHapticImpulse; - diveActions.left.action.performed -= TryDiveIn; - diveActions.left.action.canceled -= CancelHapticImpulse; - - diveActions.right.action.started -= ctx => diveActionPressed.right = true; - diveActions.right.action.started -= SendHapticImpulse; - diveActions.right.action.performed -= TryDiveIn; - diveActions.right.action.canceled -= CancelHapticImpulse; - } - - private void OnEnable() - { - mpb = new MaterialPropertyBlock(); - colorID = Shader.PropertyToID("_Color"); - mpb.SetVector(colorID, defaultPortalColor); - renderers[0].SetPropertyBlock(mpb);//portal - - mpb.SetVector(colorID, defaultOutlineColor); - renderers[1].SetPropertyBlock(mpb);//outline - } - - /// - /// Sends an "intensity-zero" haptic impulse to the controllers which effectively - /// cancels the previous impulse, if any. - /// - private void CancelHapticImpulse(InputAction.CallbackContext _ctx) - { - if (m_isFocused) - { - ActionBasedController left = StaticReferencer.Instance.riControllersGO.left.GetComponent(); - ActionBasedController right = StaticReferencer.Instance.riControllersGO.right.GetComponent(); - - if (diveActionPressed.left) - { - left.SendHapticImpulse(0f, 1f); - } - - if (diveActionPressed.right) - { - right.SendHapticImpulse(0f, 1f); - } - } - diveActionPressed.right = false; - diveActionPressed.left = false; - } - - /// - /// Coroutine-based animation to smooth a scale up of the portal. - /// - /// Used in SetHighlight. - private IEnumerator ScaleUpC() - { - Vector3 targetScale = highlightScaleFactor * baseScale; - while (isHighlighted && targetScale.x - transform.localScale.x > 0.001f) - { - transform.localScale = Vector3.Lerp(transform.localScale, targetScale, 10f * Time.deltaTime); - yield return new WaitForFixedUpdate(); - } - if (isHighlighted) - { - transform.localScale = targetScale; - } - } - - /// - /// Coroutine-based animation to smooth a scale down of the portal. - /// - /// Used in UnsetHighlight. - private IEnumerator ScaleDownC() - { - while (!isHighlighted && transform.localScale.x - baseScale.x > 0.001f) - { - transform.localScale = Vector3.Lerp(transform.localScale, baseScale, 10f * Time.deltaTime); - yield return new WaitForFixedUpdate(); - } - if (!isHighlighted) - { - transform.localScale = baseScale; - } - } - - private void SendHapticImpulse(InputAction.CallbackContext _ctx) - { - if (m_isFocused) - { - ActionBasedController left = StaticReferencer.Instance.riControllersGO.left.GetComponent(); - ActionBasedController right = StaticReferencer.Instance.riControllersGO.right.GetComponent(); - - if (diveActionPressed.left) - { - left.SendHapticImpulse(0.5f, 1f); - } - - if (diveActionPressed.right) - { - right.SendHapticImpulse(0.5f, 1f); - } - } - } - - /// - /// The callback function to trigger the dive of a user. - /// - private void TryDiveIn(InputAction.CallbackContext _ctx) - { - StartCoroutine(TryDiveInC()); - } - - /// - /// The coroutine controlling the dive animation and the dive itself. - /// - private IEnumerator TryDiveInC() - { - refDivableData.TryDiveIn(); - AnimationLoopWrapper alw = GetComponent(); - alw.PlayLoop("PortalDive"); - yield return new WaitWhile(() => refDivableData.isDiving); - alw.StopLoop(); - } - - #region - IHighlightable Methods - - /// - public void SetHighlight() - { - if (gameObject.activeSelf) - { - isHighlighted = true; - StartCoroutine(ScaleUpC()); - } - } - - /// - public void UnsetHighlight() - { - if (gameObject.activeSelf) - { - isHighlighted=false; - if (!forceHighlight) - { - StartCoroutine(ScaleDownC()); - } - } - } - #endregion - - #region - IFocus Methods - - /// - public void SetFocus() - { - m_isFocused = true; - } - - /// - public void UnsetFocus() - { - m_isFocused = false; - } - - #endregion - } + /// + /// The logic behind the portals used to dive between dive scenes. + /// + /// + /// This code assumes a specific shader is used for the portal. + /// + public class PortalManager : MonoBehaviour, IHighlightable, IFocus + { + #region - Highlightable Members - + /// + /// The field for the property. + /// + private bool m_forceHighlight = false; + + /// + public bool forceHighlight + { + get => m_forceHighlight; + set => m_forceHighlight = value; + } + #endregion + + #region - IFocus Members - + /// + /// The field for the property. + /// + private bool m_isFocused; + + /// + public bool isFocused + { + get => m_isFocused; + set => m_isFocused = value; + } + #endregion + + /// + /// A boolean to control whether the portal should be hidden on + /// first spawned. + /// + public bool hideOnStart; + + /// + /// A boolean to inform whether the portal is currently highlighted. + /// + private bool isHighlighted = false; + + /// + /// A vector 3 to store the base scale of the portal. + /// + public Vector3 baseScale = Vector3.one; + + /// + /// A vector 3 to store the base position of the portal. + /// + public Vector3 basePosition = Vector3.one; + + /// + /// A multiplier to scale the portal up when highlighted. + /// + [Range(1, 2)] public float highlightScaleFactor = 1.25f; + + /// + /// The default color of the portal. + /// + public Color defaultPortalColor; + + /// + /// The default color of the portal's outline. + /// + /// + /// Usefull only as long as the a specific shader is used for the portal. + /// + public Color defaultOutlineColor; + + /// + /// The list of renderers to be altered when the portal is highlighted. + /// + [SerializeField] private Renderer[] renderers; + + /// + /// The material property block used to access the shader properties + /// and alter the portal's color. + /// + private MaterialPropertyBlock mpb; + + /// + /// The ID of the color property in the shader. + /// + private int colorID; + + /// + /// The field for the property. + /// + [SerializeField] private LeftRightData m_diveActions; + + /// + /// The reference to the left and right dive actions. + /// + public LeftRightData diveActions + { + get => m_diveActions; + set => m_diveActions = value; + } + + /// + /// Booleans to know whether the dive action is pressed on the left and right + /// controllers + /// + private LeftRightData diveActionPressed; + + /// + /// The reference to the IDive interface of the module this portal is attached to. + /// + private IDive refDivableData; + + private void Awake() + { + diveActions.left.action.started += ctx => diveActionPressed.left = true; + diveActions.left.action.started += SendHapticImpulse; + diveActions.left.action.performed += TryDiveIn; + diveActions.left.action.canceled += CancelHapticImpulse; + + diveActions.right.action.started += ctx => diveActionPressed.right = true; + diveActions.right.action.started += SendHapticImpulse; + diveActions.right.action.performed += TryDiveIn; + diveActions.right.action.canceled += CancelHapticImpulse; + + refDivableData = GetComponentInParent(); + + transform.localPosition = basePosition; + + if (hideOnStart) + { + gameObject.SetActive(false); + } + } + + private void OnDestroy() + { + diveActions.left.action.started -= ctx => diveActionPressed.left = true; + diveActions.left.action.started -= SendHapticImpulse; + diveActions.left.action.performed -= TryDiveIn; + diveActions.left.action.canceled -= CancelHapticImpulse; + + diveActions.right.action.started -= ctx => diveActionPressed.right = true; + diveActions.right.action.started -= SendHapticImpulse; + diveActions.right.action.performed -= TryDiveIn; + diveActions.right.action.canceled -= CancelHapticImpulse; + } + + private void OnEnable() + { + mpb = new MaterialPropertyBlock(); + colorID = Shader.PropertyToID("_Color"); + mpb.SetVector(colorID, defaultPortalColor); + renderers[0].SetPropertyBlock(mpb);//portal + + mpb.SetVector(colorID, defaultOutlineColor); + renderers[1].SetPropertyBlock(mpb);//outline + } + + /// + /// Sends an "intensity-zero" haptic impulse to the controllers which effectively + /// cancels the previous impulse, if any. + /// + private void CancelHapticImpulse(InputAction.CallbackContext _ctx) + { + if (m_isFocused) + { + ActionBasedController left = StaticReferencer.Instance.riControllersGO.left.GetComponent(); + ActionBasedController right = StaticReferencer.Instance.riControllersGO.right.GetComponent(); + + if (diveActionPressed.left) + { + left.SendHapticImpulse(0f, 1f); + } + + if (diveActionPressed.right) + { + right.SendHapticImpulse(0f, 1f); + } + } + diveActionPressed.right = false; + diveActionPressed.left = false; + } + + /// + /// Coroutine-based animation to smooth a scale up of the portal. + /// + /// Used in SetHighlight. + private IEnumerator ScaleUpC() + { + Vector3 targetScale = highlightScaleFactor * baseScale; + while (isHighlighted && targetScale.x - transform.localScale.x > 0.001f) + { + transform.localScale = Vector3.Lerp(transform.localScale, targetScale, 10f * Time.deltaTime); + yield return new WaitForFixedUpdate(); + } + if (isHighlighted) + { + transform.localScale = targetScale; + } + } + + /// + /// Coroutine-based animation to smooth a scale down of the portal. + /// + /// Used in UnsetHighlight. + private IEnumerator ScaleDownC() + { + while (!isHighlighted && transform.localScale.x - baseScale.x > 0.001f) + { + transform.localScale = Vector3.Lerp(transform.localScale, baseScale, 10f * Time.deltaTime); + yield return new WaitForFixedUpdate(); + } + if (!isHighlighted) + { + transform.localScale = baseScale; + } + } + + /// + /// Sends a haptic impulse to the controllers left or right controller. + /// Called back when the left or right dive action is pressed. + /// + /// + /// The context of the input action at the time of the callback. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + private void SendHapticImpulse(InputAction.CallbackContext _ctx) + { + if (m_isFocused) + { + ActionBasedController left = StaticReferencer.Instance.riControllersGO.left.GetComponent(); + ActionBasedController right = StaticReferencer.Instance.riControllersGO.right.GetComponent(); + + if (diveActionPressed.left) + { + left.SendHapticImpulse(0.5f, 1f); + } + + if (diveActionPressed.right) + { + right.SendHapticImpulse(0.5f, 1f); + } + } + } + + /// + /// The callback function to trigger the dive of a user. + /// + private void TryDiveIn(InputAction.CallbackContext _ctx) + { + StartCoroutine(TryDiveInC()); + } + + /// + /// The coroutine controlling the dive animation and the dive itself. + /// + private IEnumerator TryDiveInC() + { + refDivableData.TryDiveIn(); + AnimationLoopWrapper alw = GetComponent(); + alw.PlayLoop("PortalDive"); + yield return new WaitWhile(() => refDivableData.isDiving); + alw.StopLoop(); + } + + #region - IHighlightable Methods - + /// + public void SetHighlight() + { + if (gameObject.activeSelf) + { + isHighlighted = true; + StartCoroutine(ScaleUpC()); + } + } + + /// + public void UnsetHighlight() + { + if (gameObject.activeSelf) + { + isHighlighted=false; + if (!forceHighlight) + { + StartCoroutine(ScaleDownC()); + } + } + } + #endregion + + #region - IFocus Methods - + /// + public void SetFocus() + { + m_isFocused = true; + } + + /// + public void UnsetFocus() + { + m_isFocused = false; + } + + #endregion + } } diff --git a/Assets/Scripts/Scenes/AssetScenesManager.cs b/Assets/Scripts/Scenes/AssetScenesManager.cs index 58755907..f75c5a7d 100644 --- a/Assets/Scripts/Scenes/AssetScenesManager.cs +++ b/Assets/Scripts/Scenes/AssetScenesManager.cs @@ -8,98 +8,111 @@ namespace ECellDive.SceneManagement { - /// - /// The logic to handle switching between different scenes assets. - /// - public class AssetScenesManager : NetworkBehaviour - { - public string[] scenePaths; + /// + /// The logic to handle switching between different scenes assets. + /// + public class AssetScenesManager : NetworkBehaviour + { + /// + /// The array of scenes names that might be loaded + /// + public string[] scenePaths; - private Dictionary loadedScenes = new Dictionary(); + /// + /// The dictionary identifying the loaded scenes by their name in . + /// This is used to unload the scenes. + /// + private Dictionary loadedScenes = new Dictionary(); - public override void OnNetworkSpawn() - { - base.OnNetworkSpawn(); + public override void OnNetworkSpawn() + { + base.OnNetworkSpawn(); - NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent; - } + NetworkManager.SceneManager.OnSceneEvent += OnSceneEvent; + } - /// - /// Calls to loads the - /// scene at index in . - /// - /// The index of the scene we wish to load as ordered in - /// - public void LoadScene(int _sceneIdx) - { - if (IsServer && NetworkManager.Singleton.ConnectedClientsIds.Count == 1) - { - //SceneManager.LoadScene(scenes[_sceneIdx].name); - SceneEventProgressStatus status = NetworkManager.SceneManager.LoadScene( - scenePaths[_sceneIdx], LoadSceneMode.Additive); - } - } + /// + /// Calls UnityEngine.SceneManagement.SceneManager.LoadScene(string) to loads the + /// scene at index in UnityEngine.SceneManagement.Scene. + /// + /// The index of the scene we wish to load as ordered in + /// + public void LoadScene(int _sceneIdx) + { + if (IsServer && NetworkManager.Singleton.ConnectedClientsIds.Count == 1) + { + SceneEventProgressStatus status = NetworkManager.SceneManager.LoadScene( + scenePaths[_sceneIdx], LoadSceneMode.Additive); + } + } - /// - /// Subscribed to . - /// Used to control instructions based on the nature of the event. - /// - /// The class containing information about the scene. - /// - /// Copied and adapted from documentation (2022-08-15): - /// https://docs-multiplayer.unity3d.com/netcode/current/basics/scenemanagement/using-networkscenemanager#unloading-a-scene - /// - private void OnSceneEvent(SceneEvent _sceneEvent) - { - switch (_sceneEvent.SceneEventType) - { - case SceneEventType.LoadComplete: - { - // We want to handle this for only the server-side - if (_sceneEvent.ClientId == NetworkManager.ServerClientId) - { - // *** IMPORTANT *** - // Keep track of the loaded scene, you need this to unload it - loadedScenes[_sceneEvent.SceneName] = _sceneEvent.Scene; - } - Debug.Log($"Loaded the {_sceneEvent.SceneName} scene on " + - $"{_sceneEvent.ClientId}."); - break; - } - case SceneEventType.UnloadComplete: - { - Debug.Log($"Unloaded the {_sceneEvent.SceneName} scene on " + - $"{_sceneEvent.ClientId}."); - break; - } - case SceneEventType.LoadEventCompleted: - case SceneEventType.UnloadEventCompleted: - { - var loadUnload = _sceneEvent.SceneEventType == SceneEventType.LoadEventCompleted ? "Load" : "Unload"; - Debug.Log($"{loadUnload} event completed for the following client " + - $"identifiers:({_sceneEvent.ClientsThatCompleted})"); + /// + /// Subscribed to Unity.Netcode.NetworkManager.SceneManager.OnSceneEvent. + /// Used to control instructions based on the nature of the event. + /// + /// The class containing information about the scene. + /// + /// Copied and adapted from documentation (2022-08-15): + /// + /// + private void OnSceneEvent(SceneEvent _sceneEvent) + { + switch (_sceneEvent.SceneEventType) + { + case SceneEventType.LoadComplete: + { + // We want to handle this for only the server-side + if (_sceneEvent.ClientId == NetworkManager.ServerClientId) + { + // *** IMPORTANT *** + // Keep track of the loaded scene, you need this to unload it + loadedScenes[_sceneEvent.SceneName] = _sceneEvent.Scene; + } + Debug.Log($"Loaded the {_sceneEvent.SceneName} scene on " + + $"{_sceneEvent.ClientId}."); + break; + } + case SceneEventType.UnloadComplete: + { + Debug.Log($"Unloaded the {_sceneEvent.SceneName} scene on " + + $"{_sceneEvent.ClientId}."); + break; + } + case SceneEventType.LoadEventCompleted: + case SceneEventType.UnloadEventCompleted: + { + var loadUnload = _sceneEvent.SceneEventType == SceneEventType.LoadEventCompleted ? "Load" : "Unload"; + Debug.Log($"{loadUnload} event completed for the following client " + + $"identifiers:({_sceneEvent.ClientsThatCompleted})"); - if (_sceneEvent.ClientsThatTimedOut.Count > 0) - { - Debug.LogWarning($"{loadUnload} event timed out for the following client " + - $"identifiers:({_sceneEvent.ClientsThatTimedOut})"); - } - break; - } - } - } + if (_sceneEvent.ClientsThatTimedOut.Count > 0) + { + Debug.LogWarning($"{loadUnload} event timed out for the following client " + + $"identifiers:({_sceneEvent.ClientsThatTimedOut})"); + } + break; + } + } + } - public void UnloadScene(int _sceneIdx) - { - if (IsServer && NetworkManager.Singleton.ConnectedClientsIds.Count == 1) - { - Scene scene; - if (loadedScenes.TryGetValue(scenePaths[_sceneIdx], out scene)) - { - NetworkManager.SceneManager.UnloadScene(scene); - } - } - } - } + /// + /// Unloads the scene which name is at index in + /// . + /// + /// + /// The index of the scene we wish to unload as ordered in . + /// + public void UnloadScene(int _sceneIdx) + { + if (IsServer && NetworkManager.Singleton.ConnectedClientsIds.Count == 1) + { + Scene scene; + if (loadedScenes.TryGetValue(scenePaths[_sceneIdx], out scene)) + { + NetworkManager.SceneManager.UnloadScene(scene); + } + } + } + } } diff --git a/Assets/Scripts/Scenes/DiveScenesManager.cs b/Assets/Scripts/Scenes/DiveScenesManager.cs index e91e9a59..2b11b720 100644 --- a/Assets/Scripts/Scenes/DiveScenesManager.cs +++ b/Assets/Scripts/Scenes/DiveScenesManager.cs @@ -2,493 +2,473 @@ using System.Collections.Generic; using Unity.Netcode; using UnityEngine; + using ECellDive.Modules; using ECellDive.Multiplayer; using ECellDive.PlayerComponents; using ECellDive.Utility; +using ECellDive.Utility.Data.Dive; +using ECellDive.Utility.Data.Multiplayer; -namespace ECellDive +namespace ECellDive.SceneManagement { - namespace SceneManagement - { - [System.Serializable] - public struct DivingAnimationData - { - [Tooltip("The gameobject with the diving animator")] - public Animator refAnimator; - - [Tooltip("The minimum time we wait for the dive.")] - [Min(1f)] public float duration; - } - - public struct SceneData - { - public int sceneID; - public int parentSceneID; - - /// - /// List of NetworkManager Client Ids that are present in the scene - /// - public List inDivers; - - /// - /// List of NetworkManager Client Ids that are NOT present in the scene - /// - public List outDivers; - - /// - /// List of Network Object. Some of them are potential seeds for child scenes. - /// - public List loadedModules; - - public SceneData(int _sceneID, int _parentSceneID) - { - sceneID = _sceneID; - parentSceneID = _parentSceneID; - inDivers = new List(); - outDivers = new List(); - loadedModules = new List(); - } - - public void AddOutDiver(ulong _diverClientId) - { - outDivers.Add(_diverClientId); - } - - public void AddModule(GameNetModule _gameNetModule) - { - loadedModules.Add(_gameNetModule); - } - - public void DiverGetsIn(ulong _diverClientId) - { - outDivers.Remove(_diverClientId); - inDivers.Add(_diverClientId); - } - - public void DiverGetsOut(ulong _diverClientId) - { - inDivers.Remove(_diverClientId); - outDivers.Add(_diverClientId); - } - - /// - /// For Debug. - /// - public override string ToString() - { - string inDiversStr = ""; - foreach(ulong id in inDivers) - { - inDiversStr += id.ToString()+" "; - } - inDiversStr += "\n"; - - string outDiversStr = ""; - foreach(ulong id in outDivers) - { - outDiversStr += id.ToString()+" "; - } - outDiversStr += "\n"; - - string loadedModulesStr = ""; - foreach (GameNetModule _gameNetMod in loadedModules) - { - loadedModulesStr += _gameNetMod.name.ToString() + " "; - } - loadedModulesStr += "\n"; - - string final = $"Scene Id: {sceneID}\n" + - $"Parent Scene Id: {parentSceneID}\n" + - $"In Divers: " + inDiversStr + - $"Out Divers: " + outDiversStr + - $"Loaded modules: " + loadedModulesStr; - - return final; - } - } - - /// - /// Implements the logic for the scene transitions when a player is diving - /// or resurfacing. - /// - /// - /// Synchronized with multiplayer. - /// - public class DiveScenesManager : NetworkBehaviour - { - public static DiveScenesManager Instance { get; private set; } - - /// - /// A list of prefabs that may be instantiated by the user at runtime. - /// Every prefab MUST have a and - /// component. We advise to use this list for root data modules (e.g. CyJsonModule) only. - /// "Submodules" that may be instantiated as a result of a module's data generation - /// should be referenced in the script detailing the said data generation process. - /// - public GameObject[] modulePrefabs; - public DivingAnimationData divingAnimationData; - - public static List scenesBank = new List(); - - private bool currentSceneisHidden = false; - private bool targetSceneIsVisible = false; - - public override void OnNetworkSpawn() - { - Instance = this; - if (IsServer) - { - Debug.Log("Spawning Scene Management"); - if (scenesBank.Count == 0) - { - AddNewDiveScene(-1); - DiverGetsInServerRpc(0, NetworkManager.Singleton.LocalClientId); - } - } - } - - [ServerRpc(RequireOwnership = false)] - public void ClearPlayerFromSessionServerRpc(ulong _clientIdToClear) - { - foreach(SceneData _scene in scenesBank) - { - _scene.inDivers.Remove(_clientIdToClear); - _scene.outDivers.Remove(_clientIdToClear); - } - } - - /// - /// Checks whether a dive scenes has at least one player in. - /// - /// The index of the scene in the . - /// Returns true if the scene contains at least a diver. False, otherwise. - public bool CheckIfDiveSceneHasPlayers(int _sceneId) - { - return scenesBank[_sceneId].inDivers.Count > 0; - } - - /// - /// Removes the scene at index from the . - /// - /// The index of the scene to remove from the . - public void DestroyDiveScene(int _sceneId) - { - scenesBank.RemoveAt(_sceneId); - } - - [ServerRpc] - public void DiverGetsInServerRpc(int _sceneId, ulong _diverClientId) - { - Debug.Log($"Diver {_diverClientId} is entering scene {_sceneId}"); - scenesBank[_sceneId].DiverGetsIn(_diverClientId); - } - - [ServerRpc] - public void DiverGetsOutServerRpc(int _sceneId, ulong _diverClientId) - { - Debug.Log($"Diver {_diverClientId} is leaving scene {_sceneId}"); - scenesBank[_sceneId].DiverGetsOut(_diverClientId); - } - - /// - /// Called to instantiate a new scene upon diving in a module - /// - public int AddNewDiveScene(int _parentSceneId) - { - SceneData newScene = new SceneData(scenesBank.Count, _parentSceneId); - foreach (ulong _clientId in NetworkManager.Singleton.ConnectedClientsIds) - { - newScene.AddOutDiver(_clientId); - } - scenesBank.Add(newScene); - return newScene.sceneID; - } - - /// - /// Outputs the content of the . - /// - /// Used for Debug purposes. - public void DebugScene() - { - foreach (SceneData sceneData in scenesBank) - { - Debug.Log(sceneData); - LogSystem.AddMessage(LogMessageTypes.Debug, sceneData.ToString()); - } - } - - /// - /// Calls for every of the scene with - /// for the local client. - /// - /// Index of the scene in - /// Client Id of the diver leaving the scene - /// with id . - //[ServerRpc(RequireOwnership = false)] - private IEnumerator HideScene(int _sceneID, ulong _outDiverClientId) - { - Debug.Log($"Original scene information:"); - LogSystem.AddMessage(LogMessageTypes.Debug, - $"Original scene information:"); - DebugScene(); - //Updating divers for the scene in the Scene bank - scenesBank[_sceneID].DiverGetsOut(_outDiverClientId); - - Debug.Log($"Hiding scene {_sceneID} for client {_outDiverClientId}"); - LogSystem.AddMessage(LogMessageTypes.Debug, - $"Hiding scene {_sceneID} for client {_outDiverClientId}"); - DebugScene(); - - ClientRpcParams outDiverClientRpcParams = new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = new ulong[] { _outDiverClientId } - } - }; - - int moduleCounter = 0; - //Hide every module of the scene to the diver that is leaving - foreach (GameNetModule _gameNetMod in scenesBank[_sceneID].loadedModules) - { - _gameNetMod.NetHideClientRpc(outDiverClientRpcParams); - moduleCounter++; - - if (moduleCounter == 50) - { - //Debug.Log("Waiting for end of Frame"); - yield return new WaitForEndOfFrame(); - moduleCounter = 0; - } - } - - ClientRpcParams inDiversRpcParams = new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = scenesBank[_sceneID].inDivers.ToArray() - } - }; - - //out-diver GameObject - GameObject diverGo = NetworkManager.Singleton.ConnectedClients[_outDiverClientId].PlayerObject.gameObject; - //Hide the out diver from all the in-divers - diverGo.GetComponent().NetHideClientRpc(inDiversRpcParams); - - //Hide all the in-divers from the out-diver - foreach (ulong _inDiverCliendId in scenesBank[_sceneID].inDivers) - { - Debug.Log($"Hiding {_inDiverCliendId} to {_outDiverClientId}"); - LogSystem.AddMessage(LogMessageTypes.Debug, - $"Hiding {_inDiverCliendId} to {_outDiverClientId}"); - //in-Diver gameObject - diverGo = NetworkManager.Singleton.ConnectedClients[_inDiverCliendId].PlayerObject.gameObject; - diverGo.GetComponent().NetHideClientRpc(outDiverClientRpcParams); - } - - currentSceneisHidden = true; - } - - /// - /// Calls for every of the scene with - /// for the local client. - /// - /// Index of the scene in - /// Client Id of the diver entering the scene - /// with id . - //[ServerRpc(RequireOwnership = false)] - private IEnumerator ShowScene(int _sceneID, ulong _newInDiverClientId) - { - yield return new WaitUntil(() => currentSceneisHidden); - currentSceneisHidden = false; - Debug.Log($"Showing scene {_sceneID} for client {_newInDiverClientId}"); - LogSystem.AddMessage(LogMessageTypes.Debug, - $"Showing scene {_sceneID} for client {_newInDiverClientId}"); - DebugScene(); - ClientRpcParams newInDiverClientRpcParams = new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = new ulong[] { _newInDiverClientId } - } - }; - - int moduleCounter = 0; - //Show every modules of the new scene to the new diver - foreach (GameNetModule _gameNetMod in scenesBank[_sceneID].loadedModules) - { - _gameNetMod.NetShowClientRpc(newInDiverClientRpcParams); - moduleCounter++; - - if(moduleCounter == 50) - { - yield return new WaitForEndOfFrame(); - moduleCounter = 0; - } - } - - ClientRpcParams oldInDiversRpcParams = new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = scenesBank[_sceneID].inDivers.ToArray() - } - }; - - GameObject diverGo = NetworkManager.Singleton.ConnectedClients[_newInDiverClientId].PlayerObject.gameObject; - - //Show the the new diver to all the already present in-Divers - diverGo.GetComponent().NetShowClientRpc(oldInDiversRpcParams); - - //Show all already present in-Divers to the new in Diver - foreach (ulong _oldInDiverCliendId in scenesBank[_sceneID].inDivers) - { - Debug.Log($"Showing {_oldInDiverCliendId} to {_newInDiverClientId}"); - LogSystem.AddMessage(LogMessageTypes.Debug, - $"Showing {_oldInDiverCliendId} to {_newInDiverClientId}"); - diverGo = NetworkManager.Singleton.ConnectedClients[_oldInDiverCliendId].PlayerObject.gameObject; - diverGo.GetComponent().NetShowClientRpc(newInDiverClientRpcParams); - } - - //Updating the scene's data in the scene bank once we finished showing everyone - scenesBank[_sceneID].DiverGetsIn(_newInDiverClientId); - - LogSystem.AddMessage(LogMessageTypes.Debug, - $"After showing scene, the scene data is: (look at next messages)"); - DebugScene(); - - targetSceneIsVisible = true; - } - - /// - /// Instantiates a game object and spawns it for replication across the network. - /// This method can only be called on the SERVER. So, be sure to call from a server object - /// or called inside a ServerRpc. - /// - /// - /// The Id of the scene in which it the new game object is instantiated. - /// - /// - /// The gameobject to instantiate and spawn. - /// It MUST be a and a . - /// - /// - /// The position at which to instantiate the gameobject. - /// - /// The game object that got instantiated & spawned. - public GameObject SpawnModuleInScene(int _sceneId, GameObject _prefab, Vector3 _position) - { - GameObject go = Instantiate(_prefab, _position, Quaternion.identity); - - GameNetModule gameNetModule = go.GetComponent(); - gameNetModule.rootSceneId.Value = _sceneId; - - go.GetComponent().Spawn(); - scenesBank[_sceneId].AddModule(gameNetModule); - - return go; - } - - /// - /// Instantiates a game object and spawns it for replication across the network. - /// This method can only be called on the SERVER. So, be sure to call from a server object - /// or called inside a ServerRpc. - /// - /// The Id of the scene in which it the new game object is instantiated. - /// The index of the game object in the. - /// It MUST be a and a . - /// The position at which to instantiate the gameobject. - /// The game object that got instantiated & spawned. - public GameObject SpawnModuleInScene(int _sceneId, int _prefabIdx, Vector3 _position) - { - GameObject go = Instantiate(modulePrefabs[_prefabIdx], _position, Quaternion.identity); - - GameNetModule gameNetModule = go.GetComponent(); - gameNetModule.rootSceneId.Value = _sceneId; - - go.GetComponent().Spawn(); - scenesBank[_sceneId].AddModule(gameNetModule); - - return go; - } - - [ServerRpc(RequireOwnership = false)] - public void SwitchingScenesServerRpc(int _from, int _to, ulong _clientId) - { - StartCoroutine(HideScene(_from, _clientId)); - - StartCoroutine(ShowScene(_to, _clientId)); - - StartCoroutine(UpdatePlayerDataC(_to, _clientId)); - } - - /// - /// The server call to resurface a diver. - /// - /// The clientID of the diver asking to resurface - /// from his current dive scene. - [ServerRpc(RequireOwnership = false)] - public void ResurfaceServerRpc(ulong _surfacingDiverId) - { - StartCoroutine(ResurfaceC(_surfacingDiverId)); - } - - /// - /// The coroutine performing the work to actually move a diver from its - /// current dive scene to the parent of that dive scene (resurface). - /// - /// The clientID of the diver asking to resurface - /// from his current dive scene. - private IEnumerator ResurfaceC(ulong _surfacingDiverId) - { - yield return null; - int from = GameNetPortal.Instance.netSessionPlayersDataMap[_surfacingDiverId].currentScene; - int to = scenesBank[from].parentSceneID; - - Debug.Log($"Resurfacing client {_surfacingDiverId} from {from} to {to}"); - - if (to >= 0) - { - SwitchingScenesServerRpc(from, to, _surfacingDiverId); - } - } - - public bool SceneSwitchIsFinished() - { - if (targetSceneIsVisible) - { - targetSceneIsVisible = false; - return true; - } - return false; - } - - private IEnumerator UpdatePlayerDataC(int _to, ulong _clientId) - { - yield return new WaitUntil(() => targetSceneIsVisible); - targetSceneIsVisible = false; - - NetSessionPlayerData plrData = GameNetPortal.Instance.netSessionPlayersDataMap[_clientId]; - plrData.SetSceneId(_to); - GameNetPortal.Instance.netSessionPlayersDataMap[_clientId] = plrData; - - UpdatePlayerDataClientRPC(new ClientRpcParams - { - Send = new ClientRpcSendParams - { - TargetClientIds = new ulong[] { _clientId } - } - }); - } - - [ClientRpc] - private void UpdatePlayerDataClientRPC(ClientRpcParams _clientRpcParams) - { - targetSceneIsVisible = true; - } - } - } + /// + /// Implements the logic for the scene transitions when a player is diving + /// or resurfacing. + /// + /// + /// Synchronized with multiplayer. + /// + public class DiveScenesManager : NetworkBehaviour + { + public static DiveScenesManager Instance { get; private set; } + + /// + /// A list of prefabs that may be instantiated by the user at runtime. + /// Every prefab MUST have a and Unity.Netcode.NetworkObject. + /// component. We advise to use this list for root data modules (e.g. CyJsonModule) only. + /// "Submodules" that may be instantiated as a result of a module's data generation + /// should be referenced in the script detailing the said data generation process. + /// + public GameObject[] modulePrefabs; + + /// + /// Data to control the dive animation. + /// + public DivingAnimationData divingAnimationData; + + /// + /// The list of dive scenes. + /// + public static List scenesBank = new List(); + + /// + /// A boolean to indicate that a scene has finished hiding thanks to + /// . + /// + private bool currentSceneisHidden = false; + + /// + /// A boolean to indicate that a scene has finished showing thanks to + /// . + /// + private bool targetSceneIsVisible = false; + + public override void OnNetworkSpawn() + { + Instance = this; + if (IsServer) + { + Debug.Log("Spawning Scene Management"); + if (scenesBank.Count == 0) + { + AddNewDiveScene(-1); + DiverGetsInServerRpc(0, NetworkManager.Singleton.LocalClientId); + } + } + } + + /// + /// Remove the reference to the diver with id + /// from every scene in the (in and out divers' lists). + /// + /// + /// The ID of the client to remove from every scene. + /// + [ServerRpc(RequireOwnership = false)] + public void ClearPlayerFromSessionServerRpc(ulong _clientIdToClear) + { + foreach(SceneData _scene in scenesBank) + { + _scene.inDivers.Remove(_clientIdToClear); + _scene.outDivers.Remove(_clientIdToClear); + } + } + + /// + /// Checks whether a dive scenes has at least one player in. + /// + /// The index of the scene in the . + /// Returns true if the scene contains at least a diver. False, otherwise. + public bool CheckIfDiveSceneHasPlayers(int _sceneId) + { + return scenesBank[_sceneId].inDivers.Count > 0; + } + + /// + /// Removes the scene at index from the . + /// + /// The index of the scene to remove from the . + public void DestroyDiveScene(int _sceneId) + { + scenesBank.RemoveAt(_sceneId); + } + + /// + /// A client notifies the server that it is entering a scene. + /// + /// + /// The scene id of the scene the diver is entering. + /// + /// + /// The client id of the diver entering the scene. + /// + [ServerRpc] + public void DiverGetsInServerRpc(int _sceneId, ulong _diverClientId) + { + Debug.Log($"Diver {_diverClientId} is entering scene {_sceneId}"); + scenesBank[_sceneId].DiverGetsIn(_diverClientId); + } + + /// + /// A client notifies the server that it is leaving a scene. + /// + /// + /// The scene id of the scene the diver is leaving. + /// + /// + /// The client id of the diver leaving the scene. + /// + [ServerRpc] + public void DiverGetsOutServerRpc(int _sceneId, ulong _diverClientId) + { + Debug.Log($"Diver {_diverClientId} is leaving scene {_sceneId}"); + scenesBank[_sceneId].DiverGetsOut(_diverClientId); + } + + /// + /// Called to instantiate a new scene upon diving in a module + /// + public int AddNewDiveScene(int _parentSceneId) + { + SceneData newScene = new SceneData(scenesBank.Count, _parentSceneId); + foreach (ulong _clientId in NetworkManager.Singleton.ConnectedClientsIds) + { + newScene.AddOutDiver(_clientId); + } + scenesBank.Add(newScene); + return newScene.sceneID; + } + + /// + /// Outputs the content of the . + /// + /// Used for Debug purposes. + public void DebugScene() + { + foreach (SceneData sceneData in scenesBank) + { + Debug.Log(sceneData); + LogSystem.AddMessage(LogMessageTypes.Debug, sceneData.ToString()); + } + } + + /// + /// Calls for every of the scene with + /// for the local client. + /// + /// Index of the scene in + /// Client Id of the diver leaving the scene + /// with id . + private IEnumerator HideScene(int _sceneID, ulong _outDiverClientId) + { + Debug.Log($"Original scene information:"); + LogSystem.AddMessage(LogMessageTypes.Debug, + $"Original scene information:"); + DebugScene(); + //Updating divers for the scene in the Scene bank + scenesBank[_sceneID].DiverGetsOut(_outDiverClientId); + + Debug.Log($"Hiding scene {_sceneID} for client {_outDiverClientId}"); + LogSystem.AddMessage(LogMessageTypes.Debug, + $"Hiding scene {_sceneID} for client {_outDiverClientId}"); + DebugScene(); + + ClientRpcParams outDiverClientRpcParams = new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = new ulong[] { _outDiverClientId } + } + }; + + int moduleCounter = 0; + //Hide every module of the scene to the diver that is leaving + foreach (GameNetModule _gameNetMod in scenesBank[_sceneID].loadedModules) + { + _gameNetMod.NetHideClientRpc(outDiverClientRpcParams); + moduleCounter++; + + if (moduleCounter == 50) + { + //Debug.Log("Waiting for end of Frame"); + yield return new WaitForEndOfFrame(); + moduleCounter = 0; + } + } + + ClientRpcParams inDiversRpcParams = new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = scenesBank[_sceneID].inDivers.ToArray() + } + }; + + //out-diver GameObject + GameObject diverGo = NetworkManager.Singleton.ConnectedClients[_outDiverClientId].PlayerObject.gameObject; + //Hide the out diver from all the in-divers + diverGo.GetComponent().NetHideClientRpc(inDiversRpcParams); + + //Hide all the in-divers from the out-diver + foreach (ulong _inDiverCliendId in scenesBank[_sceneID].inDivers) + { + Debug.Log($"Hiding {_inDiverCliendId} to {_outDiverClientId}"); + LogSystem.AddMessage(LogMessageTypes.Debug, + $"Hiding {_inDiverCliendId} to {_outDiverClientId}"); + //in-Diver gameObject + diverGo = NetworkManager.Singleton.ConnectedClients[_inDiverCliendId].PlayerObject.gameObject; + diverGo.GetComponent().NetHideClientRpc(outDiverClientRpcParams); + } + + currentSceneisHidden = true; + } + + /// + /// Calls for every of the scene with + /// for the local client. + /// + /// Index of the scene in + /// Client Id of the diver entering the scene + /// with id . + private IEnumerator ShowScene(int _sceneID, ulong _newInDiverClientId) + { + yield return new WaitUntil(() => currentSceneisHidden); + currentSceneisHidden = false; + Debug.Log($"Showing scene {_sceneID} for client {_newInDiverClientId}"); + LogSystem.AddMessage(LogMessageTypes.Debug, + $"Showing scene {_sceneID} for client {_newInDiverClientId}"); + DebugScene(); + ClientRpcParams newInDiverClientRpcParams = new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = new ulong[] { _newInDiverClientId } + } + }; + + int moduleCounter = 0; + //Show every modules of the new scene to the new diver + foreach (GameNetModule _gameNetMod in scenesBank[_sceneID].loadedModules) + { + _gameNetMod.NetShowClientRpc(newInDiverClientRpcParams); + moduleCounter++; + + if(moduleCounter == 50) + { + yield return new WaitForEndOfFrame(); + moduleCounter = 0; + } + } + + ClientRpcParams oldInDiversRpcParams = new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = scenesBank[_sceneID].inDivers.ToArray() + } + }; + + GameObject diverGo = NetworkManager.Singleton.ConnectedClients[_newInDiverClientId].PlayerObject.gameObject; + + //Show the the new diver to all the already present in-Divers + diverGo.GetComponent().NetShowClientRpc(oldInDiversRpcParams); + + //Show all already present in-Divers to the new in Diver + foreach (ulong _oldInDiverCliendId in scenesBank[_sceneID].inDivers) + { + Debug.Log($"Showing {_oldInDiverCliendId} to {_newInDiverClientId}"); + LogSystem.AddMessage(LogMessageTypes.Debug, + $"Showing {_oldInDiverCliendId} to {_newInDiverClientId}"); + diverGo = NetworkManager.Singleton.ConnectedClients[_oldInDiverCliendId].PlayerObject.gameObject; + diverGo.GetComponent().NetShowClientRpc(newInDiverClientRpcParams); + } + + //Updating the scene's data in the scene bank once we finished showing everyone + scenesBank[_sceneID].DiverGetsIn(_newInDiverClientId); + + LogSystem.AddMessage(LogMessageTypes.Debug, + $"After showing scene, the scene data is: (look at next messages)"); + DebugScene(); + + targetSceneIsVisible = true; + } + + /// + /// Instantiates a game object and spawns it for replication across the network. + /// This method can only be called on the SERVER. So, be sure to call from a server + /// object or called inside a ServerRpc. + /// + /// + /// The Id of the scene in which it the new game object is instantiated. + /// + /// + /// The gameobject to instantiate and spawn. + /// It MUST be a and a Unity.Netcode.NetworkObject. + /// + /// + /// The position at which to instantiate the gameobject. + /// + /// The game object that got instantiated & spawned. + public GameObject SpawnModuleInScene(int _sceneId, GameObject _prefab, Vector3 _position) + { + GameObject go = Instantiate(_prefab, _position, Quaternion.identity); + + GameNetModule gameNetModule = go.GetComponent(); + gameNetModule.rootSceneId.Value = _sceneId; + + go.GetComponent().Spawn(); + scenesBank[_sceneId].AddModule(gameNetModule); + + return go; + } + + /// + /// Instantiates a game object and spawns it for replication across the network. + /// This method can only be called on the SERVER. So, be sure to call from a server object + /// or called inside a ServerRpc. + /// + /// The Id of the scene in which it the new game object is instantiated. + /// The index of the game object in the. + /// It MUST be a and a Unity.Netcode.NetworkObject. + /// The position at which to instantiate the gameobject. + /// The game object that got instantiated & spawned. + public GameObject SpawnModuleInScene(int _sceneId, int _prefabIdx, Vector3 _position) + { + GameObject go = Instantiate(modulePrefabs[_prefabIdx], _position, Quaternion.identity); + + GameNetModule gameNetModule = go.GetComponent(); + gameNetModule.rootSceneId.Value = _sceneId; + + go.GetComponent().Spawn(); + scenesBank[_sceneId].AddModule(gameNetModule); + + return go; + } + + /// + /// The server notification that the diver with id + /// is going from scene ID to scene ID . + /// + /// + /// The ID of the scene the diver is leaving. + /// + /// + /// The ID of the scene the diver is entering. + /// + /// + /// The client ID of the diver switching scenes. + /// + [ServerRpc(RequireOwnership = false)] + public void SwitchingScenesServerRpc(int _from, int _to, ulong _clientId) + { + StartCoroutine(HideScene(_from, _clientId)); + + StartCoroutine(ShowScene(_to, _clientId)); + + StartCoroutine(UpdatePlayerDataC(_to, _clientId)); + } + + /// + /// The server call to resurface a diver. + /// + /// The clientID of the diver asking to resurface + /// from his current dive scene. + [ServerRpc(RequireOwnership = false)] + public void ResurfaceServerRpc(ulong _surfacingDiverId) + { + StartCoroutine(ResurfaceC(_surfacingDiverId)); + } + + /// + /// The coroutine performing the work to actually move a diver from its + /// current dive scene to the parent of that dive scene (resurface). + /// + /// The clientID of the diver asking to resurface + /// from his current dive scene. + private IEnumerator ResurfaceC(ulong _surfacingDiverId) + { + yield return null; + int from = GameNetPortal.Instance.netSessionPlayersDataMap[_surfacingDiverId].currentScene; + int to = scenesBank[from].parentSceneID; + + Debug.Log($"Resurfacing client {_surfacingDiverId} from {from} to {to}"); + + if (to >= 0) + { + SwitchingScenesServerRpc(from, to, _surfacingDiverId); + } + } + + /// + /// Checks if the scene switch is finished (the target scene is visible). + /// + /// + /// Returns True is is true. False, otherwise. + /// + public bool SceneSwitchIsFinished() + { + if (targetSceneIsVisible) + { + targetSceneIsVisible = false; + return true; + } + return false; + } + + /// + /// A coroutine waiting until the target scene is visible for the client + /// from the perspective of the server before broadcasting the scene + /// switch information to the other clients. + /// + /// + /// The ID of the scene the diver is entering. + /// + /// + /// The ID of the client switching scenes. + /// + /// + private IEnumerator UpdatePlayerDataC(int _to, ulong _clientId) + { + yield return new WaitUntil(() => targetSceneIsVisible); + targetSceneIsVisible = false; + + NetSessionPlayerData plrData = GameNetPortal.Instance.netSessionPlayersDataMap[_clientId]; + plrData.SetSceneId(_to); + GameNetPortal.Instance.netSessionPlayersDataMap[_clientId] = plrData; + + UpdatePlayerDataClientRPC(new ClientRpcParams + { + Send = new ClientRpcSendParams + { + TargetClientIds = new ulong[] { _clientId } + } + }); + } + + /// + /// Sets to true for the clients + /// identified in . + /// + /// + /// The client RPC parameters to target specific clients. + /// + [ClientRpc] + private void UpdatePlayerDataClientRPC(ClientRpcParams _clientRpcParams) + { + targetSceneIsVisible = true; + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Scenes/ResurfaceManager.cs b/Assets/Scripts/Scenes/ResurfaceManager.cs index 12ce0780..1b058367 100644 --- a/Assets/Scripts/Scenes/ResurfaceManager.cs +++ b/Assets/Scripts/Scenes/ResurfaceManager.cs @@ -1,77 +1,93 @@ using Unity.Netcode; using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; +using ECellDive.Utility.Data; -namespace ECellDive +namespace ECellDive.SceneManagement { - namespace SceneManagement - { - /// - /// Implements the logic to let a diver resurface from an Input. - /// - /// - /// While diving is implemented at the level of a module, resurfacing - /// is at the level of the scene. - public class ResurfaceManager : MonoBehaviour - { - public LeftRightData resurfaceAction; + /// + /// Implements the logic to let a diver resurface from an Input. + /// + /// + /// While diving is implemented at the level of a module, resurfacing + /// is at the level of the scene. + /// + public class ResurfaceManager : MonoBehaviour + { + /// + /// The reference to the left and right input actions that will trigger + /// the resurface. + /// + public LeftRightData resurfaceAction; - private void Awake() - { - resurfaceAction.left.action.performed += ResurfaceLeft; - resurfaceAction.right.action.performed += ResurfaceRight; - } + private void Awake() + { + resurfaceAction.left.action.performed += ResurfaceLeft; + resurfaceAction.right.action.performed += ResurfaceRight; + } - private void OnEnable() - { - resurfaceAction.left.action.Enable(); - resurfaceAction.right.action.Enable(); - } + private void OnEnable() + { + resurfaceAction.left.action.Enable(); + resurfaceAction.right.action.Enable(); + } - private void OnDisable() - { - resurfaceAction.left.action.Disable(); - resurfaceAction.right.action.Disable(); - } + private void OnDisable() + { + resurfaceAction.left.action.Disable(); + resurfaceAction.right.action.Disable(); + } - private void OnDestroy() - { - resurfaceAction.left.action.performed -= ResurfaceLeft; - resurfaceAction.right.action.performed -= ResurfaceRight; - } + private void OnDestroy() + { + resurfaceAction.left.action.performed -= ResurfaceLeft; + resurfaceAction.right.action.performed -= ResurfaceRight; + } - /// - /// Buffer logic to callback when the - /// input on the left controller is triggered. - /// - /// Same as - /// but for the left controller. - private void ResurfaceLeft(InputAction.CallbackContext _ctx) - { - Resurface(); - } + /// + /// Buffer logic to callback when the + /// input on the left controller is triggered. + /// + /// + /// The context of the input action at the time of the callback. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + /// + /// Same as + /// but for the left controller. + /// + private void ResurfaceLeft(InputAction.CallbackContext _ctx) + { + Resurface(); + } - /// - /// Buffer logic to callback when the - /// input on the left controller is triggered. - /// - /// Same as - /// but for the right controller. - private void ResurfaceRight(InputAction.CallbackContext _ctx) - { - Resurface(); - } + /// + /// Buffer logic to callback when the + /// input on the left controller is triggered. + /// + /// + /// The context of the input action at the time of the callback. + /// It is necessary to satisfy the constraint on the signature of the callback + /// but we are not using it. + /// + /// + /// Same as + /// but for the right controller. + /// + private void ResurfaceRight(InputAction.CallbackContext _ctx) + { + Resurface(); + } - /// - /// Start point of the logic allowing a user to resurface from a child - /// dive scene to the parent dive scene. - /// - public void Resurface() - { - DiveScenesManager.Instance.ResurfaceServerRpc(NetworkManager.Singleton.LocalClientId); - } - } - } + /// + /// Start point of the logic allowing a user to resurface from a child + /// dive scene to the parent dive scene. + /// + public void Resurface() + { + DiveScenesManager.Instance.ResurfaceServerRpc(NetworkManager.Singleton.LocalClientId); + } + } } diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep1.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep1.cs index 96085b74..40af7707 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep1.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep1.cs @@ -1,83 +1,83 @@ using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 1 of the Tutorial on Controls. - /// Learn how to point at objects and use the front - /// trigger button of each controller. - /// - public class ControlsStep1 : Step - { - [Header("Local Step Members")] - public GameObject target; - public int targetRepetitions = 5; - public LeftRightData refInteractionFrontTrigger; + /// + /// The step 1 of the Tutorial on Controls. + /// Learn how to point at objects and use the front + /// trigger button of each controller. + /// + public class ControlsStep1 : Step + { + [Header("Local Step Members")] + public GameObject target; + public int targetRepetitions = 5; + public LeftRightData refInteractionFrontTrigger; - private int currentRepetitions = 0; + private int currentRepetitions = 0; - /// - public override bool CheckCondition() - { - return currentRepetitions >= targetRepetitions; - } + /// + public override bool CheckCondition() + { + return currentRepetitions >= targetRepetitions; + } - public override void Conclude() - { - base.Conclude(); + public override void Conclude() + { + base.Conclude(); - refInteractionFrontTrigger.left.action.performed -= FireRayFromLeftController; - refInteractionFrontTrigger.right.action.performed -= FireRayFromRightController; - } + refInteractionFrontTrigger.left.action.performed -= FireRayFromLeftController; + refInteractionFrontTrigger.right.action.performed -= FireRayFromRightController; + } - private void FireRayFromLeftController(InputAction.CallbackContext _ctx) - { - if (Physics.Raycast( - StaticReferencer.Instance.riControllersGO.left.transform.position, - StaticReferencer.Instance.riControllersGO.left.transform.forward, - 30, - LayerMask.GetMask(new string[] { "Remote Interaction Raycast" }))) - { - IncrementRepetitions(); - RelocateTarget(); - } - } - - private void FireRayFromRightController(InputAction.CallbackContext _ctx) - { - if (Physics.Raycast( - StaticReferencer.Instance.riControllersGO.right.transform.position, - StaticReferencer.Instance.riControllersGO.right.transform.forward, - 30, - LayerMask.GetMask(new string[] { "Remote Interaction Raycast" }))) - { - IncrementRepetitions(); - RelocateTarget(); - } - } + private void FireRayFromLeftController(InputAction.CallbackContext _ctx) + { + if (Physics.Raycast( + StaticReferencer.Instance.riControllersGO.left.transform.position, + StaticReferencer.Instance.riControllersGO.left.transform.forward, + 30, + LayerMask.GetMask(new string[] { "Remote Interaction Raycast" }))) + { + IncrementRepetitions(); + RelocateTarget(); + } + } + + private void FireRayFromRightController(InputAction.CallbackContext _ctx) + { + if (Physics.Raycast( + StaticReferencer.Instance.riControllersGO.right.transform.position, + StaticReferencer.Instance.riControllersGO.right.transform.forward, + 30, + LayerMask.GetMask(new string[] { "Remote Interaction Raycast" }))) + { + IncrementRepetitions(); + RelocateTarget(); + } + } - /// - public override void Initialize() - { - base.Initialize(); + /// + public override void Initialize() + { + base.Initialize(); - refInteractionFrontTrigger.left.action.performed += FireRayFromLeftController; - refInteractionFrontTrigger.right.action.performed += FireRayFromRightController; - } + refInteractionFrontTrigger.left.action.performed += FireRayFromLeftController; + refInteractionFrontTrigger.right.action.performed += FireRayFromRightController; + } - private void IncrementRepetitions() - { - currentRepetitions++; - } + private void IncrementRepetitions() + { + currentRepetitions++; + } - private void RelocateTarget() - { - target.transform.localPosition = new Vector3(Random.Range(-1.5f, 1.5f), - 1.5f, - 0f); - } - } + private void RelocateTarget() + { + target.transform.localPosition = new Vector3(Random.Range(-1.5f, 1.5f), + 1.5f, + 0f); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep2.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep2.cs index 76d6915a..860ef5a3 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep2.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep2.cs @@ -1,34 +1,33 @@ using UnityEngine; using ECellDive.Modules; -using ECellDive.Utility; - +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 2 of the tutorial on controls. - /// Learn how to open the menus attached to modules. - /// - public class ControlsStep2 : Step - { - [Header("Local Step Members")] - public GameObject target; + /// + /// The step 2 of the tutorial on controls. + /// Learn how to open the menus attached to modules. + /// + public class ControlsStep2 : Step + { + [Header("Local Step Members")] + public GameObject target; - /// - public override bool CheckCondition() - { - return target.GetComponent().areVisible; - } + /// + public override bool CheckCondition() + { + return target.GetComponent().areVisible; + } - /// - public override void Initialize() - { - base.Initialize(); + /// + public override void Initialize() + { + base.Initialize(); - //Enable the InfoTags of the front trigger. - StaticReferencer.Instance.refInfoTags[1].SetActive(true); - StaticReferencer.Instance.refInfoTags[6].SetActive(true); - } - } + //Enable the InfoTags of the front trigger. + StaticReferencer.Instance.refInfoTags[1].SetActive(true); + StaticReferencer.Instance.refInfoTags[6].SetActive(true); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep3.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep3.cs index d377f8db..d8395c60 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep3.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep3.cs @@ -1,60 +1,56 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -using UnityEngine.InputSystem; -using ECellDive.Interfaces; using ECellDive.Utility; - +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 3 of the tutorial on controls. - /// Learn how to grab and move objects. - /// - public class ControlsStep3 : Step - { - [Header("Local Step Members")] - public GameObject module; - public GameObject targetArea; - public ushort targetCollision = 5; - private ushort collisionsDetected = 0; - - private void CheckCollision(Collider _other) - { - if (_other.gameObject == module) - { - collisionsDetected++; - RelocateTarget(); - } - } - - public override bool CheckCondition() - { - return collisionsDetected >= targetCollision; - } - - public override void Initialize() - { - base.Initialize(); - - targetArea.GetComponent().onTriggerEnter += CheckCollision; - - //Enable the InfoTags of the grip trigger. - StaticReferencer.Instance.refInfoTags[5].SetActive(true); - StaticReferencer.Instance.refInfoTags[10].SetActive(true); - - //Enable the InfoTags of the JoySticks. - StaticReferencer.Instance.refInfoTags[3].SetActive(true); - StaticReferencer.Instance.refInfoTags[8].SetActive(true); - } - - private void RelocateTarget() - { - targetArea.transform.localPosition = new Vector3(Random.Range(-2f, 2f), - Random.Range(0f, 2f), - Random.Range(0f, 2f)); - } - } + /// + /// The step 3 of the tutorial on controls. + /// Learn how to grab and move objects. + /// + public class ControlsStep3 : Step + { + [Header("Local Step Members")] + public GameObject module; + public GameObject targetArea; + public ushort targetCollision = 5; + private ushort collisionsDetected = 0; + + private void CheckCollision(Collider _other) + { + if (_other.gameObject == module) + { + collisionsDetected++; + RelocateTarget(); + } + } + + public override bool CheckCondition() + { + return collisionsDetected >= targetCollision; + } + + public override void Initialize() + { + base.Initialize(); + + targetArea.GetComponent().onTriggerEnter += CheckCollision; + + //Enable the InfoTags of the grip trigger. + StaticReferencer.Instance.refInfoTags[5].SetActive(true); + StaticReferencer.Instance.refInfoTags[10].SetActive(true); + + //Enable the InfoTags of the JoySticks. + StaticReferencer.Instance.refInfoTags[3].SetActive(true); + StaticReferencer.Instance.refInfoTags[8].SetActive(true); + } + + private void RelocateTarget() + { + targetArea.transform.localPosition = new Vector3(Random.Range(-2f, 2f), + Random.Range(0f, 2f), + Random.Range(0f, 2f)); + } + } } diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep5.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep5.cs index 15b418d6..b8f76f08 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep5.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep5.cs @@ -1,56 +1,55 @@ -using System.Collections; -using UnityEngine; +using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 5 of the tutorial on controls. - /// Learn about the differnet types of controls input modes - /// and how to switch from one to another. - /// - public class ControlsStep5 : Step - { - [Header("Local Step Members")] - public LeftRightData switchInputModes; + /// + /// The step 5 of the tutorial on controls. + /// Learn about the differnet types of controls input modes + /// and how to switch from one to another. + /// + public class ControlsStep5 : Step + { + [Header("Local Step Members")] + public LeftRightData switchInputModes; - private bool switchedInputModes; + private bool switchedInputModes; - public override bool CheckCondition() - { - return switchedInputModes; - } + public override bool CheckCondition() + { + return switchedInputModes; + } - public override void Conclude() - { - base.Conclude(); + public override void Conclude() + { + base.Conclude(); - switchInputModes.left.action.performed -= SwitchInputModesConfirmed; - switchInputModes.right.action.performed -= SwitchInputModesConfirmed; - } + switchInputModes.left.action.performed -= SwitchInputModesConfirmed; + switchInputModes.right.action.performed -= SwitchInputModesConfirmed; + } - public override void Initialize() - { - base.Initialize(); + public override void Initialize() + { + base.Initialize(); - switchInputModes.left.action.Enable(); - switchInputModes.right.action.Enable(); + switchInputModes.left.action.Enable(); + switchInputModes.right.action.Enable(); - switchInputModes.left.action.performed += SwitchInputModesConfirmed; - switchInputModes.right.action.performed += SwitchInputModesConfirmed; + switchInputModes.left.action.performed += SwitchInputModesConfirmed; + switchInputModes.right.action.performed += SwitchInputModesConfirmed; - //Enable the InfoTags of the secondary buttons. - StaticReferencer.Instance.refInfoTags[2].SetActive(true); - StaticReferencer.Instance.refInfoTags[7].SetActive(true); + //Enable the InfoTags of the secondary buttons. + StaticReferencer.Instance.refInfoTags[2].SetActive(true); + StaticReferencer.Instance.refInfoTags[7].SetActive(true); - } + } - private void SwitchInputModesConfirmed(InputAction.CallbackContext _ctx) - { - switchedInputModes = true; - } + private void SwitchInputModesConfirmed(InputAction.CallbackContext _ctx) + { + switchedInputModes = true; + } - } + } } \ No newline at end of file diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep6.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep6.cs index a784f163..af333a5c 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep6.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep6.cs @@ -1,8 +1,6 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; +using ECellDive.Utility.Data; namespace ECellDive.Tutorials { diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep7.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep7.cs index da173489..f09ce97a 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep7.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep7.cs @@ -1,9 +1,3 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.InputSystem; -using ECellDive.Interfaces; - namespace ECellDive.Tutorials { /// diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep8.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep8.cs index c914b8f1..7c56c62c 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep8.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep8.cs @@ -1,55 +1,55 @@ using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 8 of the tutorial on controls. - /// Learn how to make a group of objects with the ray selector. - /// - public class ControlsStep8 : Step - { - [Header("Local Step Members")] - public LeftRightData groupSelect; - public GameObject[] targetGroupContent; - - private bool validGroup; - - public override bool CheckCondition() - { - return validGroup; - } - - private void CheckGroupComposition(InputAction.CallbackContext _ctx) - { - if (targetGroupContent.Length == StaticReferencer.Instance.groupsMakingManager.groupMembers.Count) - { - bool _validGroup = true; - foreach (GameObject _member in targetGroupContent) - { - _validGroup &= StaticReferencer.Instance.groupsMakingManager.groupMembers.Contains(_member); - } - validGroup = _validGroup; - } - } - - public override void Conclude() - { - base.Conclude(); - - groupSelect.left.action.performed -= CheckGroupComposition; - groupSelect.right.action.performed -= CheckGroupComposition; - } - - public override void Initialize() - { - base.Initialize(); - - groupSelect.left.action.performed += CheckGroupComposition; - groupSelect.right.action.performed += CheckGroupComposition; - } - } + /// + /// The step 8 of the tutorial on controls. + /// Learn how to make a group of objects with the ray selector. + /// + public class ControlsStep8 : Step + { + [Header("Local Step Members")] + public LeftRightData groupSelect; + public GameObject[] targetGroupContent; + + private bool validGroup; + + public override bool CheckCondition() + { + return validGroup; + } + + private void CheckGroupComposition(InputAction.CallbackContext _ctx) + { + if (targetGroupContent.Length == StaticReferencer.Instance.groupsMakingManager.groupMembers.Count) + { + bool _validGroup = true; + foreach (GameObject _member in targetGroupContent) + { + _validGroup &= StaticReferencer.Instance.groupsMakingManager.groupMembers.Contains(_member); + } + validGroup = _validGroup; + } + } + + public override void Conclude() + { + base.Conclude(); + + groupSelect.left.action.performed -= CheckGroupComposition; + groupSelect.right.action.performed -= CheckGroupComposition; + } + + public override void Initialize() + { + base.Initialize(); + + groupSelect.left.action.performed += CheckGroupComposition; + groupSelect.right.action.performed += CheckGroupComposition; + } + } } diff --git a/Assets/Scripts/Tutorials/Controls/ControlsStep9.cs b/Assets/Scripts/Tutorials/Controls/ControlsStep9.cs index f13279d0..72a6ea14 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsStep9.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsStep9.cs @@ -1,66 +1,65 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 9 of the tutorial on controls. - /// Learn how to make a group of objects with the volumetric selector. - /// - public class ControlsStep9 : Step - { - [Header("Local Step Members")] - public LeftRightData switchGroupSelector; - public GameObject[] targetGroupContent; + /// + /// The step 9 of the tutorial on controls. + /// Learn how to make a group of objects with the volumetric selector. + /// + public class ControlsStep9 : Step + { + [Header("Local Step Members")] + public LeftRightData switchGroupSelector; + public GameObject[] targetGroupContent; - private TriggerBroadcaster voluSelLeft; - private TriggerBroadcaster voluSelRight; + private TriggerBroadcaster voluSelLeft; + private TriggerBroadcaster voluSelRight; - private bool validGroup; + private bool validGroup; - public override bool CheckCondition() - { - return validGroup; - } + public override bool CheckCondition() + { + return validGroup; + } - private void CheckGroupComposition(Collider _collider) - { - if (targetGroupContent.Length == StaticReferencer.Instance.groupsMakingManager.groupMembers.Count) - { - bool _validGroup = true; - foreach (GameObject _member in targetGroupContent) - { - _validGroup &= StaticReferencer.Instance.groupsMakingManager.groupMembers.Contains(_member); - } - validGroup = _validGroup; - } - } + private void CheckGroupComposition(Collider _collider) + { + if (targetGroupContent.Length == StaticReferencer.Instance.groupsMakingManager.groupMembers.Count) + { + bool _validGroup = true; + foreach (GameObject _member in targetGroupContent) + { + _validGroup &= StaticReferencer.Instance.groupsMakingManager.groupMembers.Contains(_member); + } + validGroup = _validGroup; + } + } - public override void Initialize() - { - base.Initialize(); + public override void Initialize() + { + base.Initialize(); - //Destroying the group started at the previous step. - StaticReferencer.Instance.groupsMakingManager.CancelGroup(); + //Destroying the group started at the previous step. + StaticReferencer.Instance.groupsMakingManager.CancelGroup(); - voluSelLeft = StaticReferencer.Instance.volumetricSelectorManagers.left.GetComponent(); - voluSelRight = StaticReferencer.Instance.volumetricSelectorManagers.right.GetComponent(); + voluSelLeft = StaticReferencer.Instance.volumetricSelectorManagers.left.GetComponent(); + voluSelRight = StaticReferencer.Instance.volumetricSelectorManagers.right.GetComponent(); - voluSelLeft.onTriggerEnter += CheckGroupComposition; - voluSelRight.onTriggerEnter += CheckGroupComposition; - } + voluSelLeft.onTriggerEnter += CheckGroupComposition; + voluSelRight.onTriggerEnter += CheckGroupComposition; + } - public override void Conclude() - { - base.Conclude(); + public override void Conclude() + { + base.Conclude(); - voluSelLeft.onTriggerEnter -= CheckGroupComposition; - voluSelRight.onTriggerEnter -= CheckGroupComposition; - } - } + voluSelLeft.onTriggerEnter -= CheckGroupComposition; + voluSelRight.onTriggerEnter -= CheckGroupComposition; + } + } } diff --git a/Assets/Scripts/Tutorials/Controls/ControlsTutorialManager.cs b/Assets/Scripts/Tutorials/Controls/ControlsTutorialManager.cs index 487f67fe..dcdbf9e1 100644 --- a/Assets/Scripts/Tutorials/Controls/ControlsTutorialManager.cs +++ b/Assets/Scripts/Tutorials/Controls/ControlsTutorialManager.cs @@ -1,311 +1,311 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The class controlling the chronology and logic of the - /// tutorial on controls. - /// - public class ControlsTutorialManager : TutorialManager - { - public InputActionAsset refInputActionAsset; - public LeftRightData refRBSelect; - public LeftRightData refInputSwitchMode; - - //ControllerModeID = 0 - private List learnedLeftRBCActions = new List(); - private List learnedRightRBCActions = new List(); - - //ControllerModeID = 1 - private List learnedLeftMvtCActions = new List(); - private List learnedRightMvtCActions = new List(); - - //ControllerModeID = 2 - private List learnedLeftGCActions = new List(); - private List learnedRightGCActions = new List(); - - //default is ray mode on left controller - private int leftControllerModeID = 0; - - //default is movement mode on right controller - private int rightControllerModeID = 0; - - private List previousStatesEOC; - private List previousStatesIOC; - - public void AddLeftGroupControlAction(InputActionReference _gcAction) - { - if (leftControllerModeID == 2) - { - _gcAction.action.Enable(); - } - learnedLeftGCActions.Add(_gcAction); - } - - public void AddLeftMvtControlAction(InputActionReference _mvtcAction) - { - if (leftControllerModeID == 1) - { - _mvtcAction.action.Enable(); - } - learnedLeftMvtCActions.Add(_mvtcAction); - } - - public void AddLeftRayBasedControlAction(InputActionReference _rbcAction) - { - if (leftControllerModeID == 0) - { - _rbcAction.action.Enable(); - } - learnedLeftRBCActions.Add(_rbcAction); - } - - public void AddRightGroupControlAction(InputActionReference _gcAction) - { - if (rightControllerModeID == 2) - { - _gcAction.action.Enable(); - } - learnedRightGCActions.Add(_gcAction); - } - - public void AddRightMvtControlAction(InputActionReference _mvtcAction) - { - if (rightControllerModeID == 1) - { - _mvtcAction.action.Enable(); - } - learnedRightMvtCActions.Add(_mvtcAction); - } - - public void AddRightRayBasedControlAction(InputActionReference _rbcAction) - { - if (rightControllerModeID == 0) - { - _rbcAction.action.Enable(); - } - learnedRightRBCActions.Add(_rbcAction); - } - - protected override void Conclude() - { - base.Conclude(); - - //Destroying the group started at the previous step. - StaticReferencer.Instance.groupsMakingManager.CancelGroup(); - - //The tutorial is finished so we unsubscribe the local solution - //for switching input controls. - refInputSwitchMode.left.action.performed -= LeftControllerActionMapSwitch; - refInputSwitchMode.right.action.performed -= RightControllerActionMapSwitch; - - //Resubscribe the Action map switch within the InputModeManager - //in order to restore default behaviour: when the user presses - //the button binded to switching controls input actions, the - //corresponding action maps are also automatically switched - //on or off entirely and not just the actions we added to the - //"learnedXXXActions" lists declared in this script. - StaticReferencer.Instance.inputModeManager.SubscribeActionMapsSwitch(); - } - - private void DisableLearnedActions(List _learnedActions) - { - foreach(InputActionReference action in _learnedActions) - { - action.action.Disable(); - } - } - - private void EnableLearnedActions(List _learnedActions) - { - foreach (InputActionReference action in _learnedActions) - { - action.action.Enable(); - } - } - - protected override void Initialize() - { - base.Initialize(); - - - //Disable the General GUI - previousStatesEOC = new List(StaticReferencer.Instance.refExternalObjectContainer.transform.childCount); - foreach (Transform _guiHolder in StaticReferencer.Instance.refExternalObjectContainer.transform) - { - previousStatesEOC.Add(_guiHolder.gameObject.activeSelf); - _guiHolder.gameObject.SetActive(false); - } - - previousStatesIOC = new List(StaticReferencer.Instance.refInternalObjectContainer.transform.childCount); - foreach (Transform _guiHolder in StaticReferencer.Instance.refInternalObjectContainer.transform) - { - previousStatesIOC.Add(_guiHolder.gameObject.activeSelf); - _guiHolder.gameObject.SetActive(false); - } - - //Disable the RayBased Action Map - refInputActionAsset.FindActionMap("Ray_Based_Controls_LH").Disable(); - refInputActionAsset.FindActionMap("Ray_Based_Controls_RH").Disable(); - - //Disable the Movement Action Map - refInputActionAsset.FindActionMap("Movement_LH").Disable(); - refInputActionAsset.FindActionMap("Movement_RH").Disable(); - - //Disable the Groups Action Map - refInputActionAsset.FindActionMap("Group_Controls_LH").Disable(); - refInputActionAsset.FindActionMap("Group_Controls_RH").Disable(); - - //Disable the capacity to switch input action modes - refInputSwitchMode.left.action.Disable(); - refInputSwitchMode.right.action.Disable(); - - //Remove the automatic activation of action map whenever the - //input switch mode action will be triggered in the future. - //That way, we keep full control over progressive activation - //of input actions during this tutorial. - StaticReferencer.Instance.inputModeManager.UnsubscribeActionMapsSwitch(); - - //Instead of using the controls switch management code in - //InputModeManager.cs, we subscribe to the local solution - //that will be valid for the duration of the tutorial. - refInputSwitchMode.left.action.performed += LeftControllerActionMapSwitch; - refInputSwitchMode.right.action.performed += RightControllerActionMapSwitch; - - //Force the Ray-based controls for both controllers. This only - //impacts the visuals this we unsubscribed the Action Map Switch above. - StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(0); - StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(0); - - //Allow user to click on UI Buttons at least. - AddLeftRayBasedControlAction(refRBSelect.left); - AddRightRayBasedControlAction(refRBSelect.right); - - //Hide every InfoTags... - foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) - { - _tag.SetActive(false); - } - - //... but still show the InfoTags of the front trigger. - StaticReferencer.Instance.refInfoTags[4].SetActive(true); - StaticReferencer.Instance.refInfoTags[9].SetActive(true); - } - - private void LeftControllerActionMapSwitch(InputAction.CallbackContext _ctx) - { - leftControllerModeID++; - - switch (leftControllerModeID) - { - case 0: - DisableLearnedActions(learnedLeftGCActions); - DisableLearnedActions(learnedLeftMvtCActions); - EnableLearnedActions(learnedLeftRBCActions); - break; - - case 1: - DisableLearnedActions(learnedLeftRBCActions); - DisableLearnedActions(learnedLeftGCActions); - EnableLearnedActions(learnedLeftMvtCActions); - break; - - case 2: - DisableLearnedActions(learnedLeftRBCActions); - DisableLearnedActions(learnedLeftMvtCActions); - EnableLearnedActions(learnedLeftGCActions); - break; - - default: - leftControllerModeID = 0; - goto case 0; - } - } - - public override void Quit() - { - base.Quit(); - - //Destroying the group that may have been started if the - //user reached the group making step. - StaticReferencer.Instance.groupsMakingManager.CancelGroup(); - - //The tutorial is finished so we unsubscribe the local solution - //for switching input controls. - refInputSwitchMode.left.action.performed -= LeftControllerActionMapSwitch; - refInputSwitchMode.right.action.performed -= RightControllerActionMapSwitch; - - //Resubscribe the Action map switch within the InputModeManager - //in order to restore default behaviour: when the user presses - //the button binded to switching controls input actions, the - //corresponding action maps are also automatically switched - //on or off entirely and not just the actions we added to the - //"learnedXXXActions" lists declared in this script. - StaticReferencer.Instance.inputModeManager.SubscribeActionMapsSwitch(); - - //Force the Ray-based controls for both controllers. This will - //impact the visuals and the actions since we subscribed back to - //the Action Map Switch above. Using the value -1 makes sure that - //we get back to 0 with a change of value which will call the event - //.OnValueChanged for leftControllerModeID and right ControllerModeID - //in the InputModeManager.cs. - StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(-1); - StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(-1); - - //Force back activation of every InfoTags - foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) - { - _tag.SetActive(true); - } - - //Revert the active state of the UI and modules that may have been imported. - ushort _i = 0; - foreach (Transform _guiHolder in StaticReferencer.Instance.refExternalObjectContainer.transform) - { - _guiHolder.gameObject.SetActive(previousStatesEOC[_i]); - _i++; - } - - _i = 0; - foreach (Transform _guiHolder in StaticReferencer.Instance.refInternalObjectContainer.transform) - { - _guiHolder.gameObject.SetActive(previousStatesIOC[_i]); - _i++; - } - } - - private void RightControllerActionMapSwitch(InputAction.CallbackContext _ctx) - { - rightControllerModeID++; - - switch (rightControllerModeID) - { - case 0: - DisableLearnedActions(learnedRightGCActions); - DisableLearnedActions(learnedRightMvtCActions); - EnableLearnedActions(learnedRightRBCActions); - break; - - case 1: - DisableLearnedActions(learnedRightRBCActions); - DisableLearnedActions(learnedRightGCActions); - EnableLearnedActions(learnedRightMvtCActions); - break; - - case 2: - DisableLearnedActions(learnedRightRBCActions); - DisableLearnedActions(learnedRightMvtCActions); - EnableLearnedActions(learnedRightGCActions); - break; - - default: - rightControllerModeID = 0; - goto case 0; - } - } - } + /// + /// The class controlling the chronology and logic of the + /// tutorial on controls. + /// + public class ControlsTutorialManager : TutorialManager + { + public InputActionAsset refInputActionAsset; + public LeftRightData refRBSelect; + public LeftRightData refInputSwitchMode; + + //ControllerModeID = 0 + private List learnedLeftRBCActions = new List(); + private List learnedRightRBCActions = new List(); + + //ControllerModeID = 1 + private List learnedLeftMvtCActions = new List(); + private List learnedRightMvtCActions = new List(); + + //ControllerModeID = 2 + private List learnedLeftGCActions = new List(); + private List learnedRightGCActions = new List(); + + //default is ray mode on left controller + private int leftControllerModeID = 0; + + //default is movement mode on right controller + private int rightControllerModeID = 0; + + private List previousStatesEOC; + private List previousStatesIOC; + + public void AddLeftGroupControlAction(InputActionReference _gcAction) + { + if (leftControllerModeID == 2) + { + _gcAction.action.Enable(); + } + learnedLeftGCActions.Add(_gcAction); + } + + public void AddLeftMvtControlAction(InputActionReference _mvtcAction) + { + if (leftControllerModeID == 1) + { + _mvtcAction.action.Enable(); + } + learnedLeftMvtCActions.Add(_mvtcAction); + } + + public void AddLeftRayBasedControlAction(InputActionReference _rbcAction) + { + if (leftControllerModeID == 0) + { + _rbcAction.action.Enable(); + } + learnedLeftRBCActions.Add(_rbcAction); + } + + public void AddRightGroupControlAction(InputActionReference _gcAction) + { + if (rightControllerModeID == 2) + { + _gcAction.action.Enable(); + } + learnedRightGCActions.Add(_gcAction); + } + + public void AddRightMvtControlAction(InputActionReference _mvtcAction) + { + if (rightControllerModeID == 1) + { + _mvtcAction.action.Enable(); + } + learnedRightMvtCActions.Add(_mvtcAction); + } + + public void AddRightRayBasedControlAction(InputActionReference _rbcAction) + { + if (rightControllerModeID == 0) + { + _rbcAction.action.Enable(); + } + learnedRightRBCActions.Add(_rbcAction); + } + + protected override void Conclude() + { + base.Conclude(); + + //Destroying the group started at the previous step. + StaticReferencer.Instance.groupsMakingManager.CancelGroup(); + + //The tutorial is finished so we unsubscribe the local solution + //for switching input controls. + refInputSwitchMode.left.action.performed -= LeftControllerActionMapSwitch; + refInputSwitchMode.right.action.performed -= RightControllerActionMapSwitch; + + //Resubscribe the Action map switch within the InputModeManager + //in order to restore default behaviour: when the user presses + //the button binded to switching controls input actions, the + //corresponding action maps are also automatically switched + //on or off entirely and not just the actions we added to the + //"learnedXXXActions" lists declared in this script. + StaticReferencer.Instance.inputModeManager.SubscribeActionMapsSwitch(); + } + + private void DisableLearnedActions(List _learnedActions) + { + foreach(InputActionReference action in _learnedActions) + { + action.action.Disable(); + } + } + + private void EnableLearnedActions(List _learnedActions) + { + foreach (InputActionReference action in _learnedActions) + { + action.action.Enable(); + } + } + + protected override void Initialize() + { + base.Initialize(); + + + //Disable the General GUI + previousStatesEOC = new List(StaticReferencer.Instance.refExternalObjectContainer.transform.childCount); + foreach (Transform _guiHolder in StaticReferencer.Instance.refExternalObjectContainer.transform) + { + previousStatesEOC.Add(_guiHolder.gameObject.activeSelf); + _guiHolder.gameObject.SetActive(false); + } + + previousStatesIOC = new List(StaticReferencer.Instance.refInternalObjectContainer.transform.childCount); + foreach (Transform _guiHolder in StaticReferencer.Instance.refInternalObjectContainer.transform) + { + previousStatesIOC.Add(_guiHolder.gameObject.activeSelf); + _guiHolder.gameObject.SetActive(false); + } + + //Disable the RayBased Action Map + refInputActionAsset.FindActionMap("Ray_Based_Controls_LH").Disable(); + refInputActionAsset.FindActionMap("Ray_Based_Controls_RH").Disable(); + + //Disable the Movement Action Map + refInputActionAsset.FindActionMap("Movement_LH").Disable(); + refInputActionAsset.FindActionMap("Movement_RH").Disable(); + + //Disable the Groups Action Map + refInputActionAsset.FindActionMap("Group_Controls_LH").Disable(); + refInputActionAsset.FindActionMap("Group_Controls_RH").Disable(); + + //Disable the capacity to switch input action modes + refInputSwitchMode.left.action.Disable(); + refInputSwitchMode.right.action.Disable(); + + //Remove the automatic activation of action map whenever the + //input switch mode action will be triggered in the future. + //That way, we keep full control over progressive activation + //of input actions during this tutorial. + StaticReferencer.Instance.inputModeManager.UnsubscribeActionMapsSwitch(); + + //Instead of using the controls switch management code in + //InputModeManager.cs, we subscribe to the local solution + //that will be valid for the duration of the tutorial. + refInputSwitchMode.left.action.performed += LeftControllerActionMapSwitch; + refInputSwitchMode.right.action.performed += RightControllerActionMapSwitch; + + //Force the Ray-based controls for both controllers. This only + //impacts the visuals this we unsubscribed the Action Map Switch above. + StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(0); + StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(0); + + //Allow user to click on UI Buttons at least. + AddLeftRayBasedControlAction(refRBSelect.left); + AddRightRayBasedControlAction(refRBSelect.right); + + //Hide every InfoTags... + foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) + { + _tag.SetActive(false); + } + + //... but still show the InfoTags of the front trigger. + StaticReferencer.Instance.refInfoTags[4].SetActive(true); + StaticReferencer.Instance.refInfoTags[9].SetActive(true); + } + + private void LeftControllerActionMapSwitch(InputAction.CallbackContext _ctx) + { + leftControllerModeID++; + + switch (leftControllerModeID) + { + case 0: + DisableLearnedActions(learnedLeftGCActions); + DisableLearnedActions(learnedLeftMvtCActions); + EnableLearnedActions(learnedLeftRBCActions); + break; + + case 1: + DisableLearnedActions(learnedLeftRBCActions); + DisableLearnedActions(learnedLeftGCActions); + EnableLearnedActions(learnedLeftMvtCActions); + break; + + case 2: + DisableLearnedActions(learnedLeftRBCActions); + DisableLearnedActions(learnedLeftMvtCActions); + EnableLearnedActions(learnedLeftGCActions); + break; + + default: + leftControllerModeID = 0; + goto case 0; + } + } + + public override void Quit() + { + base.Quit(); + + //Destroying the group that may have been started if the + //user reached the group making step. + StaticReferencer.Instance.groupsMakingManager.CancelGroup(); + + //The tutorial is finished so we unsubscribe the local solution + //for switching input controls. + refInputSwitchMode.left.action.performed -= LeftControllerActionMapSwitch; + refInputSwitchMode.right.action.performed -= RightControllerActionMapSwitch; + + //Resubscribe the Action map switch within the InputModeManager + //in order to restore default behaviour: when the user presses + //the button binded to switching controls input actions, the + //corresponding action maps are also automatically switched + //on or off entirely and not just the actions we added to the + //"learnedXXXActions" lists declared in this script. + StaticReferencer.Instance.inputModeManager.SubscribeActionMapsSwitch(); + + //Force the Ray-based controls for both controllers. This will + //impact the visuals and the actions since we subscribed back to + //the Action Map Switch above. Using the value -1 makes sure that + //we get back to 0 with a change of value which will call the event + //.OnValueChanged for leftControllerModeID and right ControllerModeID + //in the InputModeManager.cs. + StaticReferencer.Instance.inputModeManager.BroadcastLeftControllerModeServerRpc(-1); + StaticReferencer.Instance.inputModeManager.BroadcastRightControllerModeServerRpc(-1); + + //Force back activation of every InfoTags + foreach (GameObject _tag in StaticReferencer.Instance.refInfoTags) + { + _tag.SetActive(true); + } + + //Revert the active state of the UI and modules that may have been imported. + ushort _i = 0; + foreach (Transform _guiHolder in StaticReferencer.Instance.refExternalObjectContainer.transform) + { + _guiHolder.gameObject.SetActive(previousStatesEOC[_i]); + _i++; + } + + _i = 0; + foreach (Transform _guiHolder in StaticReferencer.Instance.refInternalObjectContainer.transform) + { + _guiHolder.gameObject.SetActive(previousStatesIOC[_i]); + _i++; + } + } + + private void RightControllerActionMapSwitch(InputAction.CallbackContext _ctx) + { + rightControllerModeID++; + + switch (rightControllerModeID) + { + case 0: + DisableLearnedActions(learnedRightGCActions); + DisableLearnedActions(learnedRightMvtCActions); + EnableLearnedActions(learnedRightRBCActions); + break; + + case 1: + DisableLearnedActions(learnedRightRBCActions); + DisableLearnedActions(learnedRightGCActions); + EnableLearnedActions(learnedRightMvtCActions); + break; + + case 2: + DisableLearnedActions(learnedRightRBCActions); + DisableLearnedActions(learnedRightMvtCActions); + EnableLearnedActions(learnedRightGCActions); + break; + + default: + rightControllerModeID = 0; + goto case 0; + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep3.cs b/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep3.cs index dea3370d..83cd80dd 100644 --- a/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep3.cs +++ b/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep3.cs @@ -1,102 +1,102 @@ using System.Collections; using UnityEngine; using UnityEngine.InputSystem; -using ECellDive.Interfaces; using ECellDive.Modules; -using ECellDive.Utility; using ECellDive.Portal; +using ECellDive.Utility.Data; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The step 3 of the Tutorial on Modules Navigation. - /// DIVE! - /// - public class ModNavStep3 : Step - { - [Header("Local Step Members")] - public LeftRightData diveActions; - - private CyJsonModule refCyJsonModule; - private bool hasStartedDiving; - - public override bool CheckCondition() - { - return hasStartedDiving; - } - - private void CheckDive(RaycastHit _hit) - { - PortalManager gnm; - if (_hit.transform.TryGetComponent(out gnm)) - { - hasStartedDiving = true; - } - } - - private void CheckDiveLeft(InputAction.CallbackContext _ctx) - { - RaycastHit hit; - if (Physics.Raycast( - StaticReferencer.Instance.riControllersGO.left.transform.position, - StaticReferencer.Instance.riControllersGO.left.transform.forward, - out hit, - 30)) - { - CheckDive(hit); - } - } - - private void CheckDiveRight(InputAction.CallbackContext _ctx) - { - RaycastHit hit; - if (Physics.Raycast( - StaticReferencer.Instance.riControllersGO.right.transform.position, - StaticReferencer.Instance.riControllersGO.right.transform.forward, - out hit, - 30)) - { - CheckDive(hit); - } - } - - public override void Conclude() - { - base.Conclude(); - - diveActions.left.action.performed -= CheckDiveLeft; - diveActions.right.action.performed -= CheckDiveRight; - - StartCoroutine(DelaySearch()); - } - - public override void Initialize() - { - base.Initialize(); - - diveActions.left.action.performed += CheckDiveLeft; - diveActions.right.action.performed += CheckDiveRight; - - refCyJsonModule = FindObjectOfType(); - - //We collect the CyJson module (created at the previous step) to - //make sure that it is cleaned up when the user quits the tutorial. - ModNavTutorialManager.tutorialGarbage.Add(refCyJsonModule.gameObject); - - } - - private IEnumerator DelaySearch() - { - //We just wait a bit to make sure the object we will be looking - //for has been instantiated by the server. - yield return new WaitForSeconds(0.5f); - - refCyJsonModule = FindObjectOfType(); - //At this stage the user has started diving into the data module. - //So there should be a rootPathway created that we can capture. - Debug.Log($"refCyJsonModule.pathwayRoot", refCyJsonModule.pathwayRoot); - ModNavTutorialManager.tutorialGarbage.Add(refCyJsonModule.pathwayRoot); - } - } + /// + /// The step 3 of the Tutorial on Modules Navigation. + /// DIVE! + /// + public class ModNavStep3 : Step + { + [Header("Local Step Members")] + public LeftRightData diveActions; + + private CyJsonModule refCyJsonModule; + private bool hasStartedDiving; + + public override bool CheckCondition() + { + return hasStartedDiving; + } + + private void CheckDive(RaycastHit _hit) + { + PortalManager gnm; + if (_hit.transform.TryGetComponent(out gnm)) + { + hasStartedDiving = true; + } + } + + private void CheckDiveLeft(InputAction.CallbackContext _ctx) + { + RaycastHit hit; + if (Physics.Raycast( + StaticReferencer.Instance.riControllersGO.left.transform.position, + StaticReferencer.Instance.riControllersGO.left.transform.forward, + out hit, + 30)) + { + CheckDive(hit); + } + } + + private void CheckDiveRight(InputAction.CallbackContext _ctx) + { + RaycastHit hit; + if (Physics.Raycast( + StaticReferencer.Instance.riControllersGO.right.transform.position, + StaticReferencer.Instance.riControllersGO.right.transform.forward, + out hit, + 30)) + { + CheckDive(hit); + } + } + + public override void Conclude() + { + base.Conclude(); + + diveActions.left.action.performed -= CheckDiveLeft; + diveActions.right.action.performed -= CheckDiveRight; + + StartCoroutine(DelaySearch()); + } + + public override void Initialize() + { + base.Initialize(); + + diveActions.left.action.performed += CheckDiveLeft; + diveActions.right.action.performed += CheckDiveRight; + + refCyJsonModule = FindObjectOfType(); + + //We collect the CyJson module (created at the previous step) to + //make sure that it is cleaned up when the user quits the tutorial. + ModNavTutorialManager.tutorialGarbage.Add(refCyJsonModule.gameObject); + + } + + private IEnumerator DelaySearch() + { + //We just wait a bit to make sure the object we will be looking + //for has been instantiated by the server. + yield return new WaitForSeconds(0.5f); + + refCyJsonModule = FindObjectOfType(); + //At this stage the user has started diving into the data module. + //So there should be a rootPathway created that we can capture. + Debug.Log($"refCyJsonModule.pathwayRoot", refCyJsonModule.pathwayRoot); + ModNavTutorialManager.tutorialGarbage.Add(refCyJsonModule.pathwayRoot); + } + } } diff --git a/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep4.cs b/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep4.cs index a53eee8b..d2da8227 100644 --- a/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep4.cs +++ b/Assets/Scripts/Tutorials/ModuleNavigation/ModNavStep4.cs @@ -1,7 +1,6 @@ using UnityEngine; using UnityEngine.UI; using ECellDive.UI; -using ECellDive.Modules; namespace ECellDive.Tutorials { diff --git a/Assets/Scripts/Tutorials/ModuleNavigation/ModNavTutorialManager.cs b/Assets/Scripts/Tutorials/ModuleNavigation/ModNavTutorialManager.cs index 1c802788..dee5bb5b 100644 --- a/Assets/Scripts/Tutorials/ModuleNavigation/ModNavTutorialManager.cs +++ b/Assets/Scripts/Tutorials/ModuleNavigation/ModNavTutorialManager.cs @@ -3,80 +3,80 @@ using ECellDive.SceneManagement; using ECellDive.UI; using System.Collections; -using ECellDive.Utility; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.Tutorials { - /// - /// The class controlling the chronology and logic of the - /// tutorial on modules navigation (example with iJO1366). - /// - public class ModNavTutorialManager : TutorialManager - { - [Header("Local Tutorial Members")] - public AssetScenesManager refAssetScenesManager; - public ResurfaceManager refResurfaceManager; - public static List tutorialGarbage = new List(); - private GUIManager guiManager; + /// + /// The class controlling the chronology and logic of the + /// tutorial on modules navigation (example with iJO1366). + /// + public class ModNavTutorialManager : TutorialManager + { + [Header("Local Tutorial Members")] + public AssetScenesManager refAssetScenesManager; + public ResurfaceManager refResurfaceManager; + public static List tutorialGarbage = new List(); + private GUIManager guiManager; - private IEnumerator CleanUp() - { - //In this tutorial, the user might have dived in a data module. - //We try to bring him back to the main room by default knowing - //that Resurface() handles the tests to make sure that there are - //no problems even if the user hasn't dived into anything yet. - refResurfaceManager.Resurface(); + private IEnumerator CleanUp() + { + //In this tutorial, the user might have dived in a data module. + //We try to bring him back to the main room by default knowing + //that Resurface() handles the tests to make sure that there are + //no problems even if the user hasn't dived into anything yet. + refResurfaceManager.Resurface(); - yield return new WaitForSeconds(2f); + yield return new WaitForSeconds(2f); - //We destroy the gameobjects that may have been added to the scene - //during the tutorial. Those are mainly modules such as the Remote - //importer, the CyJson data module, the graph, etc... - foreach (GameObject go in tutorialGarbage) - { - if (go != null)//the user might have destroyed it before quitting the tutorial. - { - foreach (Transform child in go.transform) - { - Destroy(child.gameObject); - } - Destroy(go); - } - } + //We destroy the gameobjects that may have been added to the scene + //during the tutorial. Those are mainly modules such as the Remote + //importer, the CyJson data module, the graph, etc... + foreach (GameObject go in tutorialGarbage) + { + if (go != null)//the user might have destroyed it before quitting the tutorial. + { + foreach (Transform child in go.transform) + { + Destroy(child.gameObject); + } + Destroy(go); + } + } - refAssetScenesManager.UnloadScene(2); - } + refAssetScenesManager.UnloadScene(2); + } - protected override void Initialize() - { - base.Initialize(); + protected override void Initialize() + { + base.Initialize(); - guiManager = StaticReferencer.Instance.refExternalObjectContainer.GetComponent(); + guiManager = StaticReferencer.Instance.refExternalObjectContainer.GetComponent(); - //Hide the main menu. - guiManager.refMainMenu.SetActive(!guiManager.refMainMenu.activeSelf); + //Hide the main menu. + guiManager.refMainMenu.SetActive(!guiManager.refMainMenu.activeSelf); - //The user cannot interact with any of the buttons of the main menu. - guiManager.refMainMenu.GetComponent().SwitchGroupInteractibility(); + //The user cannot interact with any of the buttons of the main menu. + guiManager.refMainMenu.GetComponent().SwitchGroupInteractibility(); - //Since we are going to progressively add modules in the scene, - //we also deactivate the interactibility of the buttons in the - //modules menu. - guiManager.refModulesMenuManager.SwitchGroupInteractibility(); - } + //Since we are going to progressively add modules in the scene, + //we also deactivate the interactibility of the buttons in the + //modules menu. + guiManager.refModulesMenuManager.SwitchGroupInteractibility(); + } - public override void Quit() - { - base.Quit(); + public override void Quit() + { + base.Quit(); - //We make sure to reactivate interactibility of every buttons - //of the UI menus that we deactivated at the begining of the - //tutorial. Since the user can quit the tutorial anytime, we do so - //indiscriminitaly. - guiManager.refMainMenu.GetComponent().ForceGroupInteractibility(true); - guiManager.refModulesMenuManager.ForceGroupInteractibility(true); + //We make sure to reactivate interactibility of every buttons + //of the UI menus that we deactivated at the begining of the + //tutorial. Since the user can quit the tutorial anytime, we do so + //indiscriminitaly. + guiManager.refMainMenu.GetComponent().ForceGroupInteractibility(true); + guiManager.refModulesMenuManager.ForceGroupInteractibility(true); - StartCoroutine(CleanUp()); - } - } + StartCoroutine(CleanUp()); + } + } } diff --git a/Assets/Scripts/UI/Elements/ButtonColorPicker.cs b/Assets/Scripts/UI/Elements/ButtonColorPicker.cs index 50960305..b8f60c84 100644 --- a/Assets/Scripts/UI/Elements/ButtonColorPicker.cs +++ b/Assets/Scripts/UI/Elements/ButtonColorPicker.cs @@ -4,67 +4,103 @@ using HSVPicker; using ECellDive.Interfaces; using ECellDive.Utility; +using ECellDive.Utility.PlayerComponents; - -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - [RequireComponent(typeof(Button))] - public class ButtonColorPicker : MonoBehaviour - { - public Button button; - public UnityEvent OnColorChange; - private int registrationID; - private ColorPicker picker; + /// + /// Associates a color picker to a button. This way + /// clicking on the button will open the color picker. + /// + [RequireComponent(typeof(Button))] + public class ButtonColorPicker : MonoBehaviour + { + /// + /// The button that will open the color picker. + /// + public Button button; + + /// + /// The event that will be called when the color of the color picker changes. + /// + public UnityEvent OnColorChange; + + /// + /// The ID of the button. This is used to know if the color picker should + /// update the color of the button or not. The ID is simply the number of + /// targets registered in the color picker when the button is created. + /// + private int registrationID; + + /// + /// Reference to the color picker. + /// + private ColorPicker picker; - private void Awake() - { - picker = StaticReferencer.Instance.refColorPicker; - picker.onValueChanged.AddListener(ColorChanged); - registrationID = picker.nbTargetsRegistered; - picker.nbTargetsRegistered++; - } + private void Awake() + { + picker = StaticReferencer.Instance.refColorPicker; + picker.onValueChanged.AddListener(ColorChanged); + registrationID = picker.nbTargetsRegistered; + picker.nbTargetsRegistered++; + } - private void OnDestroy() - { - picker.onValueChanged.RemoveListener(ColorChanged); - picker.nbTargetsRegistered--; - } + private void OnDestroy() + { + picker.onValueChanged.RemoveListener(ColorChanged); + picker.nbTargetsRegistered--; + } - private void ColorChanged(Color newColor) - { - if (registrationID == picker.registratedTarget) - { - ColorBlock colors = button.colors; - colors.normalColor = newColor; - colors.highlightedColor = newColor; - colors.pressedColor = newColor; - button.colors = colors; + /// + /// Updates the color of the button and invokes the + /// event. + /// It is called back by the color picker when its color changes. + /// + /// + /// The new color of the button. + /// + private void ColorChanged(Color newColor) + { + if (registrationID == picker.registratedTarget) + { + ColorBlock colors = button.colors; + colors.normalColor = newColor; + colors.highlightedColor = newColor; + colors.pressedColor = newColor; + button.colors = colors; - OnColorChange.Invoke(); - } - } + OnColorChange.Invoke(); + } + } - public void OpenColorPicker() - { - picker.transform.parent.gameObject.SetActive(true); - Vector3 pos = Positioning.PlaceInFrontOfTarget(Camera.main.transform, 1.5f, 0.2f); - picker.transform.parent.transform.position = pos; - picker.transform.parent.gameObject.GetComponent().LookAt(); - InformColorPickerOfTarget(); - SetPickerColor(); - } + /// + /// Opens the color picker in front of the camera. + /// It is called back when is pressed. + /// + public void OpenColorPicker() + { + picker.transform.parent.gameObject.SetActive(true); + Vector3 pos = Positioning.PlaceInFrontOfTarget(Camera.main.transform, 1.5f, 0.2f); + picker.transform.parent.transform.position = pos; + picker.transform.parent.gameObject.GetComponent().LookAt(); + InformColorPickerOfTarget(); + SetPickerColor(); + } - private void InformColorPickerOfTarget() - { - picker.registratedTarget = registrationID; - } + /// + /// Informs ths color picker that its target is . + /// + private void InformColorPickerOfTarget() + { + picker.registratedTarget = registrationID; + } - private void SetPickerColor() - { - picker.AssignColor(button.colors.normalColor); - } - } - } + /// + /// Assigns the normal color of the button to the color picker. + /// + private void SetPickerColor() + { + picker.AssignColor(button.colors.normalColor); + } + } } diff --git a/Assets/Scripts/UI/Elements/GroupUIManager.cs b/Assets/Scripts/UI/Elements/GroupUIManager.cs index af350c1e..8dfa454c 100644 --- a/Assets/Scripts/UI/Elements/GroupUIManager.cs +++ b/Assets/Scripts/UI/Elements/GroupUIManager.cs @@ -1,110 +1,118 @@ -using System.Collections; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; using TMPro; -using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.Data.UI; +using ECellDive.Utility.PlayerComponents; - -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - [System.Serializable] - public struct GroupData - { - public string value; - public Color color; - public IHighlightable[] members; - public uint[] membersIds; - } + /// + /// Manages the GUI element exposing a Group data (name, color & activation) + /// in the scene to the user. + /// + public class GroupUIManager : MonoBehaviour + { + /// + /// The reference to the toggle that allows the user to activate or deactivate + /// the visualization of the group. When deactivated, the members of the group + /// are displayed with the default color. + /// + public Toggle refToggle; + + /// + /// The reference to the text mesh element to display the value representative + /// of the group. + /// + public TMP_Text refValueText; - /// - /// Manages the GUI element exposing a Group data (name, color & activation) - /// in the scene to the user. - /// - public class GroupUIManager : MonoBehaviour - { - public Toggle refToggle; - public TMP_Text refValueText; - public Button refButtonColorPicker; + /// + /// The reference to the button that allows the user to change the color of the + /// group. + /// + public Button refButtonColorPicker; - public UnityEvent OnDestroy; + /// + /// The event to be invoked when the user wants to destroy the group. + /// + public UnityEvent OnDestroy; - private GroupData groupData; + /// + /// The struct to hold the data of the group represented by the GUI this script + /// is attached to. + /// + private GroupData groupData; - /// - /// The procedure when destroying this group. - /// - public void DestroySelf() - { - //Resetting the group info (color) of every object in hte group. - ForceDistributeColor(false); + /// + /// The procedure when destroying this group. + /// + public void DestroySelf() + { + //Resetting the group info (color) of every object in hte group. + ForceDistributeColor(false); - //Hiding the object. - gameObject.SetActive(false); + //Hiding the object. + gameObject.SetActive(false); - //Remove the object from the scroll list containing every group. - transform.parent = null; + //Remove the object from the scroll list containing every group. + transform.parent = null; - //Invoking external functions. - OnDestroy?.Invoke(); + //Invoking external functions. + OnDestroy?.Invoke(); - //Finally, destroying the object. - Destroy(gameObject); - } + //Finally, destroying the object. + Destroy(gameObject); + } - /// - /// Public method to be used by external objects that globally controls the - /// activation or deactivation of the visualization of the group. - /// - /// If True, the visuals are forcefully activated; If - /// False, the visuals are forcefully deactivated. - public void ForceDistributeColor(bool _forceValue) - { - if (_forceValue) - { - StaticReferencer.Instance.refGroupsMenu.DistributeColorToMembers(groupData.color, groupData.members); - } - else - { - StaticReferencer.Instance.refGroupsMenu.DistributeColorToMembers(Color.white, groupData.members); - } - } + /// + /// Public method to be used by external objects that globally controls the + /// activation or deactivation of the visualization of the group. + /// + /// If True, the visuals are forcefully activated; If + /// False, the visuals are forcefully deactivated. + public void ForceDistributeColor(bool _forceValue) + { + if (_forceValue) + { + StaticReferencer.Instance.refGroupsMenu.DistributeColorToMembers(groupData.color, groupData.members); + } + else + { + StaticReferencer.Instance.refGroupsMenu.DistributeColorToMembers(Color.white, groupData.members); + } + } - /// - /// Public method intended to be called back whenever the user wants to - /// activate or deactivate the visualization of the group. - /// - public void ManageMembersVisual() - { - if (refToggle.isOn) - { - groupData.color = refButtonColorPicker.colors.normalColor; - } - else - { - groupData.color = Color.white; - } - StaticReferencer.Instance.refGroupsMenu.DistributeColorToMembers(groupData.color, groupData.members); - } + /// + /// Public method intended to be called back whenever the user wants to + /// activate or deactivate the visualization of the group. + /// + public void ManageMembersVisual() + { + if (refToggle.isOn) + { + groupData.color = refButtonColorPicker.colors.normalColor; + } + else + { + groupData.color = Color.white; + } + StaticReferencer.Instance.refGroupsMenu.DistributeColorToMembers(groupData.color, groupData.members); + } - /// - /// Sets the data about the group represented by the GUI this script is attached to. - /// - public void SetData(GroupData _data) - { - groupData = _data; - refValueText.text = groupData.value; + /// + /// Sets the data of the group represented by the GUI this script is attached to. + /// + public void SetData(GroupData _data) + { + groupData = _data; + refValueText.text = groupData.value; - ColorBlock colors = refButtonColorPicker.colors; - colors.normalColor = groupData.color; - colors.highlightedColor = groupData.color; - colors.pressedColor = groupData.color; - refButtonColorPicker.colors = colors; - } - } - } + ColorBlock colors = refButtonColorPicker.colors; + colors.normalColor = groupData.color; + colors.highlightedColor = groupData.color; + colors.pressedColor = groupData.color; + refButtonColorPicker.colors = colors; + } + } } diff --git a/Assets/Scripts/UI/Elements/OptimizedVertScrollList.cs b/Assets/Scripts/UI/Elements/OptimizedVertScrollList.cs index ef71b860..056f0b2c 100644 --- a/Assets/Scripts/UI/Elements/OptimizedVertScrollList.cs +++ b/Assets/Scripts/UI/Elements/OptimizedVertScrollList.cs @@ -1,190 +1,245 @@ using UnityEngine; +using ECellDive.Utility.Data.UI; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - [System.Serializable] - public struct Padding - { - public float left; - public float right; - public float top; - public float bottom; - } - - public class OptimizedVertScrollList : MonoBehaviour - { - public RectTransform refViewport; - public RectTransform refContent; - public GameObject refItem; - public Padding padding; - - private int firstVisibleChildIdx = 0; - private int lastVisibleChildIdx = 0; - - // Start is called before the first frame update - void Start() - { - UpdateAllChildrenPositions(); - - //Updating content rect transform size in the case - //there are already items in it. - UpdateContentSize(); - - GetBorderVisibleChildren(); - - UpdateAllChildrenVisibility(); - } - - public GameObject AddItem() - { - GameObject go; - if (refContent.childCount > 0) - { - RectTransform lastChild = refContent.GetChild(refContent.childCount - 1).GetComponent(); - go = Instantiate(refItem, refContent); - RectTransform goRT = go.GetComponent(); - goRT.anchoredPosition = new Vector2( - 0.5f * goRT.rect.width + padding.left, - lastChild.anchoredPosition.y - (0.5f * lastChild.rect.height + padding.bottom + padding.top + 0.5f * goRT.rect.height)); - } - else - { - go = Instantiate(refItem, refContent); - RectTransform goRT = go.GetComponent(); - goRT.anchoredPosition = new Vector2( - 0.5f * goRT.rect.width + padding.left, - -(padding.top + 0.5f * goRT.rect.height)); - - } - return go; - } - - public void OnChildDestruction() - { - UpdateAllChildrenPositions(); - UpdateContentSize(); - GetBorderVisibleChildren(); - UpdateAllChildrenVisibility(); - } - - public void GetBorderVisibleChildren() - { - int childCounter = 0; - bool firstChildFound = false; - foreach(RectTransform _child in refContent) - { - if (!firstChildFound && - _child.anchoredPosition.y - 0.5f * _child.rect.height + - refContent.anchoredPosition.y < 0) - { - firstChildFound = true; - firstVisibleChildIdx = childCounter; - } - - if (_child.anchoredPosition.y + 0.5f * _child.rect.height + - refContent.anchoredPosition.y > -refViewport.rect.height) - { - lastVisibleChildIdx = childCounter; - } - childCounter++; - } - } - - private void UpdateContentSize() - { - if (refContent.childCount > 0) - { - RectTransform lastChild = refContent.GetChild(refContent.childCount - 1).GetComponent(); - refContent.sizeDelta = new Vector2(0, - Mathf.Abs(lastChild.anchoredPosition.y) + 0.5f * lastChild.rect.height); - } - } - - public void UpdateAllChildrenPositions() - { - float total = 0f; - foreach (RectTransform _child in refContent) - { - total -= padding.top + 0.5f * _child.rect.height; - _child.anchoredPosition = new Vector2( - 0.5f * _child.rect.width + padding.left, total); - - total -= 0.5f * _child.rect.height - padding.bottom; - } - } - - public void UpdateAllChildrenVisibility() - { - if (refContent.childCount > 0) - { - for (int i = 0; i < firstVisibleChildIdx; i++) - { - refContent.GetChild(i).gameObject.SetActive(false); - } - for (int i = firstVisibleChildIdx; i <= lastVisibleChildIdx; i++) - { - refContent.GetChild(i).gameObject.SetActive(true); - } - for (int i = lastVisibleChildIdx + 1; i < refContent.childCount; i++) - { - refContent.GetChild(i).gameObject.SetActive(false); - } - } - } - - public void UpdateBorderChildrenVisibility() - { - if (refContent.childCount > 0) - { - RectTransform firstVisibleChild = refContent.GetChild(firstVisibleChildIdx).GetComponent(); - float refContentTop = refContent.anchoredPosition.y; - - if (firstVisibleChild.anchoredPosition.y - 0.5f * firstVisibleChild.rect.height + refContentTop > 0) - { - firstVisibleChild.gameObject.SetActive(false); - firstVisibleChildIdx++; - } - - else if (firstVisibleChild.anchoredPosition.y + 0.5f * firstVisibleChild.rect.height + refContentTop < 0) - { - if (firstVisibleChildIdx >= 1) - { - firstVisibleChildIdx--; - firstVisibleChild = refContent.GetChild(firstVisibleChildIdx).GetComponent(); - firstVisibleChild.gameObject.SetActive(true); - } - } - - RectTransform lastVisibleChild = refContent.GetChild(lastVisibleChildIdx).GetComponent(); - - if (lastVisibleChild.anchoredPosition.y + 0.5f * lastVisibleChild.rect.height + refContentTop < - -refViewport.rect.height) - { - lastVisibleChild.gameObject.SetActive(false); - lastVisibleChildIdx--; - } - - if (lastVisibleChild.anchoredPosition.y - 0.5f * lastVisibleChild.rect.height + refContentTop > - -refViewport.rect.height) - { - if (lastVisibleChildIdx < refContent.childCount - 1) - { - lastVisibleChildIdx++; - lastVisibleChild = refContent.GetChild(lastVisibleChildIdx).GetComponent(); - lastVisibleChild.gameObject.SetActive(true); - } - } - } - } - - public void UpdateScrollList() - { - UpdateContentSize(); - GetBorderVisibleChildren(); - UpdateBorderChildrenVisibility(); - } - } - } + /// + /// A quick implementation of a vertical scroll list that + /// can be used to display long lists of items without causing + /// performance issues. + /// + /// + /// This should be refactored to use a pool of items instead of + /// instantiating everything and deactivating the ones that are + /// out of the viewport. + /// + public class OptimizedVertScrollList : MonoBehaviour + { + /// + /// The reference to the RectTransform of the viewport of the scroll list. + /// + public RectTransform refViewport; + + /// + /// The reference to the RectTransform of the content of the scroll list + /// (it is inside the viewport). + /// + public RectTransform refContent; + + /// + /// A reference to the prefab of the item to be displayed in the scroll list. + /// + public GameObject refItem; + + /// + /// Padding information for the items in the scroll list. + /// + public Padding padding; + + /// + /// The index of the first item to be displayed in the scroll list. + /// + private int firstVisibleChildIdx = 0; + + /// + /// The index of the last item to be displayed in the scroll list. + /// + private int lastVisibleChildIdx = 0; + + // Start is called before the first frame update + void Start() + { + UpdateAllChildrenPositions(); + + //Updating content rect transform size in the case + //there are already items in it. + UpdateContentSize(); + + GetBorderVisibleChildren(); + + UpdateAllChildrenVisibility(); + } + + /// + /// Adds an item () as a child of the content + /// (). + /// + /// + /// The newly added item. + /// + public GameObject AddItem() + { + GameObject go; + if (refContent.childCount > 0) + { + RectTransform lastChild = refContent.GetChild(refContent.childCount - 1).GetComponent(); + go = Instantiate(refItem, refContent); + RectTransform goRT = go.GetComponent(); + goRT.anchoredPosition = new Vector2( + 0.5f * goRT.rect.width + padding.left, + lastChild.anchoredPosition.y - (0.5f * lastChild.rect.height + padding.bottom + padding.top + 0.5f * goRT.rect.height)); + } + else + { + go = Instantiate(refItem, refContent); + RectTransform goRT = go.GetComponent(); + goRT.anchoredPosition = new Vector2( + 0.5f * goRT.rect.width + padding.left, + -(padding.top + 0.5f * goRT.rect.height)); + + } + return go; + } + + /// + /// Performs the necessary updates when a child is destroyed. + /// + public void OnChildDestruction() + { + UpdateAllChildrenPositions(); + UpdateContentSize(); + GetBorderVisibleChildren(); + UpdateAllChildrenVisibility(); + } + + /// + /// Computes values for and + /// . + /// + public void GetBorderVisibleChildren() + { + int childCounter = 0; + bool firstChildFound = false; + foreach(RectTransform _child in refContent) + { + if (!firstChildFound && + _child.anchoredPosition.y - 0.5f * _child.rect.height + + refContent.anchoredPosition.y < 0) + { + firstChildFound = true; + firstVisibleChildIdx = childCounter; + } + + if (_child.anchoredPosition.y + 0.5f * _child.rect.height + + refContent.anchoredPosition.y > -refViewport.rect.height) + { + lastVisibleChildIdx = childCounter; + } + childCounter++; + } + } + + /// + /// Update the size of to fit all its children. + /// + private void UpdateContentSize() + { + if (refContent.childCount > 0) + { + RectTransform lastChild = refContent.GetChild(refContent.childCount - 1).GetComponent(); + refContent.sizeDelta = new Vector2(0, + Mathf.Abs(lastChild.anchoredPosition.y) + 0.5f * lastChild.rect.height); + } + } + + /// + /// Computes the positions of all the children of . + /// + public void UpdateAllChildrenPositions() + { + float total = 0f; + foreach (RectTransform _child in refContent) + { + total -= padding.top + 0.5f * _child.rect.height; + _child.anchoredPosition = new Vector2( + 0.5f * _child.rect.width + padding.left, total); + + total -= 0.5f * _child.rect.height - padding.bottom; + } + } + + /// + /// Computes the visibility of all the children of + /// based on their index respectively to + /// and (i.e. visible if their index is + /// between those two values). + /// + public void UpdateAllChildrenVisibility() + { + if (refContent.childCount > 0) + { + for (int i = 0; i < firstVisibleChildIdx; i++) + { + refContent.GetChild(i).gameObject.SetActive(false); + } + for (int i = firstVisibleChildIdx; i <= lastVisibleChildIdx; i++) + { + refContent.GetChild(i).gameObject.SetActive(true); + } + for (int i = lastVisibleChildIdx + 1; i < refContent.childCount; i++) + { + refContent.GetChild(i).gameObject.SetActive(false); + } + } + } + + /// + /// Updates the visibility of the children at the indeces and + /// . + /// + public void UpdateBorderChildrenVisibility() + { + if (refContent.childCount > 0) + { + RectTransform firstVisibleChild = refContent.GetChild(firstVisibleChildIdx).GetComponent(); + float refContentTop = refContent.anchoredPosition.y; + + if (firstVisibleChild.anchoredPosition.y - 0.5f * firstVisibleChild.rect.height + refContentTop > 0) + { + firstVisibleChild.gameObject.SetActive(false); + firstVisibleChildIdx++; + } + + else if (firstVisibleChild.anchoredPosition.y + 0.5f * firstVisibleChild.rect.height + refContentTop < 0) + { + if (firstVisibleChildIdx >= 1) + { + firstVisibleChildIdx--; + firstVisibleChild = refContent.GetChild(firstVisibleChildIdx).GetComponent(); + firstVisibleChild.gameObject.SetActive(true); + } + } + + RectTransform lastVisibleChild = refContent.GetChild(lastVisibleChildIdx).GetComponent(); + + if (lastVisibleChild.anchoredPosition.y + 0.5f * lastVisibleChild.rect.height + refContentTop < + -refViewport.rect.height) + { + lastVisibleChild.gameObject.SetActive(false); + lastVisibleChildIdx--; + } + + if (lastVisibleChild.anchoredPosition.y - 0.5f * lastVisibleChild.rect.height + refContentTop > + -refViewport.rect.height) + { + if (lastVisibleChildIdx < refContent.childCount - 1) + { + lastVisibleChildIdx++; + lastVisibleChild = refContent.GetChild(lastVisibleChildIdx).GetComponent(); + lastVisibleChild.gameObject.SetActive(true); + } + } + } + } + + /// + /// Updates the scroll list. + /// + public void UpdateScrollList() + { + UpdateContentSize(); + GetBorderVisibleChildren(); + UpdateBorderChildrenVisibility(); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/UI/Elements/PlayerNameUIManager.cs b/Assets/Scripts/UI/Elements/PlayerNameUIManager.cs deleted file mode 100644 index f22a2ffc..00000000 --- a/Assets/Scripts/UI/Elements/PlayerNameUIManager.cs +++ /dev/null @@ -1,50 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using Unity.Netcode; -using UnityEngine; -using ECellDive.Interfaces; -using ECellDive.Utility; - - -namespace ECellDive.UI -{ - [System.Obsolete("FaceCamera does the same job")] - public class PlayerNameUIManager : MonoBehaviour - //ILookAt - { - #region - ILookAt Members- - [SerializeField] private bool m_isUI = false; - public bool isUI - { - get => m_isUI; - private set => m_isUI = value; - } - public Transform target { get; protected set; } - #endregion - - // Start is called before the first frame update - void Start() - { - target = NetworkManager.Singleton.LocalClient.PlayerObject.gameObject. - GetComponentInChildren().transform; - } - - private void Update() - { - LookAt(); - } - - #region - ILookAt Methods- - /// - /// Computes the info tag position, connection anchor and - /// connection start/end so that the info tag is readable - /// from the player point of view. - /// - public void LookAt() - { - Positioning.UIFaceTarget(gameObject, target); - } - #endregion - } -} - diff --git a/Assets/Scripts/UI/Elements/SemanticGroupUIManager.cs b/Assets/Scripts/UI/Elements/SemanticGroupUIManager.cs index 0c44692e..fa4e1d5e 100644 --- a/Assets/Scripts/UI/Elements/SemanticGroupUIManager.cs +++ b/Assets/Scripts/UI/Elements/SemanticGroupUIManager.cs @@ -4,175 +4,227 @@ using UnityEngine.XR.Interaction.Toolkit; using TMPro; using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility;//to avoid ambiguity with UnityEngine.UI.Toggle - -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { + /// + /// Manages the GUI container (drop down) storing every GUI element representing + /// groups. + /// + public class SemanticGroupUIManager : MonoBehaviour, IDropDown + { + /// + /// The reference to a toggle to activate or deactivate every UI element + /// stored in the container. + /// + public Toggle refToggle; + + /// + /// The reference to the text mesh displaying the name of the group. + /// + public TMP_Text refNameText; + + /// + /// A unity event to be invoked when the container is destroyed. + /// + public UnityEvent OnDestroy; + + #region - IDropDown Members - /// - /// Manages the GUI container (drop down) storing every GUI element representing - /// groups. + /// The field for the property. /// - public class SemanticGroupUIManager : MonoBehaviour, IDropDown - { - public Toggle refToggle; - public TMP_Text refNameText; - - public UnityEvent OnDestroy; - - #region - IDropDown Members - - [SerializeField] - private GameObject m_refDropDownImageCollapsed; - public GameObject refDropDownImageCollapsed - { - get => m_refDropDownImageCollapsed; - set => m_refDropDownImageCollapsed = value; - } - [SerializeField] - private GameObject m_refDropDownImageExpanded; - public GameObject refDropDownImageExpanded - { - get => m_refDropDownImageExpanded; - set => m_refDropDownImageExpanded = value; - } - private bool m_isExpanded = false; - public bool isExpanded - { - get => m_isExpanded; - protected set => m_isExpanded = value; - } - - private GameObject m_content; - public GameObject content - { - get => m_content; - set => m_content = value; - } - - [SerializeField] private GameObject m_scrollListHolderPrefab; - public GameObject scrollListHolderPrefab - { - get => m_scrollListHolderPrefab; - set => m_scrollListHolderPrefab = value; - } - - [SerializeField] private GameObject m_scrollListPrefab; - public GameObject scrollListPrefab - { - get => m_scrollListPrefab; - set => m_scrollListPrefab = value; - } - - private GameObject m_scrollListHolder; - public GameObject scrollListHolder - { - get => m_scrollListHolder; - set => m_scrollListHolder = value; - } - - private OptimizedVertScrollList m_scrollList; - public OptimizedVertScrollList scrollList - { - get => m_scrollList; - set => m_scrollList = value; - } - #endregion - - /// - /// The procedure when destroying this semantic group. - /// - public void DestroySelf() - { - //Resetting the group info (color) of every child. - foreach (RectTransform _child in scrollList.refContent) - { - GroupUIManager refGM = _child.gameObject.GetComponent(); - refGM.ForceDistributeColor(false); - } - - //Destroying the scroll list of the content of the drop down (semantic group). - Destroy(scrollListHolder); - - //Hiding the object. - gameObject.SetActive(false); - - //Remove the object from the scroll list containing every semantic group. - transform.parent = null; - - //Invoking external functions. - OnDestroy?.Invoke(); - - //Finally, destroying the object. - Destroy(gameObject); - } - - /// - /// To be called back when the user wants to expand of collapse the - /// view of the groups stored in the container. - /// - public void ManageExpansion() - { - isExpanded = !isExpanded; - if (isExpanded) - { - refDropDownImageCollapsed.SetActive(false); - refDropDownImageExpanded.SetActive(true); - DisplayContent(); - } - else - { - refDropDownImageExpanded.SetActive(false); - refDropDownImageCollapsed.SetActive(true); - HideContent(); - } - } - - /// - /// To be called back when the user wants to forcefully activate or deactivate - /// every group stored in the container. - /// - public void OnToggleValueChange() - { - foreach(RectTransform _child in scrollList.refContent) - { - GroupUIManager refGM = _child.gameObject.GetComponent(); - refGM.ForceDistributeColor(refToggle.isOn); - refGM.refToggle.interactable = refToggle.isOn; - } - } - - #region - IDropDown Methods - - - public GameObject AddItem() - { - return scrollList.AddItem(); - } - - public void DisplayContent() - { - m_content.SetActive(true); - m_scrollListHolder.GetComponent().PopUp(); - } - - public void HideContent() - { - m_content.SetActive(false); - } - - public void InstantiateContent() - { - m_scrollListHolder = Instantiate(m_scrollListHolderPrefab, Vector3.zero, Quaternion.identity); - m_scrollListHolder.SetActive(true); - m_scrollListHolder.GetComponent().PopUp(); - m_content = Instantiate(m_scrollListPrefab, m_scrollListHolder.transform); - m_scrollListHolder.GetComponent().colliders.Add(m_content.GetComponentInChildren()); - m_scrollListHolder.GetComponent().enabled = true; - - m_scrollList = m_content.GetComponentInChildren(); - } - #endregion - } - } + [SerializeField] + private GameObject m_refDropDownImageCollapsed; + + /// + public GameObject refDropDownImageCollapsed + { + get => m_refDropDownImageCollapsed; + set => m_refDropDownImageCollapsed = value; + } + + /// + /// The field for the property. + /// + [SerializeField] + private GameObject m_refDropDownImageExpanded; + + /// + public GameObject refDropDownImageExpanded + { + get => m_refDropDownImageExpanded; + set => m_refDropDownImageExpanded = value; + } + + /// + /// The field for the property. + /// + private bool m_isExpanded = false; + + /// + public bool isExpanded + { + get => m_isExpanded; + protected set => m_isExpanded = value; + } + + /// + /// The field for the property. + /// + private GameObject m_content; + + /// + public GameObject content + { + get => m_content; + set => m_content = value; + } + + /// + /// The field for the property. + /// + [SerializeField] private GameObject m_scrollListHolderPrefab; + + /// + public GameObject scrollListHolderPrefab + { + get => m_scrollListHolderPrefab; + set => m_scrollListHolderPrefab = value; + } + + /// + /// The field for the property. + /// + [SerializeField] private GameObject m_scrollListPrefab; + + /// + public GameObject scrollListPrefab + { + get => m_scrollListPrefab; + set => m_scrollListPrefab = value; + } + + /// + /// The field for the property. + /// + private GameObject m_scrollListHolder; + + /// + public GameObject scrollListHolder + { + get => m_scrollListHolder; + set => m_scrollListHolder = value; + } + + /// + /// The field for the property. + /// + private OptimizedVertScrollList m_scrollList; + + /// + public OptimizedVertScrollList scrollList + { + get => m_scrollList; + set => m_scrollList = value; + } + #endregion + + /// + /// The procedure when destroying this semantic group. + /// + public void DestroySelf() + { + //Resetting the group info (color) of every child. + foreach (RectTransform _child in scrollList.refContent) + { + GroupUIManager refGM = _child.gameObject.GetComponent(); + refGM.ForceDistributeColor(false); + } + + //Destroying the scroll list of the content of the drop down (semantic group). + Destroy(scrollListHolder); + + //Hiding the object. + gameObject.SetActive(false); + + //Remove the object from the scroll list containing every semantic group. + transform.parent = null; + + //Invoking external functions. + OnDestroy?.Invoke(); + + //Finally, destroying the object. + Destroy(gameObject); + } + + /// + /// To be called back when the user wants to expand of collapse the + /// view of the groups stored in the container. + /// + public void ManageExpansion() + { + isExpanded = !isExpanded; + if (isExpanded) + { + refDropDownImageCollapsed.SetActive(false); + refDropDownImageExpanded.SetActive(true); + DisplayContent(); + } + else + { + refDropDownImageExpanded.SetActive(false); + refDropDownImageCollapsed.SetActive(true); + HideContent(); + } + } + + /// + /// To be called back when the user wants to forcefully activate or deactivate + /// every group stored in the container. + /// + public void OnToggleValueChange() + { + foreach(RectTransform _child in scrollList.refContent) + { + GroupUIManager refGM = _child.gameObject.GetComponent(); + refGM.ForceDistributeColor(refToggle.isOn); + refGM.refToggle.interactable = refToggle.isOn; + } + } + + #region - IDropDown Methods - + /// + public GameObject AddItem() + { + return scrollList.AddItem(); + } + + /// + public void DisplayContent() + { + m_content.SetActive(true); + m_scrollListHolder.GetComponent().PopUp(); + } + + /// + public void HideContent() + { + m_content.SetActive(false); + } + + /// + public void InstantiateContent() + { + m_scrollListHolder = Instantiate(m_scrollListHolderPrefab, Vector3.zero, Quaternion.identity); + m_scrollListHolder.SetActive(true); + m_scrollListHolder.GetComponent().PopUp(); + m_content = Instantiate(m_scrollListPrefab, m_scrollListHolder.transform); + m_scrollListHolder.GetComponent().colliders.Add(m_content.GetComponentInChildren()); + m_scrollListHolder.GetComponent().enabled = true; + + m_scrollList = m_content.GetComponentInChildren(); + } + #endregion + } } diff --git a/Assets/Scripts/UI/Elements/SimpleDropDown.cs b/Assets/Scripts/UI/Elements/SimpleDropDown.cs index 8d342ba3..83f8352b 100644 --- a/Assets/Scripts/UI/Elements/SimpleDropDown.cs +++ b/Assets/Scripts/UI/Elements/SimpleDropDown.cs @@ -2,126 +2,168 @@ using UnityEngine.XR.Interaction.Toolkit; using ECellDive.Interfaces; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Manages a GUI element behaving like a drop down. - /// - public class SimpleDropDown : MonoBehaviour, - IDropDown - { - #region - IDropDown Members - - [SerializeField] - private GameObject m_refDropDownImageCollapsed; - public GameObject refDropDownImageCollapsed - { - get => m_refDropDownImageCollapsed; - set => m_refDropDownImageCollapsed = value; - } - [SerializeField] - private GameObject m_refDropDownImageExpanded; - public GameObject refDropDownImageExpanded - { - get => m_refDropDownImageExpanded; - set => m_refDropDownImageExpanded = value; - } - - private bool m_isExpanded = false; - public bool isExpanded - { - get => m_isExpanded; - protected set => m_isExpanded = value; - } - - private GameObject m_content; - public GameObject content - { - get => m_content; - set => m_content = value; - } - - [SerializeField] private GameObject m_scrollListHolderPrefab; - public GameObject scrollListHolderPrefab - { - get => m_scrollListHolderPrefab; - set => m_scrollListHolderPrefab = value; - } - - [SerializeField] private GameObject m_scrollListPrefab; - public GameObject scrollListPrefab - { - get => m_scrollListPrefab; - set => m_scrollListPrefab = value; - } - - private GameObject m_scrollListHolder; - public GameObject scrollListHolder - { - get => m_scrollListHolder; - set => m_scrollListHolder = value; - } - - private OptimizedVertScrollList m_scrollList; - public OptimizedVertScrollList scrollList - { - get => m_scrollList; - set => m_scrollList = value; - } - #endregion - - /// - /// To be called back when the user wants to expand of collapse the - /// view of the groups stored in the container. - /// - public void ManageExpansion() - { - isExpanded = !isExpanded; - if (isExpanded) - { - refDropDownImageCollapsed.SetActive(false); - refDropDownImageExpanded.SetActive(true); - DisplayContent(); - } - else - { - refDropDownImageExpanded.SetActive(false); - refDropDownImageCollapsed.SetActive(true); - HideContent(); - } - } - - #region - IDropDown Methods - - public GameObject AddItem() - { - return scrollList.AddItem(); - } - - public void DisplayContent() - { - m_content.SetActive(true); - m_scrollListHolder.GetComponent().PopUp(); - } - - public void HideContent() - { - m_content.SetActive(false); - } - - public void InstantiateContent() - { - m_scrollListHolder = Instantiate(m_scrollListHolderPrefab, Vector3.zero, Quaternion.identity); - m_scrollListHolder.SetActive(true); - m_scrollListHolder.GetComponent().PopUp(); - m_content = Instantiate(m_scrollListPrefab, m_scrollListHolder.transform); - m_scrollListHolder.GetComponent().colliders.Add(m_content.GetComponentInChildren()); - m_scrollListHolder.GetComponent().enabled = true; - - m_scrollList = m_content.GetComponentInChildren(); - } - #endregion - } - } + /// + /// Manages a GUI element behaving like a drop down. + /// + public class SimpleDropDown : MonoBehaviour, + IDropDown + { + #region - IDropDown Members - + /// + /// The field for the property. + /// + [SerializeField] + private GameObject m_refDropDownImageCollapsed; + + /// + public GameObject refDropDownImageCollapsed + { + get => m_refDropDownImageCollapsed; + set => m_refDropDownImageCollapsed = value; + } + + /// + /// The field for the property. + /// + [SerializeField] + private GameObject m_refDropDownImageExpanded; + + /// + public GameObject refDropDownImageExpanded + { + get => m_refDropDownImageExpanded; + set => m_refDropDownImageExpanded = value; + } + + /// + /// The field for the property. + /// + private bool m_isExpanded = false; + + /// + public bool isExpanded + { + get => m_isExpanded; + protected set => m_isExpanded = value; + } + + /// + /// The field for the property. + /// + private GameObject m_content; + + /// + public GameObject content + { + get => m_content; + set => m_content = value; + } + + /// + /// The field for the property. + /// + [SerializeField] private GameObject m_scrollListHolderPrefab; + + /// + public GameObject scrollListHolderPrefab + { + get => m_scrollListHolderPrefab; + set => m_scrollListHolderPrefab = value; + } + + /// + /// The field for the property. + /// + [SerializeField] private GameObject m_scrollListPrefab; + + /// + public GameObject scrollListPrefab + { + get => m_scrollListPrefab; + set => m_scrollListPrefab = value; + } + + /// + /// The field for the property. + /// + private GameObject m_scrollListHolder; + + /// + public GameObject scrollListHolder + { + get => m_scrollListHolder; + set => m_scrollListHolder = value; + } + + /// + /// The field for the property. + /// + private OptimizedVertScrollList m_scrollList; + + /// + public OptimizedVertScrollList scrollList + { + get => m_scrollList; + set => m_scrollList = value; + } + #endregion + + /// + /// To be called back when the user wants to expand of collapse the + /// view of the groups stored in the container. + /// + public void ManageExpansion() + { + isExpanded = !isExpanded; + if (isExpanded) + { + refDropDownImageCollapsed.SetActive(false); + refDropDownImageExpanded.SetActive(true); + DisplayContent(); + } + else + { + refDropDownImageExpanded.SetActive(false); + refDropDownImageCollapsed.SetActive(true); + HideContent(); + } + } + + #region - IDropDown Methods - + /// + public GameObject AddItem() + { + return scrollList.AddItem(); + } + + /// + public void DisplayContent() + { + m_content.SetActive(true); + m_scrollListHolder.GetComponent().PopUp(); + } + + /// + public void HideContent() + { + m_content.SetActive(false); + } + + /// + public void InstantiateContent() + { + m_scrollListHolder = Instantiate(m_scrollListHolderPrefab, Vector3.zero, Quaternion.identity); + m_scrollListHolder.SetActive(true); + m_scrollListHolder.GetComponent().PopUp(); + m_content = Instantiate(m_scrollListPrefab, m_scrollListHolder.transform); + m_scrollListHolder.GetComponent().colliders.Add(m_content.GetComponentInChildren()); + m_scrollListHolder.GetComponent().enabled = true; + + m_scrollList = m_content.GetComponentInChildren(); + } + #endregion + } } diff --git a/Assets/Scripts/UI/Elements/SliderValueControlManager.cs b/Assets/Scripts/UI/Elements/SliderValueControlManager.cs index 3f05bb02..d0bcdb86 100644 --- a/Assets/Scripts/UI/Elements/SliderValueControlManager.cs +++ b/Assets/Scripts/UI/Elements/SliderValueControlManager.cs @@ -4,60 +4,67 @@ using TMPro; using UnityEngine.Events; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Manages the synchronisation within a GUI element that links a - /// slider, with an input field and two buttons (+ and -) - /// - public class SliderValueControlManager : MonoBehaviour - { - public Slider slider; - public TMP_InputField inputField; - - public UnityEvent OnValueChanged; - - /// - /// To be called back when clicking on the - button. - /// - /// Decrement value - public void DecrementSliderValue(float _inc = 0.1f) - { - slider.value -= _inc; - UpdateInputFieldValue(); - } - - /// - /// To be called back when clicking on the + button. - /// - /// Decrement value - public void IncrementSliderValue(float _inc = 0.1f) - { - slider.value += _inc; - UpdateInputFieldValue(); - } - - /// - /// Updates displayed value in the input field. - /// - public void UpdateInputFieldValue() - { - inputField.text = $"{slider.value:F2}"; - OnValueChanged?.Invoke(slider.value); - } - - /// - /// Synchronises the slider's with the displayed number - /// in the input field. - /// - public void UpdateSliderValue() - { - slider.value = Convert.ToSingle(inputField.text); - } - } - } + /// + /// Manages the synchronisation within a GUI element that links a + /// slider, with an input field and two buttons (+ and -) + /// + public class SliderValueControlManager : MonoBehaviour + { + /// + /// The reference to the slider linked to the input field. + /// + public Slider slider; + + /// + /// The reference to the input field linked to the slider. + /// + public TMP_InputField inputField; + + /// + /// An event to be called back when the slider value changes. + /// + public UnityEvent OnValueChanged; + + /// + /// To be called back when clicking on the - button. + /// + /// Decrement value + public void DecrementSliderValue(float _inc = 0.1f) + { + slider.value -= _inc; + UpdateInputFieldValue(); + } + + /// + /// To be called back when clicking on the + button. + /// + /// Decrement value + public void IncrementSliderValue(float _inc = 0.1f) + { + slider.value += _inc; + UpdateInputFieldValue(); + } + + /// + /// Updates displayed value in the input field. + /// + public void UpdateInputFieldValue() + { + inputField.text = $"{slider.value:F2}"; + OnValueChanged?.Invoke(slider.value); + } + + /// + /// Synchronises the slider's with the displayed number + /// in the input field. + /// + public void UpdateSliderValue() + { + slider.value = Convert.ToSingle(inputField.text); + } + } } diff --git a/Assets/Scripts/UI/GUIManager.cs b/Assets/Scripts/UI/GUIManager.cs index 607cd1d8..86309da0 100644 --- a/Assets/Scripts/UI/GUIManager.cs +++ b/Assets/Scripts/UI/GUIManager.cs @@ -4,70 +4,95 @@ using ECellDive.Interfaces; using ECellDive.PlayerComponents; using ECellDive.Utility; +using ECellDive.Utility.PlayerComponents; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Logic to switch On and Off the main menu. - /// - public class GUIManager : MonoBehaviour - { - public InputActionReference refMenuOpen; - - public GameObject refMainMenu; - public GameObject refVirtualKeyboard; - public ColorPicker refColorPicker; - public ModulesMenuManager refModulesMenuManager; - public GroupsMakingUIManager refGroupsMakingUIManager; - public GroupsMenu refGroupsMenu; + /// + /// Manages the initialization of the GUI and the logic to open/close + /// the Main Menu. + /// + public class GUIManager : MonoBehaviour + { + /// + /// The reference to the action to open/close the Main Menu. + /// + public InputActionReference refMenuOpen; + + /// + /// Reference to the gameobject encapsulating the Main Menu. + /// + public GameObject refMainMenu; - private void Awake() - { - refMenuOpen.action.performed += ManageOpenStatus; - } + /// + /// Reference to the gameobject encapsulating the Virtual Keyboard. + /// + public GameObject refVirtualKeyboard; - private void OnDestroy() - { - refMenuOpen.action.performed -= ManageOpenStatus; - } + /// + /// Reference to the component defining the Color Picker. + /// + public ColorPicker refColorPicker; - /// - /// Initializes some values of actions associated to some GUI after - /// the (local client) has been spawned. - /// - /// The reference to the player class of - /// the local client spawned in the scene. - /// - /// Called once in - /// of the local client (see code of ). - /// - public void Initialize(Player _player) - { - Transform graphicsHolder; - while (gameObject.transform.childCount > 0) - { - graphicsHolder = gameObject.transform.GetChild(0); - //Changing the parent of the UI Menus depending on their pinStatus - graphicsHolder.SetParent(StaticReferencer.Instance.refInternalObjectContainer.transform); + /// + /// Reference to the component defining the Modules Menu Manager. + /// + public ModulesMenuManager refModulesMenuManager; - //Making sure they are looking at the camera from the start. - graphicsHolder.GetComponent().SetTargets( - _player.gameObject.GetComponentInChildren().transform); - } + /// + /// Reference to the component defining the Groups Making UI Manager. + /// + public GroupsMakingUIManager refGroupsMakingUIManager; - refGroupsMenu.Initialize(); - } + /// + /// Reference to the component defining the Groups Menu. + /// + public GroupsMenu refGroupsMenu; - /// - /// Shows or hides the UI corresponding to the Main Menu. - /// - private void ManageOpenStatus(InputAction.CallbackContext callbackContext) - { - refMainMenu.SetActive(!refMainMenu.activeSelf); - refMainMenu.transform.parent.GetComponent().PopUp(); - } - } - } + private void Awake() + { + refMenuOpen.action.performed += ManageOpenStatus; + } + + private void OnDestroy() + { + refMenuOpen.action.performed -= ManageOpenStatus; + } + + /// + /// Initializes some values of actions associated to some GUI after + /// the (local client) has been spawned. + /// + /// The reference to the player class of + /// the local client spawned in the scene. + /// + /// Called once in Unity.Netcode.NetworkBehaviour.OnNetworkSpawn + /// of the local client (see code of ). + /// + public void Initialize(Player _player) + { + Transform graphicsHolder; + while (gameObject.transform.childCount > 0) + { + graphicsHolder = gameObject.transform.GetChild(0); + //Changing the parent of the UI Menus depending on their pinStatus + graphicsHolder.SetParent(StaticReferencer.Instance.refInternalObjectContainer.transform); + + //Making sure they are looking at the camera from the start. + graphicsHolder.GetComponent().SetTargets( + _player.gameObject.GetComponentInChildren().transform); + } + + refGroupsMenu.Initialize(); + } + + /// + /// Shows or hides the UI corresponding to the Main Menu. + /// + private void ManageOpenStatus(InputAction.CallbackContext callbackContext) + { + refMainMenu.SetActive(!refMainMenu.activeSelf); + refMainMenu.transform.parent.GetComponent().PopUp(); + } + } } \ No newline at end of file diff --git a/Assets/Scripts/UI/InfoTags/ConnectionAnchorPosition.cs b/Assets/Scripts/UI/InfoTags/ConnectionAnchorPosition.cs index 6eaf6b60..1646bc57 100644 --- a/Assets/Scripts/UI/InfoTags/ConnectionAnchorPosition.cs +++ b/Assets/Scripts/UI/InfoTags/ConnectionAnchorPosition.cs @@ -1,63 +1,76 @@ using System.Collections; -using System.Collections.Generic; using UnityEngine; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// UI class used to compute the position of the anchor - /// of the line connecting the information panel to its object. - /// - public class ConnectionAnchorPosition : MonoBehaviour + /// + /// Computes the position of an anchor in a 2D UI panel that is the + /// closest to its master object. A connection line will be drawn between + /// the anchor and the master object. + /// + public class ConnectionAnchorPosition : MonoBehaviour + { + /// + /// The reference to the transform of the object to which the anchor is attached. + /// + public Transform refMasterObject; + + /// + /// The reference to the RectTransform of the UI attached to . + /// by this connection. + /// + public RectTransform refAnchoredObject; + + /// + /// The array of the corners of . + /// + private Vector3[] anchoredObjectCorners; + + /// + /// The index of the corner of that is the + /// closest to . + /// + private int closestCornerIndex = 0; + + private void Start() { - public Transform refMasterObject; - public RectTransform refAnchoredObject; - - private Vector3[] anchoredObjectCorners; - private int closestCornerIndex = 0; - - /// - /// Moves the anchor to the corner of refAnchoredObject that is - /// the closest to refMasterObject. - /// - IEnumerator SetClosestCornerC() - { - yield return new WaitForEndOfFrame(); - - anchoredObjectCorners = new Vector3[4]; - refAnchoredObject.GetWorldCorners(anchoredObjectCorners); - - float dist = Mathf.Infinity; - for (var i = 0; i < 4; i++) - { - float testDist = Vector3.Distance(anchoredObjectCorners[i], refMasterObject.position); - if ( testDist < dist) - { - dist = testDist; - closestCornerIndex = i; - } - } - transform.position = anchoredObjectCorners[closestCornerIndex]; - } - - /// - /// The public method to fire the coroutine - /// - public void SetClosestCorner() - { - if (gameObject.activeInHierarchy) - { - StartCoroutine(SetClosestCornerC()); - } - } - - private void Start() - { - SetClosestCorner(); - } + SetClosestCorner(); } - } + + /// + /// Moves the anchor to the corner of refAnchoredObject that is + /// the closest to refMasterObject. + /// + IEnumerator SetClosestCornerC() + { + yield return new WaitForEndOfFrame(); + + anchoredObjectCorners = new Vector3[4]; + refAnchoredObject.GetWorldCorners(anchoredObjectCorners); + + float dist = Mathf.Infinity; + for (var i = 0; i < 4; i++) + { + float testDist = Vector3.Distance(anchoredObjectCorners[i], refMasterObject.position); + if ( testDist < dist) + { + dist = testDist; + closestCornerIndex = i; + } + } + transform.position = anchoredObjectCorners[closestCornerIndex]; + } + + /// + /// The public method to fire the coroutine + /// + public void SetClosestCorner() + { + if (gameObject.activeInHierarchy) + { + StartCoroutine(SetClosestCornerC()); + } + } + } } diff --git a/Assets/Scripts/UI/InfoTags/ContextualHelpManager.cs b/Assets/Scripts/UI/InfoTags/ContextualHelpManager.cs index aa069f87..1fe5d9db 100644 --- a/Assets/Scripts/UI/InfoTags/ContextualHelpManager.cs +++ b/Assets/Scripts/UI/InfoTags/ContextualHelpManager.cs @@ -1,54 +1,86 @@ using UnityEngine; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Class to control the visibility of all contextual info tags - /// that could be attached to children gameobjects. - /// - public class ContextualHelpManager : MonoBehaviour - { - public GameObject leftControllerModel; - public GameObject rightControllerModel; - - private InfoTagManager[] leftInfoTagManagers; - private InfoTagManager[] rightInfoTagManagers; - - private void Awake() - { - leftInfoTagManagers = leftControllerModel.GetComponentsInChildren(); - rightInfoTagManagers = rightControllerModel.GetComponentsInChildren(); - } - - public void BroadcastControlModeSwitchToLeftController(int _controlModeID) - { - foreach (InfoTagManager _infoTag in leftInfoTagManagers) - { - _infoTag.SwitchControlMode(_controlModeID); - } - } - public void BroadcastControlModeSwitchToRightController(int _controlModeID) - { - foreach (InfoTagManager _infoTag in rightInfoTagManagers) - { - _infoTag.SwitchControlMode(_controlModeID); - } - } - - public void ContextualHelpGlobalHide() - { - foreach (InfoTagManager _infoTag in leftInfoTagManagers) - { - _infoTag.GlobalHide(); - } - foreach (InfoTagManager _infoTag in rightInfoTagManagers) - { - _infoTag.GlobalHide(); - } - } - } - } + /// + /// Class to link the input mode of the controllers to the content of the information + /// tags. When the input mode changes, the information tags are updated accordingly. + /// It also provides a method to hide all information tags at once. + /// + public class ContextualHelpManager : MonoBehaviour + { + /// + /// The reference to the gameobject encapsulating the information tags on + /// the left controller. + /// + public GameObject leftControllerModel; + + /// + /// The reference to the gameobject encapsulating the information tags on + /// the right controller. + /// + public GameObject rightControllerModel; + + /// + /// The array of information tag managers on the left controller. + /// + private InfoTagManager[] leftInfoTagManagers; + + /// + /// The array of information tag managers on the right controller. + /// + private InfoTagManager[] rightInfoTagManagers; + + private void Awake() + { + leftInfoTagManagers = leftControllerModel.GetComponentsInChildren(); + rightInfoTagManagers = rightControllerModel.GetComponentsInChildren(); + } + + /// + /// Changes the information tags on the left controller to the input mode + /// indicated by . + /// + /// + /// The ID of the input mode to switch to. + /// + public void BroadcastControlModeSwitchToLeftController(int _controlModeID) + { + foreach (InfoTagManager _infoTag in leftInfoTagManagers) + { + _infoTag.SwitchControlMode(_controlModeID); + } + } + + /// + /// Changes the information tags on the right controller to the input mode + /// indicated by . + /// + /// + /// The ID of the input mode to switch to. + /// + public void BroadcastControlModeSwitchToRightController(int _controlModeID) + { + foreach (InfoTagManager _infoTag in rightInfoTagManagers) + { + _infoTag.SwitchControlMode(_controlModeID); + } + } + + /// + /// Hides all information tags on both controllers. + /// + public void ContextualHelpGlobalHide() + { + foreach (InfoTagManager _infoTag in leftInfoTagManagers) + { + _infoTag.GlobalHide(); + } + foreach (InfoTagManager _infoTag in rightInfoTagManagers) + { + _infoTag.GlobalHide(); + } + } + } } diff --git a/Assets/Scripts/UI/InfoTags/InfoDisplayManager.cs b/Assets/Scripts/UI/InfoTags/InfoDisplayManager.cs index 54bf2e22..94889d5a 100644 --- a/Assets/Scripts/UI/InfoTags/InfoDisplayManager.cs +++ b/Assets/Scripts/UI/InfoTags/InfoDisplayManager.cs @@ -4,137 +4,179 @@ using ECellDive.Interfaces; using ECellDive.Utility; - -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - public class InfoDisplayManager : MonoBehaviour, - ILookAt - { - public Transform refMaster; - public Vector3 defaultPositionOffset; - public TextMeshProUGUI refInfoTextMesh; - public ConnectionAnchorPosition refConnectionAnchorHandler; - public LinePositionHandler refConnectionLineHandler; - - public bool alwaysShowInfoToPlayer = false; - [HideInInspector] public bool globalHide = false; - public bool hideOnStart = false; - - #region - ILookAt Members- - [SerializeField] private bool m_flip = false; - public bool flip - { - get => m_flip; - private set => m_flip = value; - } - public Transform lookAtTarget{ get; protected set; } - #endregion - - - private void Start() - { - if (refMaster == null) - { - refMaster = transform.parent; - } - transform.position = refMaster.transform.position + defaultPositionOffset; - - if (hideOnStart) - { - Hide(); - } - - lookAtTarget = NetworkManager.Singleton.LocalClient.PlayerObject.gameObject. - GetComponentInChildren().transform; - LookAt(); - } - - private void Update() - { - if (alwaysShowInfoToPlayer) - { - LookAt(); - } - } - - /// - /// Switches the value of the globalHide field on every call. - /// If set to false, it resets the visibility of the gameobject - /// based on the value of hideOnStart. - /// - public void GlobalHide() - { - globalHide = !globalHide; - if (globalHide) - { - Hide(); - } - else - { - if (!hideOnStart) - { - Show(); - } - } - } - - /// - /// Hides the Info tag without setting it inactive - /// - protected virtual void Hide() - { - gameObject.SetActive(false); - } - - public void SetText(string _text) - { - refInfoTextMesh.text = _text; - } - - /// - /// Controls the visibility of the gameobject only when - /// globalHide is set to false. - /// - /// True => Show, False => Hide - public void SetVisibility(bool _show) - { - if (!globalHide) - { - if (_show) - { - Show(); - } - - else - { - Hide(); - } - } - } - - /// - /// Shows the info tag without setting it active - /// - protected virtual void Show() - { - gameObject.SetActive(true); - } - - #region - ILookAt Methods- - /// - /// Computes the info tag position, connection anchor and - /// connection start/end so that the info tag is readable - /// from the player point of view. - /// - public void LookAt() - { - Positioning.UIFaceTarget(gameObject, lookAtTarget); - refConnectionAnchorHandler.SetClosestCorner(); - refConnectionLineHandler.RefreshLinePositions(); - } - #endregion - } - } + /// + /// A class to manage an information 2D UI panel that is attached to a + /// gameobject by a connection line. The info tag can be displayed/hidden, + /// can look at a target, and can change its text. + /// + public class InfoDisplayManager : MonoBehaviour, + ILookAt + { + /// + /// The master gameobject that the information tag is attached to. + /// + public Transform refMaster; + + /// + /// The default offset of the information tag from the master gameobject. + /// + public Vector3 defaultPositionOffset; + + /// + /// The text mesh to display the information. + /// + public TextMeshProUGUI refInfoTextMesh; + + /// + /// The reference to the component that handles the update of the anchor of + /// the connection line between the information tag and the master gameobject. + /// + public ConnectionAnchorPosition refConnectionAnchorHandler; + + /// + /// The reference to the component that handles the update of the positions of + /// the connection line between the information tag's anchor and the master gameobject. + /// + public LinePositionHandler refConnectionLineHandler; + + /// + /// A boolean to control whether the information tag should always look at the player. + /// + public bool alwaysShowInfoToPlayer = false; + + /// + /// A boolean to control whether the information tag should be forcefully hidden or not. + /// + [HideInInspector] public bool globalHide = false; + + /// + /// A boolean to control whether the information tag should be hidden on start or not. + /// + public bool hideOnStart = false; + + #region - ILookAt Members- + /// + /// The field to the property. + /// + [SerializeField] private bool m_flip = false; + + /// + public bool flip + { + get => m_flip; + private set => m_flip = value; + } + + /// + public Transform lookAtTarget{ get; protected set; } + #endregion + + + private void Start() + { + if (refMaster == null) + { + refMaster = transform.parent; + } + transform.position = refMaster.transform.position + defaultPositionOffset; + + if (hideOnStart) + { + Hide(); + } + + lookAtTarget = NetworkManager.Singleton.LocalClient.PlayerObject.gameObject. + GetComponentInChildren().transform; + LookAt(); + } + + private void Update() + { + if (alwaysShowInfoToPlayer) + { + LookAt(); + } + } + + /// + /// Switches the value of the globalHide field on every call. + /// If set to false, it resets the visibility of the gameobject + /// based on the value of hideOnStart. + /// + public void GlobalHide() + { + globalHide = !globalHide; + if (globalHide) + { + Hide(); + } + else + { + if (!hideOnStart) + { + Show(); + } + } + } + + /// + /// Hides the Info tag without setting it inactive + /// + protected virtual void Hide() + { + gameObject.SetActive(false); + } + + /// + /// Sets the value for to the given string. + /// + /// + /// The new string to be displayed by . + /// + public void SetText(string _text) + { + refInfoTextMesh.text = _text; + } + + /// + /// Controls the visibility of the gameobject only when + /// globalHide is set to false. + /// + /// True => Show, False => Hide + public void SetVisibility(bool _show) + { + if (!globalHide) + { + if (_show) + { + Show(); + } + + else + { + Hide(); + } + } + } + + /// + /// Shows the info tag without setting it active + /// + protected virtual void Show() + { + gameObject.SetActive(true); + } + + #region - ILookAt Methods- + /// + public void LookAt() + { + Positioning.UIFaceTarget(gameObject, lookAtTarget); + refConnectionAnchorHandler.SetClosestCorner(); + refConnectionLineHandler.RefreshLinePositions(); + } + #endregion + } } \ No newline at end of file diff --git a/Assets/Scripts/UI/InfoTags/InfoTagManager.cs b/Assets/Scripts/UI/InfoTags/InfoTagManager.cs index 6da5af40..af731d58 100644 --- a/Assets/Scripts/UI/InfoTags/InfoTagManager.cs +++ b/Assets/Scripts/UI/InfoTags/InfoTagManager.cs @@ -1,150 +1,191 @@ -using System; -using Unity.Netcode; using UnityEngine; using UnityEngine.Events; -using UnityEngine.InputSystem; +using ECellDive.Utility.Data.UI; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - public class InfoTagManager : InfoDisplayManager - { - public enum InputActionTime { started, performed, canceled }//, onEnable, onDisable } - [Serializable] - public struct TagMutator - { - public InputActionTime actionTime; - public InputActionReference refInputAction; - public UnityEvent refCallback; - } - - [Serializable] - public struct Tag - { - [TextArea] public string[] content; - public int currentContentIndex; - - public TagMutator[] mutators; - } - - public Tag tagGC; - public Tag tagMvt; - public Tag tagRBC; - - private Tag currentTag; - - private void Awake() - { - AwakeCallBackActions(tagGC); - AwakeCallBackActions(tagMvt); - AwakeCallBackActions(tagRBC); - } - - private void Start() - { - if (hideOnStart) - { - Hide(); - } - //lookAtTarget = NetworkManager.Singleton.LocalClient.PlayerObject.gameObject. - // GetComponentInChildren().transform; - lookAtTarget = Camera.main.transform; - } - - private void AwakeCallBackActions(Tag _tag) - { - foreach (TagMutator _tagMut in _tag.mutators) - { - switch (_tagMut.actionTime) - { - case (InputActionTime.started): - _tagMut.refInputAction.action.started += e => ButtonTagCallBack(_tagMut.refCallback); - break; - case (InputActionTime.performed): - _tagMut.refInputAction.action.performed += e => ButtonTagCallBack(_tagMut.refCallback); - break; - case (InputActionTime.canceled): - _tagMut.refInputAction.action.canceled += e => ButtonTagCallBack(_tagMut.refCallback); - break; - } - } - } - - private void ButtonTagCallBack(UnityEvent _callbackEvent) - { - _callbackEvent.Invoke(); - } - - protected override void Hide() - { - GetComponentInChildren().alpha = 0f; - refConnectionLineHandler.gameObject.GetComponent().enabled = false; - } - - public void SetText(int _contentIndex) - { - currentTag.currentContentIndex = _contentIndex; - refInfoTextMesh.text = currentTag.content[currentTag.currentContentIndex]; - } - - protected override void Show() - { - GetComponentInChildren().alpha = 1f; - refConnectionLineHandler.gameObject.GetComponent().enabled = true; - } - - public void SwitchControlMode(int _controlModeID) - { - switch (_controlModeID) - { - case 0: - currentTag = tagRBC; - break; - case 1: - currentTag = tagMvt; - break; - case 2: - currentTag = tagGC; - break; - } - updateTagText(); - } - - /// - /// Changes the content of the Text UI by rotating the indeces - /// over the content array. - /// - public void TextRotation() - { - if (++currentTag.currentContentIndex >= currentTag.content.Length) - { - currentTag.currentContentIndex = 0; - } - refInfoTextMesh.text = currentTag.content[currentTag.currentContentIndex]; - - updateTagText(); - } - - private void updateTagText() - { - if (currentTag.content.Length > 0) - { - refInfoTextMesh.text = currentTag.content[currentTag.currentContentIndex]; - Show(); - - if (refInfoTextMesh.text.Length == 0) - { - Hide(); - } - } - else - { - Hide(); - } - } - } - } + /// + /// A specialized InfoDisplayManager that manages the display of the + /// input controls of the player. Typically handles what it should display + /// when the player is in a certain control mode (i.e. Interaction, Movement or Groups). + /// + /// + public class InfoTagManager : InfoDisplayManager + { + /// + /// The tag associated with the Group Control mode. + /// + public Tag tagGC; + + /// + /// The tag associated with the Movement mode. + /// + public Tag tagMvt; + + /// + /// The tag associated with the Interaction mode. + /// + public Tag tagRBC; + + /// + /// A reference to the current active tag. + /// It shouldn't be different from , + /// or ."/> + /// + private Tag currentTag; + + private void Awake() + { + AwakeCallBackActions(tagGC); + AwakeCallBackActions(tagMvt); + AwakeCallBackActions(tagRBC); + } + + private void Start() + { + if (hideOnStart) + { + Hide(); + } + //lookAtTarget = NetworkManager.Singleton.LocalClient.PlayerObject.gameObject. + // GetComponentInChildren().transform; + lookAtTarget = Camera.main.transform; + } + + /// + /// Subscribe the mutators callback of a tag to the corresponding input action timings + /// according to . + /// + /// + /// The tag which mutators callback subscription must be initialized. + /// + private void AwakeCallBackActions(Tag _tag) + { + foreach (TagMutator _tagMut in _tag.mutators) + { + switch (_tagMut.actionTime) + { + case (InputActionTime.started): + _tagMut.refInputAction.action.started += e => ButtonTagCallBack(_tagMut.refCallback); + break; + case (InputActionTime.performed): + _tagMut.refInputAction.action.performed += e => ButtonTagCallBack(_tagMut.refCallback); + break; + case (InputActionTime.canceled): + _tagMut.refInputAction.action.canceled += e => ButtonTagCallBack(_tagMut.refCallback); + break; + } + } + } + + /// + /// The link function between the subscription of a tag mutator input action + /// callback and the invocation of the corresponding UnityEvent. + /// + /// + private void ButtonTagCallBack(UnityEvent _callbackEvent) + { + _callbackEvent.Invoke(); + } + + /// + /// Hides the tag by setting its alpha to 0. + /// + protected override void Hide() + { + GetComponentInChildren().alpha = 0f; + refConnectionLineHandler.gameObject.GetComponent().enabled = false; + } + + /// + /// Forcefully sets the text in the 's content array at index + /// into the inherited text mesh + /// (). + /// + /// + /// The index of the content to display. + /// + public void SetText(int _contentIndex) + { + currentTag.currentContentIndex = _contentIndex; + refInfoTextMesh.text = currentTag.content[currentTag.currentContentIndex]; + } + + /// + /// Shows the tag by setting its alpha to 1. + /// + protected override void Show() + { + GetComponentInChildren().alpha = 1f; + refConnectionLineHandler.gameObject.GetComponent().enabled = true; + } + + /// + /// Switch the value of according to the the + /// value. + /// 0 is for the Interaction mode (), 1 for the + /// Movement mode () and 2 for the Group Control + /// mode (). + /// + /// + /// The ID of the control mode to switch to. + /// + public void SwitchControlMode(int _controlModeID) + { + switch (_controlModeID) + { + case 0: + currentTag = tagRBC; + break; + case 1: + currentTag = tagMvt; + break; + case 2: + currentTag = tagGC; + break; + } + updateTagText(); + } + + /// + /// Changes the content of the Text UI by rotating the indeces + /// over the content array. + /// + public void TextRotation() + { + if (++currentTag.currentContentIndex >= currentTag.content.Length) + { + currentTag.currentContentIndex = 0; + } + refInfoTextMesh.text = currentTag.content[currentTag.currentContentIndex]; + + updateTagText(); + } + + /// + /// Sets the text in the 's content array at index + /// into the inherited text mesh + /// (). + /// but first checks if the content is empty. If the string is empty, the tag is hidden. + /// + private void updateTagText() + { + if (currentTag.content.Length > 0) + { + refInfoTextMesh.text = currentTag.content[currentTag.currentContentIndex]; + Show(); + + if (refInfoTextMesh.text.Length == 0) + { + Hide(); + } + } + else + { + Hide(); + } + } + } } diff --git a/Assets/Scripts/UI/InfoTags/SurgeAndShrinkInfoTag.cs b/Assets/Scripts/UI/InfoTags/SurgeAndShrinkInfoTag.cs index 47c282b7..6f56e024 100644 --- a/Assets/Scripts/UI/InfoTags/SurgeAndShrinkInfoTag.cs +++ b/Assets/Scripts/UI/InfoTags/SurgeAndShrinkInfoTag.cs @@ -3,31 +3,62 @@ namespace ECellDive.UI { - public class SurgeAndShrinkInfoTag : MonoBehaviour - { - public Animation anim; - public TextMeshProUGUI refInfoTagText; + /// + /// A utility class to trigger a surge and shrink animation on + /// the game object this script is attached to. Requires a + /// reference to a text mesh to explain the surge and shrink to + /// the player. + /// + /// + /// Initially created to animate information tags when switching + /// input modes on a controller (see ). + /// + public class SurgeAndShrinkInfoTag : MonoBehaviour + { + /// + /// The reference to the animation component. + /// + public Animation anim; - public void Activate() - { - gameObject.SetActive(true); - } + /// + /// The reference to the + /// + public TextMeshProUGUI refInfoTagText; - public void Deactivate() - { - gameObject.SetActive(false); - } + /// + /// Simply activates the game object. + /// + public void Activate() + { + gameObject.SetActive(true); + } - public void SurgeAndShrink(string _text) - { - if (anim.isPlaying) - { - anim.Stop(); - } - gameObject.SetActive(true); - refInfoTagText.text = _text; - anim.Play("SurgeAndShrink"); - } - } + /// + /// Simply deactivates the game object. + /// + public void Deactivate() + { + gameObject.SetActive(false); + } + + /// + /// Triggers the surge and shrink animation on the game object. + /// Any previously playing animation is interrupted before + /// restarting the animation. + /// + /// + /// The text to display in the text mesh explaining the surge. + /// + public void SurgeAndShrink(string _text) + { + if (anim.isPlaying) + { + anim.Stop(); + } + gameObject.SetActive(true); + refInfoTagText.text = _text; + anim.Play("SurgeAndShrink"); + } + } } diff --git a/Assets/Scripts/UI/Menu Elements/GroupsMakingUIManager.cs b/Assets/Scripts/UI/Menu Elements/GroupsMakingUIManager.cs index 3752dedd..a926326f 100644 --- a/Assets/Scripts/UI/Menu Elements/GroupsMakingUIManager.cs +++ b/Assets/Scripts/UI/Menu Elements/GroupsMakingUIManager.cs @@ -1,59 +1,66 @@ using UnityEngine; using TMPro; using ECellDive.Interfaces; -using ECellDive.Utility; +using ECellDive.Utility.PlayerComponents; namespace ECellDive.UI { - public class GroupsMakingUIManager : MonoBehaviour - { - public GameObject refUICanvas; - public TMP_InputField refGroupNameInputField; + /// + /// The high level manager of the UI used to validate or cancel the creation + /// of new groups. + /// + public class GroupsMakingUIManager : MonoBehaviour + { + /// + /// The reference to the canvas containing the buttons to validate or cancel + /// the creation of the group. + /// + public GameObject refUICanvas; - public void Cancel() - { - StaticReferencer.Instance.groupsMakingManager.CancelGroup(); + /// + /// The reference to the input field used to name the group. + /// + public TMP_InputField refGroupNameInputField; - refUICanvas.SetActive(false); - } + /// + /// Cancel the creation of the group. + /// + /// + public void Cancel() + { + StaticReferencer.Instance.groupsMakingManager.CancelGroup(); - public void NewGroupUiElement(IHighlightable[] _highlitables) - { - //Create a groupUI component - StaticReferencer.Instance.refGroupsMenu.AddGroupUI(new GroupData - { - value = refGroupNameInputField.text, - color = Random.ColorHSV(), - members = _highlitables - }, - 0); - } + refUICanvas.SetActive(false); + } + /// + /// Manages the visibility of the gameobject + /// containing the canvas of the UI used to validate or cancel the + /// creation of the group. + /// + public void ManageUIConfirmationCanvas(int _nbMembers) + { + if (_nbMembers == 0) + { + refUICanvas.SetActive(false); + } + else + { + refUICanvas.SetActive(true); + GetComponent().PopUp(); + } + } - /// - /// Manages the visibility of the gameobject - /// containing the canvas of the UI used to validate or cancel the - /// creation of the group. - /// - public void ManageUIConfirmationCanvas(int _nbMembers) - { - if (_nbMembers == 0) - { - refUICanvas.SetActive(false); - } - else - { - refUICanvas.SetActive(true); - GetComponent().PopUp(); - } - } - - public void Validate() - { - StaticReferencer.Instance.groupsMakingManager.ValidateGroup(); - ManageUIConfirmationCanvas(StaticReferencer.Instance.groupsMakingManager.groupMembers.Count); - refUICanvas.SetActive(false); - } - } + /// + /// Validate the creation of the group. + /// Called back when the user presses the validate button. + /// + public void Validate() + { + StaticReferencer.Instance.groupsMakingManager.ValidateGroup(refGroupNameInputField.text); + ManageUIConfirmationCanvas(StaticReferencer.Instance.groupsMakingManager.groupMembers.Count); + refUICanvas.SetActive(false); + } + } } diff --git a/Assets/Scripts/UI/Menu Elements/GroupsMenu.cs b/Assets/Scripts/UI/Menu Elements/GroupsMenu.cs index 6234604f..5516f183 100644 --- a/Assets/Scripts/UI/Menu Elements/GroupsMenu.cs +++ b/Assets/Scripts/UI/Menu Elements/GroupsMenu.cs @@ -3,146 +3,193 @@ using UnityEngine; using TMPro; using ECellDive.Interfaces; +using ECellDive.Utility.Data.UI; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Manages the GUI that displays every group either produced by a "GroupByModule" - /// or made out of selected objects by the user. - /// - public class GroupsMenu : MonoBehaviour - { - public GameObject refAllUIContainer; - - public OptimizedVertScrollList semanticGroupsScrollList; - private List allDropDowns = new List(); - - public bool hideOnStart = true; - private bool colorBatchDistributed = false; - - private void Start() - { - if (hideOnStart) - { - gameObject.SetActive(false); - } - } - - /// - /// Adds a object at the end of the - /// . - /// - /// The data needed to correctly initialize - /// the . - /// The reference to the drop down the new - /// should be part of. - private void AddGroupUI(GroupData _groupData, IDropDown _parent) - { - GameObject groupUI = _parent.AddItem(); - groupUI.SetActive(true); - groupUI.GetComponent().SetData(_groupData); - groupUI.GetComponent().ForceDistributeColor(true); - _parent.scrollList.UpdateScrollList(); - } - - /// - /// Adds a object to the drop down with - /// index in the list - /// . - /// - /// The data needed to correctly initialize - /// the . - /// The index of the parent drop down in - /// which we want to insert the newly created . - /// This is useful when we want to add a - /// to a previously created . - public void AddGroupUI(GroupData _groupData, int _parentIndex) - { - IDropDown parent = allDropDowns[_parentIndex]; - - GameObject groupUI = parent.AddItem(); - groupUI.GetComponent().SetData(_groupData); - groupUI.GetComponent().ForceDistributeColor(true); - - groupUI.SetActive(true); - - parent.scrollList.UpdateScrollList(); - } - - /// - /// Adds a GUI element that acts as a container (drop down) of several groups. - /// - /// The name of the container. - /// The data of every group that falls in - /// the container. - /// Typically usefull to manage every group produced by - /// a "Group By" operation. - public IEnumerator AddSemanticTermUI(string _semanticTerm, List _groupsData) - { - //Creating the drop down button - GameObject semanticTermUI = semanticGroupsScrollList.AddItem(); - semanticTermUI.SetActive(true); - semanticTermUI.GetComponentInChildren().text = _semanticTerm; - IDropDown ddComponent = semanticTermUI.GetComponent(); - - //Creating the scroll list menu that will contain the objects - //controlled by the drop down. - ddComponent.InstantiateContent(); - ddComponent.scrollListHolder.transform.SetParent(refAllUIContainer.transform); - allDropDowns.Add(ddComponent); - - foreach (GroupData _groupData in _groupsData) - { - AddGroupUI(_groupData, ddComponent); - yield return new WaitUntil(()=>colorBatchDistributed); - colorBatchDistributed = false; - } - semanticGroupsScrollList.UpdateScrollList(); - semanticGroupsScrollList.UpdateAllChildrenVisibility(); - } - - public void DistributeColorToMembers(Color _color, IHighlightable[] _members) - { - gameObject.SetActive(true); - //gameObject.transform.parent.GetComponent().PopUp(); - StartCoroutine(DistributeColorToMembersC(_color, _members)); - } - - /// - /// Internal method to update the color of the GameObjects in the group. - /// - /// - private IEnumerator DistributeColorToMembersC(Color _color, IHighlightable[] _members) - { - ushort batchCounter = 0; - foreach (IColorHighlightable _member in _members) - { - _member.defaultColor = _color; - _member.ApplyColor(_color); - - batchCounter++; - - if (batchCounter == 25) - { - yield return new WaitForEndOfFrame(); - batchCounter = 0; - } - } - colorBatchDistributed = true; - } - - /// - /// Adds the default semantic groups to the list. - /// - public void Initialize() - { - if (gameObject.activeSelf) - { - StartCoroutine(AddSemanticTermUI("Custom Groups", new List())); - } - } - } - } + /// + /// Manages the GUI that displays every group either produced by a "GroupByModule" + /// or made out of selected objects by the user. + /// + public class GroupsMenu : MonoBehaviour + { + /// + /// Reference top the gameobject that will contain every list of group members. + /// + public GameObject refAllUIContainer; + + /// + /// The reference to the scroll list that will contain the drop down buttons + /// to corresponding to the groups. Pressing the drop down will display the + /// list of members of the group. + /// + public OptimizedVertScrollList semanticGroupsScrollList; + + /// + /// The list of every drop down button that will display the list of members + /// of the groups. + /// + private List allDropDowns = new List(); + + /// + /// A boolean to hide the menu on start. + /// + public bool hideOnStart = true; + + /// + /// A boolean to block the color attribution to the members of the groups. + /// This is a workaround to the network synchronization of the color of the + /// mudules. When groups are large, the multiple calls to the RPCs to change + /// the color of the modules can cause a crash. + /// + private bool colorBatchDistributed = false; + + private void Start() + { + if (hideOnStart) + { + gameObject.SetActive(false); + } + } + + /// + /// Adds a object at the end of the + /// . + /// + /// + /// The data needed to correctly initialize the . + /// + /// + /// The reference to the drop down the new + /// should be part of. + /// + private void AddGroupUI(GroupData _groupData, IDropDown _parent) + { + GameObject groupUI = _parent.AddItem(); + groupUI.SetActive(true); + groupUI.GetComponent().SetData(_groupData); + groupUI.GetComponent().ForceDistributeColor(true); + _parent.scrollList.UpdateScrollList(); + } + + /// + /// Adds a object to the drop down with + /// index in the list . + /// + /// + /// The data needed to correctly initialize the . + /// + /// + /// The index of the parent drop down in which we want to insert the newly + /// created . + /// + /// + /// This is useful when we want to add a + /// to a previously created . + /// + public void AddGroupUI(GroupData _groupData, int _parentIndex) + { + IDropDown parent = allDropDowns[_parentIndex]; + + GameObject groupUI = parent.AddItem(); + groupUI.GetComponent().SetData(_groupData); + groupUI.GetComponent().ForceDistributeColor(true); + + groupUI.SetActive(true); + + parent.scrollList.UpdateScrollList(); + } + + /// + /// Adds a GUI element that acts as a container (drop down) of several groups. + /// + /// + /// The name of the container. + /// + /// + /// The data of every group that falls in the container. + /// + /// + /// Typically usefull to manage every group produced by + /// a "Group By" operation. + /// + public IEnumerator AddSemanticTermUI(string _semanticTerm, List _groupsData) + { + //Creating the drop down button + GameObject semanticTermUI = semanticGroupsScrollList.AddItem(); + semanticTermUI.SetActive(true); + semanticTermUI.GetComponentInChildren().text = _semanticTerm; + IDropDown ddComponent = semanticTermUI.GetComponent(); + + //Creating the scroll list menu that will contain the objects + //controlled by the drop down. + ddComponent.InstantiateContent(); + ddComponent.scrollListHolder.transform.SetParent(refAllUIContainer.transform); + allDropDowns.Add(ddComponent); + + foreach (GroupData _groupData in _groupsData) + { + AddGroupUI(_groupData, ddComponent); + yield return new WaitUntil(()=>colorBatchDistributed); + colorBatchDistributed = false; + } + semanticGroupsScrollList.UpdateScrollList(); + semanticGroupsScrollList.UpdateAllChildrenVisibility(); + } + + /// + /// Public interface to start the coroutine that will update the color + /// of the members in to . + /// + /// + /// The new color to be applied to the members of the group. + /// + /// + /// The list of members of the group. + /// + public void DistributeColorToMembers(Color _color, IHighlightable[] _members) + { + gameObject.SetActive(true); + StartCoroutine(DistributeColorToMembersC(_color, _members)); + } + + /// + /// Internal method to update the color of the GameObjects in the group. + /// + /// + /// The new color to be applied to the members of the group. + /// + /// + /// The list of members of the group. + /// + private IEnumerator DistributeColorToMembersC(Color _color, IHighlightable[] _members) + { + ushort batchCounter = 0; + foreach (IColorHighlightable _member in _members) + { + _member.defaultColor = _color; + _member.ApplyColor(_color); + + batchCounter++; + + if (batchCounter == 25) + { + yield return new WaitForEndOfFrame(); + batchCounter = 0; + } + } + colorBatchDistributed = true; + } + + /// + /// Adds the default semantic groups to the list. + /// + public void Initialize() + { + if (gameObject.activeSelf) + { + StartCoroutine(AddSemanticTermUI("Custom Groups", new List())); + } + } + } } \ No newline at end of file diff --git a/Assets/Scripts/UI/Menu Elements/LogManager.cs b/Assets/Scripts/UI/Menu Elements/LogManager.cs index 9e94ab28..63d1f4c1 100644 --- a/Assets/Scripts/UI/Menu Elements/LogManager.cs +++ b/Assets/Scripts/UI/Menu Elements/LogManager.cs @@ -4,171 +4,189 @@ using TMPro; using ECellDive.Utility; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Class handling the UI gameobject used to visualize - /// the log in app at runtime. - /// - public class LogManager : MonoBehaviour - { - [Header("General References")] - public OptimizedVertScrollList refMessageScrollList; - public RectTransform refHiddenMessageStorage; - public TextMeshProUGUI refMessageSpace; - - [Header("Mutators")] - public Toggle toggleAll; - - [Tooltip( - "Must be in the same order as " + - "LogSystem.LogMessageTypes")] - public Toggle[] toggleIndividuals; - public Color[] messageTypeColors; - - - - // Start is called before the first frame update - void Start() - { - LogSystem.refLogManager = this; - - LogSystem.traceMessages = new List(); - LogSystem.pingMessages = new List(); - LogSystem.debugMessages = new List(); - LogSystem.errorMessages = new List(); - - LogSystem.AddMessage(LogMessageTypes.Trace, - "This is a Trace Message"); - LogSystem.AddMessage(LogMessageTypes.Ping, - "This is a Ping Message"); - LogSystem.AddMessage(LogMessageTypes.Debug, - "This is a Debug Message"); - LogSystem.AddMessage(LogMessageTypes.Errors, - "This is a Errors Message"); - - DrawMessageLists(); - gameObject.SetActive(false); - } - - /// - /// Logic to display the whole content of a message. - /// - /// - /// Called back when interacting with the UI element teasing the message. - /// - /// The TextMeshProUGUI component containing the - /// message to display. - public void DisplayInMessageSpace(TextMeshProUGUI _content) - { - refMessageSpace.text = _content.text; - refMessageSpace.color = _content.color; - } - - /// - /// The public interface to callback when we wish to only update the - /// drawing of one message list - /// - /// The index of the toggle that is used to - /// control the visibility of an inidividual message list. 0 is for the - /// trace toggle, 1 for the ping toggle, 2 for the debug toggle and - /// 3 for the errors toggle. - public void DrawMessageList(int _toggleIdx) - { - switch (_toggleIdx) - { - case 0: - DrawMessageList(toggleIndividuals[0].isOn, LogSystem.traceMessages); - break; - case 1: - DrawMessageList(toggleIndividuals[1].isOn, LogSystem.pingMessages); - break; - case 2: - DrawMessageList(toggleIndividuals[2].isOn, LogSystem.debugMessages); - break; - case 3: - DrawMessageList(toggleIndividuals[3].isOn, LogSystem.errorMessages); - break; - } - refMessageScrollList.UpdateAllChildrenPositions(); - refMessageScrollList.UpdateScrollList(); - } - - /// - /// The private implementation of the operations necessary to draw an individual - /// message list. - /// - /// Whether the list should be drawn. - /// The list to draw or hide. - private void DrawMessageList(bool _visibility, List _msgList) - { - if (_visibility) - { - foreach (LogMessage _msg in _msgList) - { - _msg.refUI.SetParent(refMessageScrollList.refContent.transform); - _msg.refUI.SetSiblingIndex(_msg.id); - } - } - else - { - foreach (LogMessage _msg in _msgList) - { - _msg.refUI.SetParent(refHiddenMessageStorage.transform); - } - } - } - - /// - /// Updates the drawing status of every list. - /// - public void DrawMessageLists() - { - DrawMessageList(toggleIndividuals[0].isOn, LogSystem.traceMessages); - DrawMessageList(toggleIndividuals[1].isOn, LogSystem.pingMessages); - DrawMessageList(toggleIndividuals[2].isOn, LogSystem.debugMessages); - DrawMessageList(toggleIndividuals[3].isOn, LogSystem.errorMessages); - - refMessageScrollList.UpdateAllChildrenPositions(); - refMessageScrollList.UpdateScrollList(); - } - - /// - /// Forces to switch the visibility of every message of every type - /// (see ). - /// - /// - /// Called back when interacting with a UI element - /// - public void ForceAllMessagesActivity() - { - foreach (Toggle _msgTypeToggle in toggleIndividuals) - { - _msgTypeToggle.isOn = toggleAll.isOn; - } - - DrawMessageLists(); - } - - /// - /// Instantiate the new GUI element that will tease the content of the message. - /// - public RectTransform GenerateMessageUI(string _content, LogMessageTypes _type) - { - GameObject newMsg = refMessageScrollList.AddItem(); - newMsg.SetActive(true); - TextMeshProUGUI msgTMP = newMsg.GetComponentInChildren(); - if (msgTMP != null) - { - msgTMP.text = _content; - msgTMP.color = messageTypeColors[(int)_type]; - } - - return newMsg.GetComponent(); - } - } - } + /// + /// Class handling the UI gameobject used to visualize + /// the log in app at runtime. + /// + public class LogManager : MonoBehaviour + { + /// + /// The reference to the scroll list used to display the head of the messages. + /// + [Header("General References")] + public OptimizedVertScrollList refMessageScrollList; + + /// + /// The reference to the rect transform of a deactivated UI gameobject + /// to which we will store the messages that are not currently displayed. + /// + public RectTransform refHiddenMessageStorage; + + /// + /// The reference to the larger text mesh where a longer version of the + /// message will be displayed. + /// + public TextMeshProUGUI refMessageSpace; + + /// + /// A reference to the toggle that controls the value of all the other toggles. + /// + [Header("Mutators")] + public Toggle toggleAll; + + /// + /// An array of toggles that controls the visibility of the messages in the list + /// depending on their types. + /// + [Tooltip( + "Must be in the same order as " + + "LogSystem.LogMessageTypes")] + public Toggle[] toggleIndividuals; + + /// + /// The array of colors to assign to the messages depending on their types. + /// + public Color[] messageTypeColors; + + // Start is called before the first frame update + void Start() + { + LogSystem.refLogManager = this; + + LogSystem.traceMessages = new List(); + LogSystem.pingMessages = new List(); + LogSystem.debugMessages = new List(); + LogSystem.errorMessages = new List(); + + LogSystem.AddMessage(LogMessageTypes.Trace, + "This is a Trace Message"); + LogSystem.AddMessage(LogMessageTypes.Ping, + "This is a Ping Message"); + LogSystem.AddMessage(LogMessageTypes.Debug, + "This is a Debug Message"); + LogSystem.AddMessage(LogMessageTypes.Errors, + "This is a Errors Message"); + + DrawMessageLists(); + gameObject.SetActive(false); + } + + /// + /// Logic to display the whole content of a message. + /// + /// + /// Called back when interacting with the UI element teasing the message. + /// + /// The TextMeshProUGUI component containing the + /// message to display. + public void DisplayInMessageSpace(TextMeshProUGUI _content) + { + refMessageSpace.text = _content.text; + refMessageSpace.color = _content.color; + } + + /// + /// The public interface to callback when we wish to only update the + /// drawing of one message list + /// + /// The index of the toggle that is used to + /// control the visibility of an inidividual message list. 0 is for the + /// trace toggle, 1 for the ping toggle, 2 for the debug toggle and + /// 3 for the errors toggle. + public void DrawMessageList(int _toggleIdx) + { + switch (_toggleIdx) + { + case 0: + DrawMessageList(toggleIndividuals[0].isOn, LogSystem.traceMessages); + break; + case 1: + DrawMessageList(toggleIndividuals[1].isOn, LogSystem.pingMessages); + break; + case 2: + DrawMessageList(toggleIndividuals[2].isOn, LogSystem.debugMessages); + break; + case 3: + DrawMessageList(toggleIndividuals[3].isOn, LogSystem.errorMessages); + break; + } + refMessageScrollList.UpdateAllChildrenPositions(); + refMessageScrollList.UpdateScrollList(); + } + + /// + /// The private implementation of the operations necessary to draw an individual + /// message list. + /// + /// Whether the list should be drawn. + /// The list to draw or hide. + private void DrawMessageList(bool _visibility, List _msgList) + { + if (_visibility) + { + foreach (LogMessage _msg in _msgList) + { + _msg.refUI.SetParent(refMessageScrollList.refContent.transform); + _msg.refUI.SetSiblingIndex(_msg.id); + } + } + else + { + foreach (LogMessage _msg in _msgList) + { + _msg.refUI.SetParent(refHiddenMessageStorage.transform); + } + } + } + + /// + /// Updates the drawing status of every list. + /// + public void DrawMessageLists() + { + DrawMessageList(toggleIndividuals[0].isOn, LogSystem.traceMessages); + DrawMessageList(toggleIndividuals[1].isOn, LogSystem.pingMessages); + DrawMessageList(toggleIndividuals[2].isOn, LogSystem.debugMessages); + DrawMessageList(toggleIndividuals[3].isOn, LogSystem.errorMessages); + + refMessageScrollList.UpdateAllChildrenPositions(); + refMessageScrollList.UpdateScrollList(); + } + + /// + /// Forces to switch the visibility of every message of every type. + /// + /// + /// Called back when interacting with a UI element + /// + public void ForceAllMessagesActivity() + { + foreach (Toggle _msgTypeToggle in toggleIndividuals) + { + _msgTypeToggle.isOn = toggleAll.isOn; + } + + DrawMessageLists(); + } + + /// + /// Instantiate the new GUI element that will tease the content of the message. + /// + public RectTransform GenerateMessageUI(string _content, LogMessageTypes _type) + { + GameObject newMsg = refMessageScrollList.AddItem(); + newMsg.SetActive(true); + TextMeshProUGUI msgTMP = newMsg.GetComponentInChildren(); + if (msgTMP != null) + { + msgTMP.text = _content; + msgTMP.color = messageTypeColors[(int)_type]; + } + + return newMsg.GetComponent(); + } + } } diff --git a/Assets/Scripts/UI/Menu Elements/MainMenuManager.cs b/Assets/Scripts/UI/Menu Elements/MainMenuManager.cs index 2be8418e..bdc7adc7 100644 --- a/Assets/Scripts/UI/Menu Elements/MainMenuManager.cs +++ b/Assets/Scripts/UI/Menu Elements/MainMenuManager.cs @@ -4,46 +4,44 @@ namespace ECellDive.UI { - /// - /// The class to manage the main menu UI. - /// - public class MainMenuManager : MonoBehaviour, - IInteractibility - { - [SerializeField] private Selectable[] m_targetGroup; - /// - public Selectable[] targetGroup - { - get => m_targetGroup; - } + /// + /// The class to manage the main menu UI. + /// + public class MainMenuManager : MonoBehaviour, + IInteractibility + { + [SerializeField] private Selectable[] m_targetGroup; + /// + public Selectable[] targetGroup + { + get => m_targetGroup; + } + #region - IInteractibility Methods - + /// + public void ForceGroupInteractibility(bool _interactibility) + { + foreach (Selectable selectable in m_targetGroup) + { + selectable.interactable = _interactibility; + } + } + /// + public void SwitchGroupInteractibility() + { + foreach (Selectable selectable in m_targetGroup) + { + selectable.interactable = !selectable.interactable; + } + } - #region - IInteractibility Methods - - /// - public void ForceGroupInteractibility(bool _interactibility) - { - foreach (Selectable selectable in m_targetGroup) - { - selectable.interactable = _interactibility; - } - } - - /// - public void SwitchGroupInteractibility() - { - foreach (Selectable selectable in m_targetGroup) - { - selectable.interactable = !selectable.interactable; - } - } - - /// - public void SwitchSingleInteractibility(int _targetIdx) - { - m_targetGroup[_targetIdx].interactable = !m_targetGroup[_targetIdx].interactable; - } - #endregion - } + /// + public void SwitchSingleInteractibility(int _targetIdx) + { + m_targetGroup[_targetIdx].interactable = !m_targetGroup[_targetIdx].interactable; + } + #endregion + } } diff --git a/Assets/Scripts/UI/Menu Elements/ModulesMenuManager.cs b/Assets/Scripts/UI/Menu Elements/ModulesMenuManager.cs index 2a4fd447..d9915715 100644 --- a/Assets/Scripts/UI/Menu Elements/ModulesMenuManager.cs +++ b/Assets/Scripts/UI/Menu Elements/ModulesMenuManager.cs @@ -1,4 +1,3 @@ -using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using ECellDive.Interfaces; @@ -11,12 +10,18 @@ namespace ECellDive.UI public class ModulesMenuManager : MonoBehaviour, IInteractibility { + #region - IInteractibility Members - + /// + /// The field for the property. + /// [SerializeField] private Selectable[] m_targetGroup; + /// public Selectable[] targetGroup { get => m_targetGroup; } + #endregion #region - IInteractibility Methods - /// diff --git a/Assets/Scripts/UI/Menu Elements/MultiplayerMenuManager.cs b/Assets/Scripts/UI/Menu Elements/MultiplayerMenuManager.cs index e70af5f3..f0375dd8 100644 --- a/Assets/Scripts/UI/Menu Elements/MultiplayerMenuManager.cs +++ b/Assets/Scripts/UI/Menu Elements/MultiplayerMenuManager.cs @@ -5,21 +5,54 @@ namespace ECellDive.UI { + /// + /// The class to manage the multiplayer menu UI. + /// It is used both to join and host a multiplayer session. + /// public class MultiplayerMenuManager : MonoBehaviour { + /// + /// The reference to the input field for the player name. + /// public TMP_InputField playerName; + + /// + /// The reference to the input field for the IPv4 address of the + /// multiplayer server. + /// public TMP_InputField ip; + + /// + /// The reference to the input field for the port of the multiplayer + /// server. + /// public TMP_InputField port; + + /// + /// The reference to the input field for the password of the + /// multiplayer server. + /// public TMP_InputField password; - // Start is called before the first frame update + void Start() { - playerName.gameObject.GetComponent().GetSetVKManager(); - ip.gameObject.GetComponent().GetSetVKManager(); - port.gameObject.GetComponent().GetSetVKManager(); - password.gameObject.GetComponent().GetSetVKManager(); - } + playerName.gameObject.GetComponent().GetSetVKManager(); + ip.gameObject.GetComponent().GetSetVKManager(); + port.gameObject.GetComponent().GetSetVKManager(); + password.gameObject.GetComponent().GetSetVKManager(); + } + /// + /// Replaces the empty fields (, , + /// , ) with default values. + /// The default values are: + /// + /// : "NewPlayer" + /// : "" + /// : "0" + /// : "1234" + /// + /// private void CheckFieldsContent() { if (playerName.text.Length == 0) @@ -43,6 +76,9 @@ private void CheckFieldsContent() } } + /// + /// Starts a multiplayer session as a host. + /// public void Host() { MultiplayerModule.Instance.OnConnectionStart(); @@ -55,11 +91,14 @@ public void Host() GameNetPortal.Instance.StartHost(); } + /// + /// Joins a multiplayer session as a client. + /// public void Join() { - MultiplayerModule.Instance.OnConnectionStart(); + MultiplayerModule.Instance.OnConnectionStart(); - CheckFieldsContent(); + CheckFieldsContent(); GameNetPortal.Instance.SetConnectionSettings(playerName.text, ip.text, System.Convert.ToUInt16(port.text), diff --git a/Assets/Scripts/UI/ModulesOptions/FbaParametersManager.cs b/Assets/Scripts/UI/ModulesOptions/FbaParametersManager.cs index 872425fa..219d0509 100644 --- a/Assets/Scripts/UI/ModulesOptions/FbaParametersManager.cs +++ b/Assets/Scripts/UI/ModulesOptions/FbaParametersManager.cs @@ -1,44 +1,57 @@ -using System.Collections; -using System.Collections.Generic; using UnityEngine; -using UnityEngine.UI; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Manages the GUI elements that are part of the option panel - /// of the HttpServerFbaAnalysisModule. - /// - public class FbaParametersManager : MonoBehaviour - { - public ButtonColorPicker fluxLowerBoundColorPicker; - public ButtonColorPicker fluxUpperBoundColorPicker; - public SliderValueControlManager fluxLowerBoundSlider; - public SliderValueControlManager fluxUpperBoundSlider; - - /// - /// Synchronises the GUIs with the min and max values - /// - /// Min flux value in the whole network. - /// Max flux value in the whole network. - public void SetFluxValueControllersBounds(float _minValue, float _maxValue) - { - fluxLowerBoundSlider.slider.minValue = _minValue; - fluxLowerBoundSlider.slider.maxValue = _maxValue; - - //by default we set the lower bound to min value - fluxLowerBoundSlider.slider.value = _minValue; - fluxLowerBoundSlider.UpdateInputFieldValue(); - - fluxUpperBoundSlider.slider.minValue = _minValue; - fluxUpperBoundSlider.slider.maxValue = _maxValue; - - //by default we set the upper bound to max value - fluxUpperBoundSlider.slider.value = _maxValue; - fluxUpperBoundSlider.UpdateInputFieldValue(); - } - } - } + /// + /// Manages the GUI elements that are part of the option panel + /// of the HttpServerFbaAnalysisModule. + /// + public class FbaParametersManager : MonoBehaviour + { + /// + /// The reference to the color picker to select the color + /// for the low fluxes. + /// + public ButtonColorPicker fluxLowerBoundColorPicker; + + /// + /// The reference to the color picker to select the color + /// for the high fluxes. + /// + public ButtonColorPicker fluxUpperBoundColorPicker; + + /// + /// The reference to the slider to select the lower bound + /// clamp value for the fluxes. + /// + public SliderValueControlManager fluxLowerBoundSlider; + + /// + /// The reference to the slider to select the upper bound + /// clamp value for the fluxes. + /// + public SliderValueControlManager fluxUpperBoundSlider; + + /// + /// Synchronises the GUIs with the min and max values + /// + /// Min flux value in the whole network. + /// Max flux value in the whole network. + public void SetFluxValueControllersBounds(float _minValue, float _maxValue) + { + fluxLowerBoundSlider.slider.minValue = _minValue; + fluxLowerBoundSlider.slider.maxValue = _maxValue; + + //by default we set the lower bound to min value + fluxLowerBoundSlider.slider.value = _minValue; + fluxLowerBoundSlider.UpdateInputFieldValue(); + + fluxUpperBoundSlider.slider.minValue = _minValue; + fluxUpperBoundSlider.slider.maxValue = _maxValue; + + //by default we set the upper bound to max value + fluxUpperBoundSlider.slider.value = _maxValue; + fluxUpperBoundSlider.UpdateInputFieldValue(); + } + } } diff --git a/Assets/Scripts/UI/ModulesOptions/GroupByAttributsManager.cs b/Assets/Scripts/UI/ModulesOptions/GroupByAttributsManager.cs index fea3ed34..2e225804 100644 --- a/Assets/Scripts/UI/ModulesOptions/GroupByAttributsManager.cs +++ b/Assets/Scripts/UI/ModulesOptions/GroupByAttributsManager.cs @@ -8,103 +8,120 @@ using ECellDive.Utility; -namespace ECellDive +namespace ECellDive.UI { - namespace UI - { - /// - /// Manages the GUI attached to a GroupByModule that the user - /// interacts with in order to request processing groups. - /// - public class GroupByAttributsManager : MonoBehaviour - { - public GroupByModule refGroupByModule; + /// + /// Manages the GUI attached to a GroupByModule that the user + /// interacts with in order to request processing groups. + /// + public class GroupByAttributsManager : MonoBehaviour + { + /// + /// Reference to the GroupByModule that this GUI is attached to. + /// + public GroupByModule refGroupByModule; - public OptimizedVertScrollList allDataUIContainer; + /// + /// Reference to the scroll list that will display the attributs + /// that can be used to group the data. + /// + public OptimizedVertScrollList allDataUIContainer; - public AnimationLoopWrapper animLW; - public ColorFlash colorFlash; + /// + /// The animation loop controller to control the visual feedback + /// of the module in case of request. + /// + public AnimationLoopWrapper animLW; - private List dataUIManagers = new List(); + /// + /// The color flash component to alter the visual feedback + /// of the module in case of request. + /// + public ColorFlash colorFlash; - /// - /// Adds the GUI element that represent a key (an attribut of an object) the - /// user may select later to request that groups are made according to it. - /// - /// The displayed name of the field. - /// A reference to the parent drop down container. - private void AddAttributsUI(string _attributName, IDropDown _parent) - { - GameObject newAttributUI = _parent.AddItem(); ; - newAttributUI.SetActive(true); - newAttributUI.name = _attributName; - newAttributUI.GetComponentInChildren().text = _attributName; - _parent.scrollList.UpdateScrollList(); + /// + /// The list of the drop down containers that will hold the attributs + /// that can be used to group the data. + /// + private List dataUIManagers = new List(); - } + /// + /// Adds the GUI element that represent a key (an attribut of an object) the + /// user may select later to request that groups are made according to it. + /// + /// The displayed name of the field. + /// A reference to the parent drop down container. + private void AddAttributsUI(string _attributName, IDropDown _parent) + { + GameObject newAttributUI = _parent.AddItem(); ; + newAttributUI.SetActive(true); + newAttributUI.name = _attributName; + newAttributUI.GetComponentInChildren().text = _attributName; + _parent.scrollList.UpdateScrollList(); - /// - /// Adds the GUI element that acts as a container for every field the user - /// can use to request groups to be made out from. - /// - /// The displayed name of the container. - /// A JObject representing a Json node with - /// every field the user will be allowed to used to make groups from. - public void AddDataUI(string _dataName, JObject _dataNodeSample) - { - //Creating the drop down button - GameObject newDataUI = allDataUIContainer.AddItem(); - newDataUI.SetActive(true); - newDataUI.GetComponentInChildren().text = _dataName; - IDropDown ddComponent = newDataUI.GetComponent(); + } - //Creating the scroll list that will be the container for the objects - //controlled by the drop down. - ddComponent.InstantiateContent(); - ddComponent.scrollListHolder.transform.parent = refGroupByModule.transform; - dataUIManagers.Add(ddComponent); + /// + /// Adds the GUI element that acts as a container for every field the user + /// can use to request groups to be made out from. + /// + /// The displayed name of the container. + /// A JObject representing a Json node with + /// every field the user will be allowed to used to make groups from. + public void AddDataUI(string _dataName, JObject _dataNodeSample) + { + //Creating the drop down button + GameObject newDataUI = allDataUIContainer.AddItem(); + newDataUI.SetActive(true); + newDataUI.GetComponentInChildren().text = _dataName; + IDropDown ddComponent = newDataUI.GetComponent(); - foreach (JProperty _property in _dataNodeSample.Properties()) - { - AddAttributsUI(_property.Name, ddComponent); - } - } + //Creating the scroll list that will be the container for the objects + //controlled by the drop down. + ddComponent.InstantiateContent(); + ddComponent.scrollListHolder.transform.parent = refGroupByModule.transform; + dataUIManagers.Add(ddComponent); - /// - /// Executes the Group By operation on the data for every attributs - /// the user selected throught the GUI. - /// - public void ScanForRequiredGroups() - { - int currentDataUI = 0; - animLW.PlayLoop("GroupByModule"); - foreach (SimpleDropDown _ddsm in dataUIManagers) - { - foreach(RectTransform _attributUI in _ddsm.scrollList.refContent) - { - Toggle attributUIToggle = _attributUI.gameObject.GetComponent(); - if (attributUIToggle.isOn) - { - refGroupByModule.Execute(currentDataUI, attributUIToggle.name); - } - } - currentDataUI++; - } - animLW.StopLoop(); + foreach (JProperty _property in _dataNodeSample.Properties()) + { + AddAttributsUI(_property.Name, ddComponent); + } + } - if (currentDataUI > 0) - { - //Flash of the succesful color. - colorFlash.Flash(1); - } - else - { - colorFlash.Flash(0); - LogSystem.AddMessage(LogMessageTypes.Errors, "Group Generation Failed: " + - "No metadata was selected to make the group(s)."); - } - } - } - } + /// + /// Executes the Group By operation on the data for every attributs + /// the user selected throught the GUI. + /// + public void ScanForRequiredGroups() + { + int currentDataUI = 0; + animLW.PlayLoop("GroupByModule"); + foreach (SimpleDropDown _ddsm in dataUIManagers) + { + foreach(RectTransform _attributUI in _ddsm.scrollList.refContent) + { + Toggle attributUIToggle = _attributUI.gameObject.GetComponent(); + if (attributUIToggle.isOn) + { + refGroupByModule.Execute(currentDataUI, attributUIToggle.name); + } + } + currentDataUI++; + } + animLW.StopLoop(); + + if (currentDataUI > 0) + { + //Flash of the succesful color. + colorFlash.Flash(1); + } + else + { + colorFlash.Flash(0); + LogSystem.AddMessage(LogMessageTypes.Errors, "Group Generation Failed: " + + "No metadata was selected to make the group(s)."); + } + } + } } diff --git a/Assets/Scripts/UI/UIHover.cs b/Assets/Scripts/UI/UIHover.cs index 22fba040..7f77cad6 100644 --- a/Assets/Scripts/UI/UIHover.cs +++ b/Assets/Scripts/UI/UIHover.cs @@ -5,204 +5,267 @@ using UnityEngine.UI; using UnityEngine.XR.Interaction.Toolkit; using TMPro; -using ECellDive.Utility; -namespace ECellDive +using ECellDive.Utility.Data.UI; +using ECellDive.Utility.PlayerComponents; + +namespace ECellDive.UI { - namespace UI - { - [System.Serializable] - public struct HapticData - { - public bool play; - [Range(0f, 1f)] public float intensity; - public float duration; - } - - [System.Serializable] - public struct AudioData - { - public bool play; - public AudioClip clip; - } - - /// - /// Implements Haptic and Sound feedback when hovering on - /// interactible UI elements. - /// - /// - /// Adapted from: - /// https://forum.unity.com/threads/xr-interaction-toolkit-hover-event-on-ui-elements-with-xrrayinteractor.852409/ - /// - public class UIHover : MonoBehaviour - { - public bool doTriggerInstanciation = false; - - public HapticData hoverEnterHapticData; - public HapticData hoverExitHapticData; - - public AudioData hoverEnterAudioData; - public AudioData hoverExitAudioData; - - private XRBaseController currentXRController; - - private AudioSource EffectsAudioSource; - - private bool leftInteractorActive = false; - private GameObject leftLastHovered = null; - private bool rightInteractorActive = false; - private GameObject rightLastHovered = null; - private void Awake() - { - if (doTriggerInstanciation) - { - List gameObjects = new List(); - gameObjects.AddRange(gameObject.GetComponentsInChildren - - - - - - - - - - - - - - - - - - - - - diff --git a/docs/api/ECellDive.GraphComponents.Edge.html b/docs/api/ECellDive.GraphComponents.Edge.html deleted file mode 100644 index 3a340dbb..00000000 --- a/docs/api/ECellDive.GraphComponents.Edge.html +++ /dev/null @@ -1,369 +0,0 @@ - - - - - - - - Class Edge - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.GraphComponents.Node.html b/docs/api/ECellDive.GraphComponents.Node.html deleted file mode 100644 index 1caabb54..00000000 --- a/docs/api/ECellDive.GraphComponents.Node.html +++ /dev/null @@ -1,429 +0,0 @@ - - - - - - - - Class Node - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.GraphComponents.html b/docs/api/ECellDive.GraphComponents.html deleted file mode 100644 index cd9efc3e..00000000 --- a/docs/api/ECellDive.GraphComponents.html +++ /dev/null @@ -1,122 +0,0 @@ - - - - - - - - Namespace ECellDive.GraphComponents - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.IO.CyJsonParser.html b/docs/api/ECellDive.IO.CyJsonParser.html deleted file mode 100644 index 380d3d55..00000000 --- a/docs/api/ECellDive.IO.CyJsonParser.html +++ /dev/null @@ -1,554 +0,0 @@ - - - - - - - - Class CyJsonParser - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.IO.CyJsonPathwayLoader.html b/docs/api/ECellDive.IO.CyJsonPathwayLoader.html deleted file mode 100644 index 7746ea7f..00000000 --- a/docs/api/ECellDive.IO.CyJsonPathwayLoader.html +++ /dev/null @@ -1,304 +0,0 @@ - - - - - - - - Class CyJsonPathwayLoader - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.IO.FileBrowser_LoadFile.html b/docs/api/ECellDive.IO.FileBrowser_LoadFile.html deleted file mode 100644 index 42826dcd..00000000 --- a/docs/api/ECellDive.IO.FileBrowser_LoadFile.html +++ /dev/null @@ -1,437 +0,0 @@ - - - - - - - - Class FileBrowser_LoadFile - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.IO.HTTPServer.html b/docs/api/ECellDive.IO.HTTPServer.html deleted file mode 100644 index 80f1e319..00000000 --- a/docs/api/ECellDive.IO.HTTPServer.html +++ /dev/null @@ -1,773 +0,0 @@ - - - - - - - - Class HTTPServer - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.IO.JsonImporter.html b/docs/api/ECellDive.IO.JsonImporter.html deleted file mode 100644 index b9353bf1..00000000 --- a/docs/api/ECellDive.IO.JsonImporter.html +++ /dev/null @@ -1,213 +0,0 @@ - - - - - - - - Class JsonImporter - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.IO.html b/docs/api/ECellDive.IO.html deleted file mode 100644 index 6a0dd684..00000000 --- a/docs/api/ECellDive.IO.html +++ /dev/null @@ -1,128 +0,0 @@ - - - - - - - - Namespace ECellDive.IO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Input.InputModeManager.html b/docs/api/ECellDive.Input.InputModeManager.html deleted file mode 100644 index a38d76b7..00000000 --- a/docs/api/ECellDive.Input.InputModeManager.html +++ /dev/null @@ -1,798 +0,0 @@ - - - - - - - - Class InputModeManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Input.InteractorsRegisterer.html b/docs/api/ECellDive.Input.InteractorsRegisterer.html deleted file mode 100644 index 29b3f5f1..00000000 --- a/docs/api/ECellDive.Input.InteractorsRegisterer.html +++ /dev/null @@ -1,644 +0,0 @@ - - - - - - - - Class InteractorsRegisterer - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Input.html b/docs/api/ECellDive.Input.html deleted file mode 100644 index 36c9e716..00000000 --- a/docs/api/ECellDive.Input.html +++ /dev/null @@ -1,120 +0,0 @@ - - - - - - - - Namespace ECellDive.Input - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.ControllersSymetricAction.html b/docs/api/ECellDive.Interfaces.ControllersSymetricAction.html deleted file mode 100644 index e2c85b5e..00000000 --- a/docs/api/ECellDive.Interfaces.ControllersSymetricAction.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct ControllersSymetricAction - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IDirectGrab.html b/docs/api/ECellDive.Interfaces.IDirectGrab.html deleted file mode 100644 index 16b9039e..00000000 --- a/docs/api/ECellDive.Interfaces.IDirectGrab.html +++ /dev/null @@ -1,243 +0,0 @@ - - - - - - - - Interface IDirectGrab - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IDive.html b/docs/api/ECellDive.Interfaces.IDive.html deleted file mode 100644 index de2ce840..00000000 --- a/docs/api/ECellDive.Interfaces.IDive.html +++ /dev/null @@ -1,420 +0,0 @@ - - - - - - - - Interface IDive - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IDropDown.html b/docs/api/ECellDive.Interfaces.IDropDown.html deleted file mode 100644 index aa3a99a0..00000000 --- a/docs/api/ECellDive.Interfaces.IDropDown.html +++ /dev/null @@ -1,465 +0,0 @@ - - - - - - - - Interface IDropDown - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IDualGrab.html b/docs/api/ECellDive.Interfaces.IDualGrab.html deleted file mode 100644 index 277d62d4..00000000 --- a/docs/api/ECellDive.Interfaces.IDualGrab.html +++ /dev/null @@ -1,205 +0,0 @@ - - - - - - - - Interface IDualGrab - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IEdge.html b/docs/api/ECellDive.Interfaces.IEdge.html deleted file mode 100644 index 22c26378..00000000 --- a/docs/api/ECellDive.Interfaces.IEdge.html +++ /dev/null @@ -1,279 +0,0 @@ - - - - - - - - Interface IEdge - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IEdgeGO.html b/docs/api/ECellDive.Interfaces.IEdgeGO.html deleted file mode 100644 index c0883914..00000000 --- a/docs/api/ECellDive.Interfaces.IEdgeGO.html +++ /dev/null @@ -1,495 +0,0 @@ - - - - - - - - Interface IEdgeGO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IFocus.html b/docs/api/ECellDive.Interfaces.IFocus.html deleted file mode 100644 index de01d445..00000000 --- a/docs/api/ECellDive.Interfaces.IFocus.html +++ /dev/null @@ -1,192 +0,0 @@ - - - - - - - - Interface IFocus - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IGrab.XRControllerID.html b/docs/api/ECellDive.Interfaces.IGrab.XRControllerID.html deleted file mode 100644 index 98776fe9..00000000 --- a/docs/api/ECellDive.Interfaces.IGrab.XRControllerID.html +++ /dev/null @@ -1,151 +0,0 @@ - - - - - - - - Enum IGrab.XRControllerID - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IGrab.html b/docs/api/ECellDive.Interfaces.IGrab.html deleted file mode 100644 index b52b3450..00000000 --- a/docs/api/ECellDive.Interfaces.IGrab.html +++ /dev/null @@ -1,288 +0,0 @@ - - - - - - - - Interface IGrab - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IGraph.html b/docs/api/ECellDive.Interfaces.IGraph.html deleted file mode 100644 index d03cd65f..00000000 --- a/docs/api/ECellDive.Interfaces.IGraph.html +++ /dev/null @@ -1,378 +0,0 @@ - - - - - - - - Interface IGraph - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IGraphGO.html b/docs/api/ECellDive.Interfaces.IGraphGO.html deleted file mode 100644 index 79a1830f..00000000 --- a/docs/api/ECellDive.Interfaces.IGraphGO.html +++ /dev/null @@ -1,268 +0,0 @@ - - - - - - - - Interface IGraphGO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IGroupable.html b/docs/api/ECellDive.Interfaces.IGroupable.html deleted file mode 100644 index 844af43b..00000000 --- a/docs/api/ECellDive.Interfaces.IGroupable.html +++ /dev/null @@ -1,158 +0,0 @@ - - - - - - - - Interface IGroupable - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IHighlightable.html b/docs/api/ECellDive.Interfaces.IHighlightable.html deleted file mode 100644 index bff9563c..00000000 --- a/docs/api/ECellDive.Interfaces.IHighlightable.html +++ /dev/null @@ -1,316 +0,0 @@ - - - - - - - - Interface IHighlightable - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IInfoTags.html b/docs/api/ECellDive.Interfaces.IInfoTags.html deleted file mode 100644 index 0cd22354..00000000 --- a/docs/api/ECellDive.Interfaces.IInfoTags.html +++ /dev/null @@ -1,406 +0,0 @@ - - - - - - - - Interface IInfoTags - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IKnockable.html b/docs/api/ECellDive.Interfaces.IKnockable.html deleted file mode 100644 index 4da72e95..00000000 --- a/docs/api/ECellDive.Interfaces.IKnockable.html +++ /dev/null @@ -1,225 +0,0 @@ - - - - - - - - Interface IKnockable - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.ILeftRightData-1.html b/docs/api/ECellDive.Interfaces.ILeftRightData-1.html deleted file mode 100644 index cd1406f5..00000000 --- a/docs/api/ECellDive.Interfaces.ILeftRightData-1.html +++ /dev/null @@ -1,203 +0,0 @@ - - - - - - - - Interface ILeftRightData<T> - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.ILookAt.html b/docs/api/ECellDive.Interfaces.ILookAt.html deleted file mode 100644 index 50006b27..00000000 --- a/docs/api/ECellDive.Interfaces.ILookAt.html +++ /dev/null @@ -1,212 +0,0 @@ - - - - - - - - Interface ILookAt - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IMlprData.html b/docs/api/ECellDive.Interfaces.IMlprData.html deleted file mode 100644 index 6c45c0e7..00000000 --- a/docs/api/ECellDive.Interfaces.IMlprData.html +++ /dev/null @@ -1,384 +0,0 @@ - - - - - - - - Interface IMlprData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IMlprDataBroadcast.html b/docs/api/ECellDive.Interfaces.IMlprDataBroadcast.html deleted file mode 100644 index 9cafb907..00000000 --- a/docs/api/ECellDive.Interfaces.IMlprDataBroadcast.html +++ /dev/null @@ -1,310 +0,0 @@ - - - - - - - - Interface IMlprDataBroadcast - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IMlprDataRequest.html b/docs/api/ECellDive.Interfaces.IMlprDataRequest.html deleted file mode 100644 index 79add422..00000000 --- a/docs/api/ECellDive.Interfaces.IMlprDataRequest.html +++ /dev/null @@ -1,129 +0,0 @@ - - - - - - - - Interface IMlprDataRequest - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IMlprModuleSpawn.html b/docs/api/ECellDive.Interfaces.IMlprModuleSpawn.html deleted file mode 100644 index eedd3639..00000000 --- a/docs/api/ECellDive.Interfaces.IMlprModuleSpawn.html +++ /dev/null @@ -1,377 +0,0 @@ - - - - - - - - Interface IMlprModuleSpawn - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IMlprVisibility.html b/docs/api/ECellDive.Interfaces.IMlprVisibility.html deleted file mode 100644 index b7da3e70..00000000 --- a/docs/api/ECellDive.Interfaces.IMlprVisibility.html +++ /dev/null @@ -1,367 +0,0 @@ - - - - - - - - Interface IMlprVisibility - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IModifiable.html b/docs/api/ECellDive.Interfaces.IModifiable.html deleted file mode 100644 index 1aca90f7..00000000 --- a/docs/api/ECellDive.Interfaces.IModifiable.html +++ /dev/null @@ -1,267 +0,0 @@ - - - - - - - - Interface IModifiable - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IModulateFlux.html b/docs/api/ECellDive.Interfaces.IModulateFlux.html deleted file mode 100644 index f77f01c4..00000000 --- a/docs/api/ECellDive.Interfaces.IModulateFlux.html +++ /dev/null @@ -1,250 +0,0 @@ - - - - - - - - Interface IModulateFlux - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.INamed.html b/docs/api/ECellDive.Interfaces.INamed.html deleted file mode 100644 index edb8a98a..00000000 --- a/docs/api/ECellDive.Interfaces.INamed.html +++ /dev/null @@ -1,300 +0,0 @@ - - - - - - - - Interface INamed - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.INode.html b/docs/api/ECellDive.Interfaces.INode.html deleted file mode 100644 index 878fb277..00000000 --- a/docs/api/ECellDive.Interfaces.INode.html +++ /dev/null @@ -1,342 +0,0 @@ - - - - - - - - Interface INode - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.INodeGO.html b/docs/api/ECellDive.Interfaces.INodeGO.html deleted file mode 100644 index 3a370e57..00000000 --- a/docs/api/ECellDive.Interfaces.INodeGO.html +++ /dev/null @@ -1,227 +0,0 @@ - - - - - - - - Interface INodeGO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IPing.html b/docs/api/ECellDive.Interfaces.IPing.html deleted file mode 100644 index c3aabbdb..00000000 --- a/docs/api/ECellDive.Interfaces.IPing.html +++ /dev/null @@ -1,126 +0,0 @@ - - - - - - - - Interface IPing - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IPopUp.html b/docs/api/ECellDive.Interfaces.IPopUp.html deleted file mode 100644 index 1f35b66f..00000000 --- a/docs/api/ECellDive.Interfaces.IPopUp.html +++ /dev/null @@ -1,245 +0,0 @@ - - - - - - - - Interface IPopUp - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.IRemoteGrab.html b/docs/api/ECellDive.Interfaces.IRemoteGrab.html deleted file mode 100644 index f07a6921..00000000 --- a/docs/api/ECellDive.Interfaces.IRemoteGrab.html +++ /dev/null @@ -1,243 +0,0 @@ - - - - - - - - Interface IRemoteGrab - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.ISaveable.html b/docs/api/ECellDive.Interfaces.ISaveable.html deleted file mode 100644 index baa5bce5..00000000 --- a/docs/api/ECellDive.Interfaces.ISaveable.html +++ /dev/null @@ -1,179 +0,0 @@ - - - - - - - - Interface ISaveable - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.ISessionPlayerData.html b/docs/api/ECellDive.Interfaces.ISessionPlayerData.html deleted file mode 100644 index 7db04581..00000000 --- a/docs/api/ECellDive.Interfaces.ISessionPlayerData.html +++ /dev/null @@ -1,252 +0,0 @@ - - - - - - - - Interface ISessionPlayerData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.InteractorsRegister.html b/docs/api/ECellDive.Interfaces.InteractorsRegister.html deleted file mode 100644 index 83c0530a..00000000 --- a/docs/api/ECellDive.Interfaces.InteractorsRegister.html +++ /dev/null @@ -1,361 +0,0 @@ - - - - - - - - Class InteractorsRegister - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.LeftRightData-1.html b/docs/api/ECellDive.Interfaces.LeftRightData-1.html deleted file mode 100644 index 91ece106..00000000 --- a/docs/api/ECellDive.Interfaces.LeftRightData-1.html +++ /dev/null @@ -1,233 +0,0 @@ - - - - - - - - Struct LeftRightData<T> - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.LeftRightDataPointer-2.html b/docs/api/ECellDive.Interfaces.LeftRightDataPointer-2.html deleted file mode 100644 index eccc5d91..00000000 --- a/docs/api/ECellDive.Interfaces.LeftRightDataPointer-2.html +++ /dev/null @@ -1,259 +0,0 @@ - - - - - - - - Struct LeftRightDataPointer<T, U> - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.Modification-1.html b/docs/api/ECellDive.Interfaces.Modification-1.html deleted file mode 100644 index 20c2ff84..00000000 --- a/docs/api/ECellDive.Interfaces.Modification-1.html +++ /dev/null @@ -1,265 +0,0 @@ - - - - - - - - Struct Modification<T> - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.ModificationFile.html b/docs/api/ECellDive.Interfaces.ModificationFile.html deleted file mode 100644 index d2339863..00000000 --- a/docs/api/ECellDive.Interfaces.ModificationFile.html +++ /dev/null @@ -1,415 +0,0 @@ - - - - - - - - Struct ModificationFile - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.OperationTypes.html b/docs/api/ECellDive.Interfaces.OperationTypes.html deleted file mode 100644 index 66d853b8..00000000 --- a/docs/api/ECellDive.Interfaces.OperationTypes.html +++ /dev/null @@ -1,146 +0,0 @@ - - - - - - - - Enum OperationTypes - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Interfaces.html b/docs/api/ECellDive.Interfaces.html deleted file mode 100644 index d666db9e..00000000 --- a/docs/api/ECellDive.Interfaces.html +++ /dev/null @@ -1,261 +0,0 @@ - - - - - - - - Namespace ECellDive.Interfaces - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.CyJsonModule.html b/docs/api/ECellDive.Modules.CyJsonModule.html deleted file mode 100644 index 931c4ad0..00000000 --- a/docs/api/ECellDive.Modules.CyJsonModule.html +++ /dev/null @@ -1,1495 +0,0 @@ - - - - - - - - Class CyJsonModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.CyJsonModulesData.html b/docs/api/ECellDive.Modules.CyJsonModulesData.html deleted file mode 100644 index 9738f985..00000000 --- a/docs/api/ECellDive.Modules.CyJsonModulesData.html +++ /dev/null @@ -1,253 +0,0 @@ - - - - - - - - Class CyJsonModulesData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.CyJsonPathwayGO.html b/docs/api/ECellDive.Modules.CyJsonPathwayGO.html deleted file mode 100644 index 084869b8..00000000 --- a/docs/api/ECellDive.Modules.CyJsonPathwayGO.html +++ /dev/null @@ -1,1017 +0,0 @@ - - - - - - - - Class CyJsonPathwayGO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.CyJsonPathwaySettingsData.html b/docs/api/ECellDive.Modules.CyJsonPathwaySettingsData.html deleted file mode 100644 index 1eeadeb0..00000000 --- a/docs/api/ECellDive.Modules.CyJsonPathwaySettingsData.html +++ /dev/null @@ -1,300 +0,0 @@ - - - - - - - - Struct CyJsonPathwaySettingsData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.EdgeGO.html b/docs/api/ECellDive.Modules.EdgeGO.html deleted file mode 100644 index bc1ef003..00000000 --- a/docs/api/ECellDive.Modules.EdgeGO.html +++ /dev/null @@ -1,1690 +0,0 @@ - - - - - - - - Class EdgeGO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.FbaAnalysisData.html b/docs/api/ECellDive.Modules.FbaAnalysisData.html deleted file mode 100644 index 8275af98..00000000 --- a/docs/api/ECellDive.Modules.FbaAnalysisData.html +++ /dev/null @@ -1,294 +0,0 @@ - - - - - - - - Struct FbaAnalysisData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.GameNetModule.html b/docs/api/ECellDive.Modules.GameNetModule.html deleted file mode 100644 index 4d74d674..00000000 --- a/docs/api/ECellDive.Modules.GameNetModule.html +++ /dev/null @@ -1,2502 +0,0 @@ - - - - - - - - Class GameNetModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.GroupByModule.html b/docs/api/ECellDive.Modules.GroupByModule.html deleted file mode 100644 index 299c5212..00000000 --- a/docs/api/ECellDive.Modules.GroupByModule.html +++ /dev/null @@ -1,648 +0,0 @@ - - - - - - - - Class GroupByModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.HttpServerBaseModule.html b/docs/api/ECellDive.Modules.HttpServerBaseModule.html deleted file mode 100644 index f46fa627..00000000 --- a/docs/api/ECellDive.Modules.HttpServerBaseModule.html +++ /dev/null @@ -1,978 +0,0 @@ - - - - - - - - Class HttpServerBaseModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.HttpServerFbaModule.html b/docs/api/ECellDive.Modules.HttpServerFbaModule.html deleted file mode 100644 index 6271a0a6..00000000 --- a/docs/api/ECellDive.Modules.HttpServerFbaModule.html +++ /dev/null @@ -1,757 +0,0 @@ - - - - - - - - Class HttpServerFbaModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.HttpServerImporterModule.html b/docs/api/ECellDive.Modules.HttpServerImporterModule.html deleted file mode 100644 index 3ceadb37..00000000 --- a/docs/api/ECellDive.Modules.HttpServerImporterModule.html +++ /dev/null @@ -1,751 +0,0 @@ - - - - - - - - Class HttpServerImporterModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.HttpServerModificationModule.html b/docs/api/ECellDive.Modules.HttpServerModificationModule.html deleted file mode 100644 index 023ae14d..00000000 --- a/docs/api/ECellDive.Modules.HttpServerModificationModule.html +++ /dev/null @@ -1,818 +0,0 @@ - - - - - - - - Class HttpServerModificationModule - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.Module.html b/docs/api/ECellDive.Modules.Module.html deleted file mode 100644 index 195296f6..00000000 --- a/docs/api/ECellDive.Modules.Module.html +++ /dev/null @@ -1,1225 +0,0 @@ - - - - - - - - Class Module - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.ModuleData.html b/docs/api/ECellDive.Modules.ModuleData.html deleted file mode 100644 index 8c51186d..00000000 --- a/docs/api/ECellDive.Modules.ModuleData.html +++ /dev/null @@ -1,180 +0,0 @@ - - - - - - - - Struct ModuleData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.ModulesData.html b/docs/api/ECellDive.Modules.ModulesData.html deleted file mode 100644 index 580fb371..00000000 --- a/docs/api/ECellDive.Modules.ModulesData.html +++ /dev/null @@ -1,355 +0,0 @@ - - - - - - - - Class ModulesData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.ModulesManager.html b/docs/api/ECellDive.Modules.ModulesManager.html deleted file mode 100644 index 2edc70f2..00000000 --- a/docs/api/ECellDive.Modules.ModulesManager.html +++ /dev/null @@ -1,437 +0,0 @@ - - - - - - - - Class ModulesManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.NodeGO.html b/docs/api/ECellDive.Modules.NodeGO.html deleted file mode 100644 index 870107a0..00000000 --- a/docs/api/ECellDive.Modules.NodeGO.html +++ /dev/null @@ -1,962 +0,0 @@ - - - - - - - - Class NodeGO - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.RequestData.html b/docs/api/ECellDive.Modules.RequestData.html deleted file mode 100644 index f234cff2..00000000 --- a/docs/api/ECellDive.Modules.RequestData.html +++ /dev/null @@ -1,265 +0,0 @@ - - - - - - - - Struct RequestData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.ServerData.html b/docs/api/ECellDive.Modules.ServerData.html deleted file mode 100644 index 6d900131..00000000 --- a/docs/api/ECellDive.Modules.ServerData.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct ServerData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.ServerUIData.html b/docs/api/ECellDive.Modules.ServerUIData.html deleted file mode 100644 index 580b388e..00000000 --- a/docs/api/ECellDive.Modules.ServerUIData.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct ServerUIData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Modules.html b/docs/api/ECellDive.Modules.html deleted file mode 100644 index 72ca8654..00000000 --- a/docs/api/ECellDive.Modules.html +++ /dev/null @@ -1,170 +0,0 @@ - - - - - - - - Namespace ECellDive.Modules - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.ClientGameNetPortal.html b/docs/api/ECellDive.Multiplayer.ClientGameNetPortal.html deleted file mode 100644 index 13020e7f..00000000 --- a/docs/api/ECellDive.Multiplayer.ClientGameNetPortal.html +++ /dev/null @@ -1,616 +0,0 @@ - - - - - - - - Class ClientGameNetPortal - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.ConnectStatus.html b/docs/api/ECellDive.Multiplayer.ConnectStatus.html deleted file mode 100644 index e76ba2ce..00000000 --- a/docs/api/ECellDive.Multiplayer.ConnectStatus.html +++ /dev/null @@ -1,174 +0,0 @@ - - - - - - - - Enum ConnectStatus - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.ConnectionPayload.html b/docs/api/ECellDive.Multiplayer.ConnectionPayload.html deleted file mode 100644 index 69faa039..00000000 --- a/docs/api/ECellDive.Multiplayer.ConnectionPayload.html +++ /dev/null @@ -1,237 +0,0 @@ - - - - - - - - Struct ConnectionPayload - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.ConnectionSettings.html b/docs/api/ECellDive.Multiplayer.ConnectionSettings.html deleted file mode 100644 index 887fff40..00000000 --- a/docs/api/ECellDive.Multiplayer.ConnectionSettings.html +++ /dev/null @@ -1,396 +0,0 @@ - - - - - - - - Struct ConnectionSettings - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.GameNetModuleSpawner.html b/docs/api/ECellDive.Multiplayer.GameNetModuleSpawner.html deleted file mode 100644 index 92d79b2c..00000000 --- a/docs/api/ECellDive.Multiplayer.GameNetModuleSpawner.html +++ /dev/null @@ -1,773 +0,0 @@ - - - - - - - - Class GameNetModuleSpawner - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.GameNetPortal.html b/docs/api/ECellDive.Multiplayer.GameNetPortal.html deleted file mode 100644 index 61b0afdf..00000000 --- a/docs/api/ECellDive.Multiplayer.GameNetPortal.html +++ /dev/null @@ -1,821 +0,0 @@ - - - - - - - - Class GameNetPortal - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.NetAvatarTransformTracker.html b/docs/api/ECellDive.Multiplayer.NetAvatarTransformTracker.html deleted file mode 100644 index 6adddfb8..00000000 --- a/docs/api/ECellDive.Multiplayer.NetAvatarTransformTracker.html +++ /dev/null @@ -1,522 +0,0 @@ - - - - - - - - Class NetAvatarTransformTracker - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.NetInputActionManager.html b/docs/api/ECellDive.Multiplayer.NetInputActionManager.html deleted file mode 100644 index 6f5d1791..00000000 --- a/docs/api/ECellDive.Multiplayer.NetInputActionManager.html +++ /dev/null @@ -1,644 +0,0 @@ - - - - - - - - Class NetInputActionManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.NetSessionPlayerData.html b/docs/api/ECellDive.Multiplayer.NetSessionPlayerData.html deleted file mode 100644 index f591cea2..00000000 --- a/docs/api/ECellDive.Multiplayer.NetSessionPlayerData.html +++ /dev/null @@ -1,325 +0,0 @@ - - - - - - - - Struct NetSessionPlayerData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.NetworkSpawnComponentActivation.html b/docs/api/ECellDive.Multiplayer.NetworkSpawnComponentActivation.html deleted file mode 100644 index a470e049..00000000 --- a/docs/api/ECellDive.Multiplayer.NetworkSpawnComponentActivation.html +++ /dev/null @@ -1,912 +0,0 @@ - - - - - - - - Class NetworkSpawnComponentActivation - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.ServerGameNetPortal.html b/docs/api/ECellDive.Multiplayer.ServerGameNetPortal.html deleted file mode 100644 index 29c4609c..00000000 --- a/docs/api/ECellDive.Multiplayer.ServerGameNetPortal.html +++ /dev/null @@ -1,463 +0,0 @@ - - - - - - - - Class ServerGameNetPortal - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Multiplayer.html b/docs/api/ECellDive.Multiplayer.html deleted file mode 100644 index e0cd2650..00000000 --- a/docs/api/ECellDive.Multiplayer.html +++ /dev/null @@ -1,153 +0,0 @@ - - - - - - - - Namespace ECellDive.Multiplayer - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.PlayerComponents.Player.html b/docs/api/ECellDive.PlayerComponents.Player.html deleted file mode 100644 index 1200034e..00000000 --- a/docs/api/ECellDive.PlayerComponents.Player.html +++ /dev/null @@ -1,968 +0,0 @@ - - - - - - - - Class Player - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.PlayerComponents.html b/docs/api/ECellDive.PlayerComponents.html deleted file mode 100644 index 427cfffc..00000000 --- a/docs/api/ECellDive.PlayerComponents.html +++ /dev/null @@ -1,118 +0,0 @@ - - - - - - - - Namespace ECellDive.PlayerComponents - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.DivingAnimationData.html b/docs/api/ECellDive.SceneManagement.DivingAnimationData.html deleted file mode 100644 index 41fd493c..00000000 --- a/docs/api/ECellDive.SceneManagement.DivingAnimationData.html +++ /dev/null @@ -1,211 +0,0 @@ - - - - - - - - Struct DivingAnimationData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.GameNetScenesManager.html b/docs/api/ECellDive.SceneManagement.GameNetScenesManager.html deleted file mode 100644 index 24ec62e0..00000000 --- a/docs/api/ECellDive.SceneManagement.GameNetScenesManager.html +++ /dev/null @@ -1,1014 +0,0 @@ - - - - - - - - Class GameNetScenesManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.GroupsManagement.html b/docs/api/ECellDive.SceneManagement.GroupsManagement.html deleted file mode 100644 index fab5c53d..00000000 --- a/docs/api/ECellDive.SceneManagement.GroupsManagement.html +++ /dev/null @@ -1,187 +0,0 @@ - - - - - - - - Class GroupsManagement - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.ResurfaceManager.html b/docs/api/ECellDive.SceneManagement.ResurfaceManager.html deleted file mode 100644 index 72797229..00000000 --- a/docs/api/ECellDive.SceneManagement.ResurfaceManager.html +++ /dev/null @@ -1,497 +0,0 @@ - - - - - - - - Class ResurfaceManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.SceneData.html b/docs/api/ECellDive.SceneManagement.SceneData.html deleted file mode 100644 index 3ff928d7..00000000 --- a/docs/api/ECellDive.SceneManagement.SceneData.html +++ /dev/null @@ -1,496 +0,0 @@ - - - - - - - - Struct SceneData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.ScenesData.html b/docs/api/ECellDive.SceneManagement.ScenesData.html deleted file mode 100644 index ca0c41aa..00000000 --- a/docs/api/ECellDive.SceneManagement.ScenesData.html +++ /dev/null @@ -1,294 +0,0 @@ - - - - - - - - Class ScenesData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.SceneManagement.html b/docs/api/ECellDive.SceneManagement.html deleted file mode 100644 index ae173d75..00000000 --- a/docs/api/ECellDive.SceneManagement.html +++ /dev/null @@ -1,132 +0,0 @@ - - - - - - - - Namespace ECellDive.SceneManagement - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.AudioData.html b/docs/api/ECellDive.UI.AudioData.html deleted file mode 100644 index 185a4581..00000000 --- a/docs/api/ECellDive.UI.AudioData.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct AudioData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.ButtonColorPicker.html b/docs/api/ECellDive.UI.ButtonColorPicker.html deleted file mode 100644 index 170f5edd..00000000 --- a/docs/api/ECellDive.UI.ButtonColorPicker.html +++ /dev/null @@ -1,513 +0,0 @@ - - - - - - - - Class ButtonColorPicker - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.ConnectionAnchorPosition.html b/docs/api/ECellDive.UI.ConnectionAnchorPosition.html deleted file mode 100644 index b4471eb2..00000000 --- a/docs/api/ECellDive.UI.ConnectionAnchorPosition.html +++ /dev/null @@ -1,515 +0,0 @@ - - - - - - - - Class ConnectionAnchorPosition - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.ContextualHelpManager.html b/docs/api/ECellDive.UI.ContextualHelpManager.html deleted file mode 100644 index c40157f3..00000000 --- a/docs/api/ECellDive.UI.ContextualHelpManager.html +++ /dev/null @@ -1,578 +0,0 @@ - - - - - - - - Class ContextualHelpManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.FbaParametersManager.html b/docs/api/ECellDive.UI.FbaParametersManager.html deleted file mode 100644 index b3d06dd6..00000000 --- a/docs/api/ECellDive.UI.FbaParametersManager.html +++ /dev/null @@ -1,597 +0,0 @@ - - - - - - - - Class FbaParametersManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.GroupByAttributsManager.html b/docs/api/ECellDive.UI.GroupByAttributsManager.html deleted file mode 100644 index e96d36fb..00000000 --- a/docs/api/ECellDive.UI.GroupByAttributsManager.html +++ /dev/null @@ -1,558 +0,0 @@ - - - - - - - - Class GroupByAttributsManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.GroupData.html b/docs/api/ECellDive.UI.GroupData.html deleted file mode 100644 index 77244e0d..00000000 --- a/docs/api/ECellDive.UI.GroupData.html +++ /dev/null @@ -1,236 +0,0 @@ - - - - - - - - Struct GroupData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.GroupUIManager.html b/docs/api/ECellDive.UI.GroupUIManager.html deleted file mode 100644 index 609a0079..00000000 --- a/docs/api/ECellDive.UI.GroupUIManager.html +++ /dev/null @@ -1,657 +0,0 @@ - - - - - - - - Class GroupUIManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.GroupsMakingUIManager.html b/docs/api/ECellDive.UI.GroupsMakingUIManager.html deleted file mode 100644 index 22ba79b1..00000000 --- a/docs/api/ECellDive.UI.GroupsMakingUIManager.html +++ /dev/null @@ -1,579 +0,0 @@ - - - - - - - - Class GroupsMakingUIManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.GroupsMenu.html b/docs/api/ECellDive.UI.GroupsMenu.html deleted file mode 100644 index 82e47d19..00000000 --- a/docs/api/ECellDive.UI.GroupsMenu.html +++ /dev/null @@ -1,673 +0,0 @@ - - - - - - - - Class GroupsMenu - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.HapticData.html b/docs/api/ECellDive.UI.HapticData.html deleted file mode 100644 index 2bf66cd0..00000000 --- a/docs/api/ECellDive.UI.HapticData.html +++ /dev/null @@ -1,238 +0,0 @@ - - - - - - - - Struct HapticData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.InfoDisplayManager.html b/docs/api/ECellDive.UI.InfoDisplayManager.html deleted file mode 100644 index 46266c22..00000000 --- a/docs/api/ECellDive.UI.InfoDisplayManager.html +++ /dev/null @@ -1,878 +0,0 @@ - - - - - - - - Class InfoDisplayManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.InfoTagManager.InputActionTime.html b/docs/api/ECellDive.UI.InfoTagManager.InputActionTime.html deleted file mode 100644 index 89b113fd..00000000 --- a/docs/api/ECellDive.UI.InfoTagManager.InputActionTime.html +++ /dev/null @@ -1,150 +0,0 @@ - - - - - - - - Enum InfoTagManager.InputActionTime - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.InfoTagManager.Tag.html b/docs/api/ECellDive.UI.InfoTagManager.Tag.html deleted file mode 100644 index f8b52260..00000000 --- a/docs/api/ECellDive.UI.InfoTagManager.Tag.html +++ /dev/null @@ -1,238 +0,0 @@ - - - - - - - - Struct InfoTagManager.Tag - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.InfoTagManager.TagMutator.html b/docs/api/ECellDive.UI.InfoTagManager.TagMutator.html deleted file mode 100644 index cf831a60..00000000 --- a/docs/api/ECellDive.UI.InfoTagManager.TagMutator.html +++ /dev/null @@ -1,237 +0,0 @@ - - - - - - - - Struct InfoTagManager.TagMutator - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.InfoTagManager.html b/docs/api/ECellDive.UI.InfoTagManager.html deleted file mode 100644 index 3d60abf2..00000000 --- a/docs/api/ECellDive.UI.InfoTagManager.html +++ /dev/null @@ -1,692 +0,0 @@ - - - - - - - - Class InfoTagManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.LogManager.html b/docs/api/ECellDive.UI.LogManager.html deleted file mode 100644 index 23f6b5b3..00000000 --- a/docs/api/ECellDive.UI.LogManager.html +++ /dev/null @@ -1,736 +0,0 @@ - - - - - - - - Class LogManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.MainMenuManager.html b/docs/api/ECellDive.UI.MainMenuManager.html deleted file mode 100644 index 0066cb78..00000000 --- a/docs/api/ECellDive.UI.MainMenuManager.html +++ /dev/null @@ -1,496 +0,0 @@ - - - - - - - - Class MainMenuManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.MultiplayerMenuManager.html b/docs/api/ECellDive.UI.MultiplayerMenuManager.html deleted file mode 100644 index 58ae3ba5..00000000 --- a/docs/api/ECellDive.UI.MultiplayerMenuManager.html +++ /dev/null @@ -1,675 +0,0 @@ - - - - - - - - Class MultiplayerMenuManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.OptimizedVertScrollList.html b/docs/api/ECellDive.UI.OptimizedVertScrollList.html deleted file mode 100644 index bae83279..00000000 --- a/docs/api/ECellDive.UI.OptimizedVertScrollList.html +++ /dev/null @@ -1,675 +0,0 @@ - - - - - - - - Class OptimizedVertScrollList - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.Padding.html b/docs/api/ECellDive.UI.Padding.html deleted file mode 100644 index 8beb0dd2..00000000 --- a/docs/api/ECellDive.UI.Padding.html +++ /dev/null @@ -1,266 +0,0 @@ - - - - - - - - Struct Padding - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.PlayerNameUIManager.html b/docs/api/ECellDive.UI.PlayerNameUIManager.html deleted file mode 100644 index 48389d3b..00000000 --- a/docs/api/ECellDive.UI.PlayerNameUIManager.html +++ /dev/null @@ -1,518 +0,0 @@ - - - - - - - - Class PlayerNameUIManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.SemanticGroupUIManager.html b/docs/api/ECellDive.UI.SemanticGroupUIManager.html deleted file mode 100644 index 647624a7..00000000 --- a/docs/api/ECellDive.UI.SemanticGroupUIManager.html +++ /dev/null @@ -1,903 +0,0 @@ - - - - - - - - Class SemanticGroupUIManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.SimpleDropDown.html b/docs/api/ECellDive.UI.SimpleDropDown.html deleted file mode 100644 index dd2e05d9..00000000 --- a/docs/api/ECellDive.UI.SimpleDropDown.html +++ /dev/null @@ -1,780 +0,0 @@ - - - - - - - - Class SimpleDropDown - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.SliderValueControlManager.html b/docs/api/ECellDive.UI.SliderValueControlManager.html deleted file mode 100644 index 574cca60..00000000 --- a/docs/api/ECellDive.UI.SliderValueControlManager.html +++ /dev/null @@ -1,600 +0,0 @@ - - - - - - - - Class SliderValueControlManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.UIHover.html b/docs/api/ECellDive.UI.UIHover.html deleted file mode 100644 index c613adf8..00000000 --- a/docs/api/ECellDive.UI.UIHover.html +++ /dev/null @@ -1,622 +0,0 @@ - - - - - - - - Class UIHover - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.VirtualKeyBoardData.html b/docs/api/ECellDive.UI.VirtualKeyBoardData.html deleted file mode 100644 index a89dbfe0..00000000 --- a/docs/api/ECellDive.UI.VirtualKeyBoardData.html +++ /dev/null @@ -1,238 +0,0 @@ - - - - - - - - Struct VirtualKeyBoardData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.VirtualKeyboardLinker.html b/docs/api/ECellDive.UI.VirtualKeyboardLinker.html deleted file mode 100644 index f279e613..00000000 --- a/docs/api/ECellDive.UI.VirtualKeyboardLinker.html +++ /dev/null @@ -1,456 +0,0 @@ - - - - - - - - Class VirtualKeyboardLinker - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.VirtualKeyboardManager.html b/docs/api/ECellDive.UI.VirtualKeyboardManager.html deleted file mode 100644 index cc09df97..00000000 --- a/docs/api/ECellDive.UI.VirtualKeyboardManager.html +++ /dev/null @@ -1,698 +0,0 @@ - - - - - - - - Class VirtualKeyboardManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UI.html b/docs/api/ECellDive.UI.html deleted file mode 100644 index 2b350ff1..00000000 --- a/docs/api/ECellDive.UI.html +++ /dev/null @@ -1,200 +0,0 @@ - - - - - - - - Namespace ECellDive.UI - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.ContinousMovementData.html b/docs/api/ECellDive.UserActions.ContinousMovementData.html deleted file mode 100644 index 001b271f..00000000 --- a/docs/api/ECellDive.UserActions.ContinousMovementData.html +++ /dev/null @@ -1,266 +0,0 @@ - - - - - - - - Struct ContinousMovementData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.GrabActionData.html b/docs/api/ECellDive.UserActions.GrabActionData.html deleted file mode 100644 index 54db20b3..00000000 --- a/docs/api/ECellDive.UserActions.GrabActionData.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct GrabActionData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.GrabManager.html b/docs/api/ECellDive.UserActions.GrabManager.html deleted file mode 100644 index 826f0eb5..00000000 --- a/docs/api/ECellDive.UserActions.GrabManager.html +++ /dev/null @@ -1,905 +0,0 @@ - - - - - - - - Class GrabManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.GroupMakingActionData.html b/docs/api/ECellDive.UserActions.GroupMakingActionData.html deleted file mode 100644 index 6ddd7a08..00000000 --- a/docs/api/ECellDive.UserActions.GroupMakingActionData.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct GroupMakingActionData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.GroupMakingToolsData.html b/docs/api/ECellDive.UserActions.GroupMakingToolsData.html deleted file mode 100644 index 3ffb47c5..00000000 --- a/docs/api/ECellDive.UserActions.GroupMakingToolsData.html +++ /dev/null @@ -1,266 +0,0 @@ - - - - - - - - Struct GroupMakingToolsData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.GroupsMakingManager.html b/docs/api/ECellDive.UserActions.GroupsMakingManager.html deleted file mode 100644 index c2763e58..00000000 --- a/docs/api/ECellDive.UserActions.GroupsMakingManager.html +++ /dev/null @@ -1,778 +0,0 @@ - - - - - - - - Class GroupsMakingManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.MovementActionData.html b/docs/api/ECellDive.UserActions.MovementActionData.html deleted file mode 100644 index 8059bd81..00000000 --- a/docs/api/ECellDive.UserActions.MovementActionData.html +++ /dev/null @@ -1,266 +0,0 @@ - - - - - - - - Struct MovementActionData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.MovementManager.html b/docs/api/ECellDive.UserActions.MovementManager.html deleted file mode 100644 index 71ff193a..00000000 --- a/docs/api/ECellDive.UserActions.MovementManager.html +++ /dev/null @@ -1,678 +0,0 @@ - - - - - - - - Class MovementManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.PlayerPrefsWrap.html b/docs/api/ECellDive.UserActions.PlayerPrefsWrap.html deleted file mode 100644 index 34687761..00000000 --- a/docs/api/ECellDive.UserActions.PlayerPrefsWrap.html +++ /dev/null @@ -1,189 +0,0 @@ - - - - - - - - Class PlayerPrefsWrap - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.Scaling.html b/docs/api/ECellDive.UserActions.Scaling.html deleted file mode 100644 index a0c1b0f4..00000000 --- a/docs/api/ECellDive.UserActions.Scaling.html +++ /dev/null @@ -1,585 +0,0 @@ - - - - - - - - Class Scaling - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.TeleportationMovementData.html b/docs/api/ECellDive.UserActions.TeleportationMovementData.html deleted file mode 100644 index 7af6dcec..00000000 --- a/docs/api/ECellDive.UserActions.TeleportationMovementData.html +++ /dev/null @@ -1,324 +0,0 @@ - - - - - - - - Struct TeleportationMovementData - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.VolumetricSelectorManager.html b/docs/api/ECellDive.UserActions.VolumetricSelectorManager.html deleted file mode 100644 index 92df5c70..00000000 --- a/docs/api/ECellDive.UserActions.VolumetricSelectorManager.html +++ /dev/null @@ -1,1061 +0,0 @@ - - - - - - - - Class VolumetricSelectorManager - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.UserActions.html b/docs/api/ECellDive.UserActions.html deleted file mode 100644 index fea59d7f..00000000 --- a/docs/api/ECellDive.UserActions.html +++ /dev/null @@ -1,149 +0,0 @@ - - - - - - - - Namespace ECellDive.UserActions - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.AnchoredContinousMoveHelper.html b/docs/api/ECellDive.Utility.AnchoredContinousMoveHelper.html deleted file mode 100644 index 405ff5f5..00000000 --- a/docs/api/ECellDive.Utility.AnchoredContinousMoveHelper.html +++ /dev/null @@ -1,860 +0,0 @@ - - - - - - - - Class AnchoredContinousMoveHelper - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.ArrayManipulation.html b/docs/api/ECellDive.Utility.ArrayManipulation.html deleted file mode 100644 index 7a6c630c..00000000 --- a/docs/api/ECellDive.Utility.ArrayManipulation.html +++ /dev/null @@ -1,415 +0,0 @@ - - - - - - - - Class ArrayManipulation - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.FaceCamera.html b/docs/api/ECellDive.Utility.FaceCamera.html deleted file mode 100644 index 394a095b..00000000 --- a/docs/api/ECellDive.Utility.FaceCamera.html +++ /dev/null @@ -1,662 +0,0 @@ - - - - - - - - Class FaceCamera - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.GameObjectConstructor.html b/docs/api/ECellDive.Utility.GameObjectConstructor.html deleted file mode 100644 index 8afa705a..00000000 --- a/docs/api/ECellDive.Utility.GameObjectConstructor.html +++ /dev/null @@ -1,485 +0,0 @@ - - - - - - - - Class GameObjectConstructor - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.LinePositionHandler.PositionScope.html b/docs/api/ECellDive.Utility.LinePositionHandler.PositionScope.html deleted file mode 100644 index 0ffd8456..00000000 --- a/docs/api/ECellDive.Utility.LinePositionHandler.PositionScope.html +++ /dev/null @@ -1,159 +0,0 @@ - - - - - - - - Enum LinePositionHandler.PositionScope - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.LinePositionHandler.html b/docs/api/ECellDive.Utility.LinePositionHandler.html deleted file mode 100644 index f8d332f4..00000000 --- a/docs/api/ECellDive.Utility.LinePositionHandler.html +++ /dev/null @@ -1,692 +0,0 @@ - - - - - - - - Class LinePositionHandler - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.LogSystem.Message.html b/docs/api/ECellDive.Utility.LogSystem.Message.html deleted file mode 100644 index 72e56991..00000000 --- a/docs/api/ECellDive.Utility.LogSystem.Message.html +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - Struct LogSystem.Message - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.LogSystem.MessageTypes.html b/docs/api/ECellDive.Utility.LogSystem.MessageTypes.html deleted file mode 100644 index d25662a1..00000000 --- a/docs/api/ECellDive.Utility.LogSystem.MessageTypes.html +++ /dev/null @@ -1,155 +0,0 @@ - - - - - - - - Enum LogSystem.MessageTypes - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.LogSystem.html b/docs/api/ECellDive.Utility.LogSystem.html deleted file mode 100644 index 2a95e5c3..00000000 --- a/docs/api/ECellDive.Utility.LogSystem.html +++ /dev/null @@ -1,307 +0,0 @@ - - - - - - - - Class LogSystem - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.PerLayerCulling.html b/docs/api/ECellDive.Utility.PerLayerCulling.html deleted file mode 100644 index 15e44d66..00000000 --- a/docs/api/ECellDive.Utility.PerLayerCulling.html +++ /dev/null @@ -1,466 +0,0 @@ - - - - - - - - Class PerLayerCulling - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.Positioning.html b/docs/api/ECellDive.Utility.Positioning.html deleted file mode 100644 index dc200730..00000000 --- a/docs/api/ECellDive.Utility.Positioning.html +++ /dev/null @@ -1,531 +0,0 @@ - - - - - - - - Class Positioning - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.Data.html b/docs/api/ECellDive.Utility.SettingsModels.Data.html deleted file mode 100644 index 570c3532..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.Data.html +++ /dev/null @@ -1,189 +0,0 @@ - - - - - - - - Class Data - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.EdgeGOSettings.html b/docs/api/ECellDive.Utility.SettingsModels.EdgeGOSettings.html deleted file mode 100644 index ab42fa4f..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.EdgeGOSettings.html +++ /dev/null @@ -1,281 +0,0 @@ - - - - - - - - Class EdgeGOSettings - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.InformationPanels.html b/docs/api/ECellDive.Utility.SettingsModels.InformationPanels.html deleted file mode 100644 index d28fe6c8..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.InformationPanels.html +++ /dev/null @@ -1,217 +0,0 @@ - - - - - - - - Class InformationPanels - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.ModulesTypesReferences.html b/docs/api/ECellDive.Utility.SettingsModels.ModulesTypesReferences.html deleted file mode 100644 index 499d173e..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.ModulesTypesReferences.html +++ /dev/null @@ -1,189 +0,0 @@ - - - - - - - - Class ModulesTypesReferences - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.NetworkComponentsReferences.html b/docs/api/ECellDive.Utility.SettingsModels.NetworkComponentsReferences.html deleted file mode 100644 index e937e906..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.NetworkComponentsReferences.html +++ /dev/null @@ -1,275 +0,0 @@ - - - - - - - - Class NetworkComponentsReferences - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.NetworkGOSettings.html b/docs/api/ECellDive.Utility.SettingsModels.NetworkGOSettings.html deleted file mode 100644 index e205bee0..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.NetworkGOSettings.html +++ /dev/null @@ -1,309 +0,0 @@ - - - - - - - - Class NetworkGOSettings - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.NodeGOSettings.html b/docs/api/ECellDive.Utility.SettingsModels.NodeGOSettings.html deleted file mode 100644 index f8582dbb..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.NodeGOSettings.html +++ /dev/null @@ -1,157 +0,0 @@ - - - - - - - - Class NodeGOSettings - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.SettingsModels.html b/docs/api/ECellDive.Utility.SettingsModels.html deleted file mode 100644 index 4e088481..00000000 --- a/docs/api/ECellDive.Utility.SettingsModels.html +++ /dev/null @@ -1,130 +0,0 @@ - - - - - - - - Namespace ECellDive.Utility.SettingsModels - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.StaticReferencer.html b/docs/api/ECellDive.Utility.StaticReferencer.html deleted file mode 100644 index 085caff7..00000000 --- a/docs/api/ECellDive.Utility.StaticReferencer.html +++ /dev/null @@ -1,863 +0,0 @@ - - - - - - - - Class StaticReferencer - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.ToFind.html b/docs/api/ECellDive.Utility.ToFind.html deleted file mode 100644 index 5383b4b0..00000000 --- a/docs/api/ECellDive.Utility.ToFind.html +++ /dev/null @@ -1,229 +0,0 @@ - - - - - - - - Class ToFind - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/ECellDive.Utility.html b/docs/api/ECellDive.Utility.html deleted file mode 100644 index b2df5e7f..00000000 --- a/docs/api/ECellDive.Utility.html +++ /dev/null @@ -1,158 +0,0 @@ - - - - - - - - Namespace ECellDive.Utility - - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/index.html b/docs/api/index.html deleted file mode 100644 index 325e7fde..00000000 --- a/docs/api/index.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - API - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/api/toc.html b/docs/api/toc.html deleted file mode 100644 index 60a1be15..00000000 --- a/docs/api/toc.html +++ /dev/null @@ -1,547 +0,0 @@ - -
-
-
-
- - - -
-
-
-
- - -
-
-
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\ No newline at end of file diff --git a/docs/articles/References/references.html b/docs/articles/References/references.html deleted file mode 100644 index 99ae80ca..00000000 --- a/docs/articles/References/references.html +++ /dev/null @@ -1,115 +0,0 @@ - - - - - - - - References - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Controls/controls.html b/docs/articles/UserManual/Controls/controls.html deleted file mode 100644 index fc245703..00000000 --- a/docs/articles/UserManual/Controls/controls.html +++ /dev/null @@ -1,116 +0,0 @@ - - - - - - - - General - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Controls/group_controls.html b/docs/articles/UserManual/Controls/group_controls.html deleted file mode 100644 index b6640eba..00000000 --- a/docs/articles/UserManual/Controls/group_controls.html +++ /dev/null @@ -1,117 +0,0 @@ - - - - - - - - Groups - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Controls/movement_controls.html b/docs/articles/UserManual/Controls/movement_controls.html deleted file mode 100644 index 62101d99..00000000 --- a/docs/articles/UserManual/Controls/movement_controls.html +++ /dev/null @@ -1,117 +0,0 @@ - - - - - - - - Movement - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Controls/ray_based_interaction_controls.html b/docs/articles/UserManual/Controls/ray_based_interaction_controls.html deleted file mode 100644 index aa21d479..00000000 --- a/docs/articles/UserManual/Controls/ray_based_interaction_controls.html +++ /dev/null @@ -1,118 +0,0 @@ - - - - - - - - Ray-based Interaction - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Modules/fba_module.html b/docs/articles/UserManual/Modules/fba_module.html deleted file mode 100644 index a2dbdeab..00000000 --- a/docs/articles/UserManual/Modules/fba_module.html +++ /dev/null @@ -1,131 +0,0 @@ - - - - - - - - Flux Balance Analysis (FBA) - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Modules/groupby_module.html b/docs/articles/UserManual/Modules/groupby_module.html deleted file mode 100644 index 168c8b34..00000000 --- a/docs/articles/UserManual/Modules/groupby_module.html +++ /dev/null @@ -1,121 +0,0 @@ - - - - - - - - GroupBy - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Modules/modification_handler_module.html b/docs/articles/UserManual/Modules/modification_handler_module.html deleted file mode 100644 index 896bfbf9..00000000 --- a/docs/articles/UserManual/Modules/modification_handler_module.html +++ /dev/null @@ -1,139 +0,0 @@ - - - - - - - - Modification Handler - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Modules/modules.html b/docs/articles/UserManual/Modules/modules.html deleted file mode 100644 index 0f6dc625..00000000 --- a/docs/articles/UserManual/Modules/modules.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - Modules - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/Modules/remote_importer_module.html b/docs/articles/UserManual/Modules/remote_importer_module.html deleted file mode 100644 index 59a816a4..00000000 --- a/docs/articles/UserManual/Modules/remote_importer_module.html +++ /dev/null @@ -1,123 +0,0 @@ - - - - - - - - Remote Importer - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/QuickStart/installation.html b/docs/articles/UserManual/QuickStart/installation.html deleted file mode 100644 index fc1e49af..00000000 --- a/docs/articles/UserManual/QuickStart/installation.html +++ /dev/null @@ -1,114 +0,0 @@ - - - - - - - - ECellDive - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/QuickStart/quickstart.html b/docs/articles/UserManual/QuickStart/quickstart.html deleted file mode 100644 index cc46f156..00000000 --- a/docs/articles/UserManual/QuickStart/quickstart.html +++ /dev/null @@ -1,118 +0,0 @@ - - - - - - - - Quickstart - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/QuickStart/using_iJO1366.html b/docs/articles/UserManual/QuickStart/using_iJO1366.html deleted file mode 100644 index 02044c90..00000000 --- a/docs/articles/UserManual/QuickStart/using_iJO1366.html +++ /dev/null @@ -1,122 +0,0 @@ - - - - - - - - Importing iJO1366 - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/UIMenus/groups_menu.html b/docs/articles/UserManual/UIMenus/groups_menu.html deleted file mode 100644 index 8d341bd8..00000000 --- a/docs/articles/UserManual/UIMenus/groups_menu.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - Groups Menu - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/UIMenus/log_menu.html b/docs/articles/UserManual/UIMenus/log_menu.html deleted file mode 100644 index 248dcbad..00000000 --- a/docs/articles/UserManual/UIMenus/log_menu.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - Log Menu - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/UIMenus/main_menu.html b/docs/articles/UserManual/UIMenus/main_menu.html deleted file mode 100644 index 2fa4359a..00000000 --- a/docs/articles/UserManual/UIMenus/main_menu.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - Main Menu - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/UIMenus/modules_menu.html b/docs/articles/UserManual/UIMenus/modules_menu.html deleted file mode 100644 index c663de9d..00000000 --- a/docs/articles/UserManual/UIMenus/modules_menu.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - Modules Menu - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/UIMenus/multiplayer_menu.html b/docs/articles/UserManual/UIMenus/multiplayer_menu.html deleted file mode 100644 index 65b4232a..00000000 --- a/docs/articles/UserManual/UIMenus/multiplayer_menu.html +++ /dev/null @@ -1,120 +0,0 @@ - - - - - - - - Multiplayer Menu - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/UIMenus/uimenus.html b/docs/articles/UserManual/UIMenus/uimenus.html deleted file mode 100644 index bae07720..00000000 --- a/docs/articles/UserManual/UIMenus/uimenus.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - General - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/UserManual/toc.html b/docs/articles/UserManual/toc.html deleted file mode 100644 index d490f7bc..00000000 --- a/docs/articles/UserManual/toc.html +++ /dev/null @@ -1,86 +0,0 @@ - -
-
-
-
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-
-
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\ No newline at end of file diff --git a/docs/articles/UserManual/user_manual.html b/docs/articles/UserManual/user_manual.html deleted file mode 100644 index d178aab9..00000000 --- a/docs/articles/UserManual/user_manual.html +++ /dev/null @@ -1,112 +0,0 @@ - - - - - - - - User Manual - - - - - - - - - - - - - - - -
-
- - - - -
- - - -
- - - - - - diff --git a/docs/articles/about.html b/docs/articles/about.html deleted file mode 100644 index 96a22685..00000000 --- a/docs/articles/about.html +++ /dev/null @@ -1,109 +0,0 @@ - - - - - - - - About - - - - - - - - - - - - - - - -
-
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-} - -.toc .nav > li > .expand-stub::before, -.toc .nav > li.active > .expand-stub::before { - content: "+"; -} - -.toc .nav > li.filtered > ul, -.toc .nav > li.in > ul { - display: block; -} - -.toc .nav > li > ul { - display: none; -} - -.toc ul{ - font-size: 12px; - margin: 0 0 0 3px; -} - -.toc .level1 > li { - font-weight: bold; - margin-top: 10px; - position: relative; - font-size: 16px; -} -.toc .level2 { - font-weight: normal; - margin: 5px 0 0 15px; - font-size: 14px; -} -.toc-toggle { - display: none; - margin: 0 15px 0px 15px; -} -.sidefilter { - position: fixed; - top: 90px; - width: 260px; - background-color: #f1f1f1; - padding: 15px; - border-left: 1px solid #e7e7e7; - border-right: 1px solid #e7e7e7; - z-index: 1; -} -.toc-filter { - border-radius: 5px; - background: #fff; - color: #666666; - padding: 5px; - position: relative; - margin: 0 5px 0 5px; -} -.toc-filter > input { - border: 0; - color: #666666; - padding-left: 20px; - padding-right: 20px; - width: 100%; -} -.toc-filter > input:focus { - outline: 0; -} -.toc-filter > .filter-icon { - position: absolute; - top: 10px; - left: 5px; -} -.toc-filter > .clear-icon { - position: absolute; - top: 10px; - right: 5px; -} -.article { - margin-top: 120px; - margin-bottom: 115px; -} - -#_content>a{ - margin-top: 105px; -} - -.article.grid-right { - margin-left: 280px; -} - -.inheritance hr { - margin-top: 5px; - margin-bottom: 5px; -} -.article img { - max-width: 100%; -} -.sideaffix { - margin-top: 50px; - font-size: 12px; - max-height: 100%; - overflow: hidden; - top: 100px; - bottom: 10px; - position: fixed; -} -.sideaffix.shiftup { - bottom: 70px; -} -.affix { - position: relative; - height: 100%; -} -.sideaffix > div.contribution { - margin-bottom: 20px; -} -.sideaffix > div.contribution > ul > li > a.contribution-link { - padding: 6px 10px; - font-weight: bold; - font-size: 14px; -} -.sideaffix > div.contribution > ul > li > a.contribution-link:hover { - background-color: #ffffff; -} -.sideaffix ul.nav > li > a:focus { - background: none; -} -.affix h5 { - font-weight: bold; - text-transform: uppercase; - padding-left: 10px; - font-size: 12px; -} -.affix > ul.level1 { - overflow: hidden; - padding-bottom: 10px; - height: calc(100% - 100px); -} -.affix ul > li > a:before { - color: #cccccc; - position: absolute; -} -.affix ul > li > a:hover { - background: none; - color: #666666; -} -.affix ul > li.active > a, -.affix ul > li.active > a:before { - color: #337ab7; -} -.affix ul > li > a { - padding: 5px 12px; - color: #666666; -} -.affix > ul > li.active:last-child { - margin-bottom: 50px; -} -.affix > ul > li > a:before { - content: "|"; - font-size: 16px; - top: 1px; - left: 0; -} -.affix > ul > li.active > a, -.affix > ul > li.active > a:before { - color: #337ab7; - font-weight: bold; -} -.affix ul ul > li > a { - padding: 2px 15px; -} -.affix ul ul > li > a:before { - content: ">"; - font-size: 14px; - top: -1px; - left: 5px; -} -.affix ul > li > a:before, -.affix ul ul { - display: none; -} -.affix ul > li.active > ul, -.affix ul > li.active > a:before, -.affix ul > li > a:hover:before { - display: block; - white-space: nowrap; -} -.codewrapper { - position: relative; -} -.trydiv { - height: 0px; -} -.tryspan { - position: absolute; - top: 0px; - right: 0px; - border-style: solid; - border-radius: 0px 4px; - box-sizing: border-box; - border-width: 1px; - border-color: #cccccc; - text-align: center; - padding: 2px 8px; - background-color: white; - font-size: 12px; - cursor: pointer; - z-index: 100; - display: none; - color: #767676; -} -.tryspan:hover { - background-color: #3b8bd0; - color: white; - border-color: #3b8bd0; -} -.codewrapper:hover .tryspan { - display: block; -} -.sample-response .response-content{ - max-height: 200px; -} -footer { - position: absolute; - left: 0; - right: 0; - bottom: 0; - z-index: 1000; -} -.footer { - border-top: 1px solid #e7e7e7; - background-color: #f8f8f8; - padding: 15px 0; -} -@media (min-width: 768px) { - #sidetoggle.collapse { - display: block; - } - .topnav .navbar-nav { - float: none; - white-space: nowrap; - } - .topnav .navbar-nav > li { - float: none; - display: inline-block; - } -} -@media only screen and (max-width: 768px) { - #mobile-indicator { - display: block; - } - /* TOC display for responsive */ - .article { - margin-top: 30px !important; - } - header { - position: static; - } - .topnav { - text-align: center; - } - .sidenav { - padding: 15px 0; - margin-left: -15px; - margin-right: -15px; - } - .sidefilter { - position: static; - width: auto; - float: none; - border: none; - } - .sidetoc { - position: static; - width: auto; - float: none; - padding-bottom: 0px; - border: none; - } - .toc .nav > li, .toc .nav > li >a { - display: inline-block; - } - .toc li:after { - margin-left: -3px; - margin-right: 5px; - content: ", "; - color: #666666; - } - .toc .level1 > li { - display: block; - } - - .toc .level1 > li:after { - display: none; - } - .article.grid-right { - margin-left: 0; - } - .grad-top, - .grad-bottom { - display: none; - } - .toc-toggle { - display: block; - } - .sidetoggle.ng-hide { - display: none !important; - } - /*.expand-all { - display: none; - }*/ - .sideaffix { - display: none; - } - .mobile-hide { - display: none; - } - .breadcrumb { - white-space: inherit; - } - - /* workaround for #hashtag url is no longer needed*/ - h1:before, - h2:before, - h3:before, - h4:before { - content: ''; - display: none; - } -} - -/* For toc iframe */ -@media (max-width: 260px) { - .toc .level2 > li { - display: block; - } - - .toc .level2 > li:after { - display: none; - } -} - -/* Code snippet */ -code { - color: #717374; - background-color: #f1f2f3; -} - -a code { - color: #337ab7; - background-color: #f1f2f3; -} - -a code:hover { - text-decoration: underline; -} - -.hljs-keyword { - color: rgb(86,156,214); -} - -.hljs-string { - color: rgb(214, 157, 133); -} - -pre { - border: 0; -} - -/* For code snippet line highlight */ -pre > code .line-highlight { - background-color: #ffffcc; -} - -/* Alerts */ -.alert h5 { - text-transform: uppercase; - font-weight: bold; - margin-top: 0; -} - -.alert h5:before { - position:relative; - top:1px; - display:inline-block; - font-family:'Glyphicons Halflings'; - line-height:1; - -webkit-font-smoothing:antialiased; - -moz-osx-font-smoothing:grayscale; - margin-right: 5px; - font-weight: normal; -} - -.alert-info h5:before { - content:"\e086" -} - -.alert-warning h5:before { - content:"\e127" -} - -.alert-danger h5:before { - content:"\e107" -} - -/* For Embedded Video */ -div.embeddedvideo { - padding-top: 56.25%; - position: relative; - width: 100%; -} - -div.embeddedvideo iframe { - position: absolute; - top: 0; - left: 0; - right: 0; - bottom: 0; - width: 100%; - height: 100%; -} - -/* For printer */ -@media print{ - .article.grid-right { - margin-top: 0px; - margin-left: 0px; - } - .sideaffix { - display: none; - } - .mobile-hide { - display: none; - } - .footer { - display: none; - } -} - -/* For tabbed content */ - -.tabGroup { - margin-top: 1rem; } - .tabGroup ul[role="tablist"] { - margin: 0; - padding: 0; - list-style: none; } - .tabGroup ul[role="tablist"] > li { - list-style: none; - display: inline-block; } - .tabGroup a[role="tab"] { - color: #6e6e6e; - box-sizing: border-box; - display: inline-block; - padding: 5px 7.5px; - text-decoration: none; - border-bottom: 2px solid #fff; } - .tabGroup a[role="tab"]:hover, .tabGroup a[role="tab"]:focus, .tabGroup a[role="tab"][aria-selected="true"] { - border-bottom: 2px solid #0050C5; } - .tabGroup a[role="tab"][aria-selected="true"] { - color: #222; } - .tabGroup a[role="tab"]:hover, .tabGroup a[role="tab"]:focus { - color: #0050C5; } - .tabGroup a[role="tab"]:focus { - outline: 1px solid #0050C5; - outline-offset: -1px; } - @media (min-width: 768px) { - .tabGroup a[role="tab"] { - padding: 5px 15px; } } - .tabGroup section[role="tabpanel"] { - border: 1px solid #e0e0e0; - padding: 15px; - margin: 0; - overflow: hidden; } - .tabGroup section[role="tabpanel"] > .codeHeader, - .tabGroup section[role="tabpanel"] > pre { - margin-left: -16px; - margin-right: -16px; } - .tabGroup section[role="tabpanel"] > :first-child { - margin-top: 0; } - .tabGroup section[role="tabpanel"] > pre:last-child { - display: block; - margin-bottom: -16px; } - -.mainContainer[dir='rtl'] main ul[role="tablist"] { - margin: 0; } - -/* Color theme */ - -/* These are not important, tune down **/ -.decalaration, .fieldValue, .parameters, .returns { - color: #a2a2a2; -} - -/* Major sections, increase visibility **/ -#fields, #properties, #methods, #events { - font-weight: bold; - margin-top: 2em; -} diff --git a/docs/styles/docfx.js b/docs/styles/docfx.js deleted file mode 100644 index 04b4baed..00000000 --- a/docs/styles/docfx.js +++ /dev/null @@ -1,1223 +0,0 @@ -// Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information. -$(function () { - var active = 'active'; - var expanded = 'in'; - var collapsed = 'collapsed'; - var filtered = 'filtered'; - var show = 'show'; - var hide = 'hide'; - var util = new utility(); - - workAroundFixedHeaderForAnchors(); - highlight(); - enableSearch(); - - renderTables(); - renderAlerts(); - renderLinks(); - renderNavbar(); - renderSidebar(); - renderAffix(); - renderFooter(); - renderLogo(); - - breakText(); - renderTabs(); - - window.refresh = function (article) { - // Update markup result - if (typeof article == 'undefined' || typeof article.content == 'undefined') - console.error("Null Argument"); - $("article.content").html(article.content); - - highlight(); - renderTables(); - renderAlerts(); - renderAffix(); - renderTabs(); - } - - // Add this event listener when needed - // window.addEventListener('content-update', contentUpdate); - - function breakText() { - $(".xref").addClass("text-break"); - var texts = $(".text-break"); - texts.each(function () { - $(this).breakWord(); - }); - } - - // Styling for tables in conceptual documents using Bootstrap. - // See http://getbootstrap.com/css/#tables - function renderTables() { - $('table').addClass('table table-bordered table-striped table-condensed').wrap('
'); - } - - // Styling for alerts. - function renderAlerts() { - $('.NOTE, .TIP').addClass('alert alert-info'); - $('.WARNING').addClass('alert alert-warning'); - $('.IMPORTANT, .CAUTION').addClass('alert alert-danger'); - } - - // Enable anchors for headings. - (function () { - anchors.options = { - placement: 'left', - visible: 'hover' - }; - anchors.add('article h2:not(.no-anchor), article h3:not(.no-anchor), article h4:not(.no-anchor)'); - })(); - - // Open links to different host in a new window. - function renderLinks() { - if ($("meta[property='docfx:newtab']").attr("content") === "true") { - $(document.links).filter(function () { - return this.hostname !== window.location.hostname; - }).attr('target', '_blank'); - } - } - - // Enable highlight.js - function highlight() { - $('pre code').each(function (i, block) { - hljs.highlightBlock(block); - }); - $('pre code[highlight-lines]').each(function (i, block) { - if (block.innerHTML === "") return; - var lines = block.innerHTML.split('\n'); - - queryString = block.getAttribute('highlight-lines'); - if (!queryString) return; - - var ranges = queryString.split(','); - for (var j = 0, range; range = ranges[j++];) { - var found = range.match(/^(\d+)\-(\d+)?$/); - if (found) { - // consider region as `{startlinenumber}-{endlinenumber}`, in which {endlinenumber} is optional - var start = +found[1]; - var end = +found[2]; - if (isNaN(end) || end > lines.length) { - end = lines.length; - } - } else { - // consider region as a sigine line number - if (isNaN(range)) continue; - var start = +range; - var end = start; - } - if (start <= 0 || end <= 0 || start > end || start > lines.length) { - // skip current region if invalid - continue; - } - lines[start - 1] = '' + lines[start - 1]; - lines[end - 1] = lines[end - 1] + ''; - } - - block.innerHTML = lines.join('\n'); - }); - } - - // Support full-text-search - function enableSearch() { - var query; - var relHref = $("meta[property='docfx\\:rel']").attr("content"); - if (typeof relHref === 'undefined') { - return; - } - try { - var worker = new Worker(relHref + 'styles/search-worker.js'); - if (!worker && !window.worker) { - localSearch(); - } else { - webWorkerSearch(); - } - - renderSearchBox(); - highlightKeywords(); - addSearchEvent(); - } catch (e) { - console.error(e); - } - - //Adjust the position of search box in navbar - function renderSearchBox() { - autoCollapse(); - $(window).on('resize', autoCollapse); - $(document).on('click', '.navbar-collapse.in', function (e) { - if ($(e.target).is('a')) { - $(this).collapse('hide'); - } - }); - - function autoCollapse() { - var navbar = $('#autocollapse'); - if (navbar.height() === null) { - setTimeout(autoCollapse, 300); - } - navbar.removeClass(collapsed); - if (navbar.height() > 60) { - navbar.addClass(collapsed); - } - } - } - - // Search factory - function localSearch() { - console.log("using local search"); - var lunrIndex = lunr(function () { - this.ref('href'); - this.field('title', { boost: 50 }); - this.field('keywords', { boost: 20 }); - }); - lunr.tokenizer.seperator = /[\s\-\.]+/; - var searchData = {}; - var searchDataRequest = new XMLHttpRequest(); - - var indexPath = relHref + "index.json"; - if (indexPath) { - searchDataRequest.open('GET', indexPath); - searchDataRequest.onload = function () { - if (this.status != 200) { - return; - } - searchData = JSON.parse(this.responseText); - for (var prop in searchData) { - if (searchData.hasOwnProperty(prop)) { - lunrIndex.add(searchData[prop]); - } - } - } - searchDataRequest.send(); - } - - $("body").bind("queryReady", function () { - var hits = lunrIndex.search(query); - var results = []; - hits.forEach(function (hit) { - var item = searchData[hit.ref]; - results.push({ 'href': item.href, 'title': item.title, 'keywords': item.keywords }); - }); - handleSearchResults(results); - }); - } - - function webWorkerSearch() { - console.log("using Web Worker"); - var indexReady = $.Deferred(); - - worker.onmessage = function (oEvent) { - switch (oEvent.data.e) { - case 'index-ready': - indexReady.resolve(); - break; - case 'query-ready': - var hits = oEvent.data.d; - handleSearchResults(hits); - break; - } - } - - indexReady.promise().done(function () { - $("body").bind("queryReady", function () { - worker.postMessage({ q: query }); - }); - if (query && (query.length >= 3)) { - worker.postMessage({ q: query }); - } - }); - } - - // Highlight the searching keywords - function highlightKeywords() { - var q = url('?q'); - if (q) { - var keywords = q.split("%20"); - keywords.forEach(function (keyword) { - if (keyword !== "") { - $('.data-searchable *').mark(keyword); - $('article *').mark(keyword); - } - }); - } - } - - function addSearchEvent() { - $('body').bind("searchEvent", function () { - $('#search-query').keypress(function (e) { - return e.which !== 13; - }); - - $('#search-query').keyup(function () { - query = $(this).val(); - if (query.length < 3) { - flipContents("show"); - } else { - flipContents("hide"); - $("body").trigger("queryReady"); - $('#search-results>.search-list>span').text('"' + query + '"'); - } - }).off("keydown"); - }); - } - - function flipContents(action) { - if (action === "show") { - $('.hide-when-search').show(); - $('#search-results').hide(); - } else { - $('.hide-when-search').hide(); - $('#search-results').show(); - } - } - - function relativeUrlToAbsoluteUrl(currentUrl, relativeUrl) { - var currentItems = currentUrl.split(/\/+/); - var relativeItems = relativeUrl.split(/\/+/); - var depth = currentItems.length - 1; - var items = []; - for (var i = 0; i < relativeItems.length; i++) { - if (relativeItems[i] === '..') { - depth--; - } else if (relativeItems[i] !== '.') { - items.push(relativeItems[i]); - } - } - return currentItems.slice(0, depth).concat(items).join('/'); - } - - function extractContentBrief(content) { - var briefOffset = 512; - var words = query.split(/\s+/g); - var queryIndex = content.indexOf(words[0]); - var briefContent; - if (queryIndex > briefOffset) { - return "..." + content.slice(queryIndex - briefOffset, queryIndex + briefOffset) + "..."; - } else if (queryIndex <= briefOffset) { - return content.slice(0, queryIndex + briefOffset) + "..."; - } - } - - function handleSearchResults(hits) { - var numPerPage = 10; - var pagination = $('#pagination'); - pagination.empty(); - pagination.removeData("twbs-pagination"); - if (hits.length === 0) { - $('#search-results>.sr-items').html('

No results found

'); - } else { - pagination.twbsPagination({ - first: pagination.data('first'), - prev: pagination.data('prev'), - next: pagination.data('next'), - last: pagination.data('last'), - totalPages: Math.ceil(hits.length / numPerPage), - visiblePages: 5, - onPageClick: function (event, page) { - var start = (page - 1) * numPerPage; - var curHits = hits.slice(start, start + numPerPage); - $('#search-results>.sr-items').empty().append( - curHits.map(function (hit) { - var currentUrl = window.location.href; - var itemRawHref = relativeUrlToAbsoluteUrl(currentUrl, relHref + hit.href); - var itemHref = relHref + hit.href + "?q=" + query; - var itemTitle = hit.title; - var itemBrief = extractContentBrief(hit.keywords); - - var itemNode = $('
').attr('class', 'sr-item'); - var itemTitleNode = $('
').attr('class', 'item-title').append($('').attr('href', itemHref).attr("target", "_blank").attr("rel", "noopener noreferrer").text(itemTitle)); - var itemHrefNode = $('
').attr('class', 'item-href').text(itemRawHref); - var itemBriefNode = $('
').attr('class', 'item-brief').text(itemBrief); - itemNode.append(itemTitleNode).append(itemHrefNode).append(itemBriefNode); - return itemNode; - }) - ); - query.split(/\s+/).forEach(function (word) { - if (word !== '') { - $('#search-results>.sr-items *').mark(word); - } - }); - } - }); - } - } - }; - - // Update href in navbar - function renderNavbar() { - var navbar = $('#navbar ul')[0]; - if (typeof (navbar) === 'undefined') { - loadNavbar(); - } else { - $('#navbar ul a.active').parents('li').addClass(active); - renderBreadcrumb(); - showSearch(); - } - - function showSearch() { - if ($('#search-results').length !== 0) { - $('#search').show(); - $('body').trigger("searchEvent"); - } - } - - function loadNavbar() { - var navbarPath = $("meta[property='docfx\\:navrel']").attr("content"); - if (!navbarPath) { - return; - } - navbarPath = navbarPath.replace(/\\/g, '/'); - var tocPath = $("meta[property='docfx\\:tocrel']").attr("content") || ''; - if (tocPath) tocPath = tocPath.replace(/\\/g, '/'); - $.get(navbarPath, function (data) { - $(data).find("#toc>ul").appendTo("#navbar"); - showSearch(); - var index = navbarPath.lastIndexOf('/'); - var navrel = ''; - if (index > -1) { - navrel = navbarPath.substr(0, index + 1); - } - $('#navbar>ul').addClass('navbar-nav'); - var currentAbsPath = util.getCurrentWindowAbsolutePath(); - // set active item - $('#navbar').find('a[href]').each(function (i, e) { - var href = $(e).attr("href"); - if (util.isRelativePath(href)) { - href = navrel + href; - $(e).attr("href", href); - - var isActive = false; - var originalHref = e.name; - if (originalHref) { - originalHref = navrel + originalHref; - if (util.getDirectory(util.getAbsolutePath(originalHref)) === util.getDirectory(util.getAbsolutePath(tocPath))) { - isActive = true; - } - } else { - if (util.getAbsolutePath(href) === currentAbsPath) { - var dropdown = $(e).attr('data-toggle') == "dropdown" - if (!dropdown) { - isActive = true; - } - } - } - if (isActive) { - $(e).addClass(active); - } - } - }); - renderNavbar(); - }); - } - } - - function renderSidebar() { - var sidetoc = $('#sidetoggle .sidetoc')[0]; - if (typeof (sidetoc) === 'undefined') { - loadToc(); - } else { - registerTocEvents(); - if ($('footer').is(':visible')) { - $('.sidetoc').addClass('shiftup'); - } - - // Scroll to active item - var top = 0; - $('#toc a.active').parents('li').each(function (i, e) { - $(e).addClass(active).addClass(expanded); - $(e).children('a').addClass(active); - }) - $('#toc a.active').parents('li').each(function (i, e) { - top += $(e).position().top; - }) - $('.sidetoc').scrollTop(top - 50); - - if ($('footer').is(':visible')) { - $('.sidetoc').addClass('shiftup'); - } - - renderBreadcrumb(); - } - - function registerTocEvents() { - var tocFilterInput = $('#toc_filter_input'); - var tocFilterClearButton = $('#toc_filter_clear'); - - $('.toc .nav > li > .expand-stub').click(function (e) { - $(e.target).parent().toggleClass(expanded); - }); - $('.toc .nav > li > .expand-stub + a:not([href])').click(function (e) { - $(e.target).parent().toggleClass(expanded); - }); - tocFilterInput.on('input', function (e) { - var val = this.value; - //Save filter string to local session storage - if (typeof(Storage) !== "undefined") { - try { - sessionStorage.filterString = val; - } - catch(e) - {} - } - if (val === '') { - // Clear 'filtered' class - $('#toc li').removeClass(filtered).removeClass(hide); - tocFilterClearButton.fadeOut(); - return; - } - tocFilterClearButton.fadeIn(); - - // set all parent nodes status - $('#toc li>a').filter(function (i, e) { - return $(e).siblings().length > 0 - }).each(function (i, anchor) { - var parent = $(anchor).parent(); - parent.addClass(hide); - parent.removeClass(show); - parent.removeClass(filtered); - }) - - // Get leaf nodes - $('#toc li>a').filter(function (i, e) { - return $(e).siblings().length === 0 - }).each(function (i, anchor) { - var text = $(anchor).attr('title'); - var parent = $(anchor).parent(); - var parentNodes = parent.parents('ul>li'); - for (var i = 0; i < parentNodes.length; i++) { - var parentText = $(parentNodes[i]).children('a').attr('title'); - if (parentText) text = parentText + '.' + text; - }; - if (filterNavItem(text, val)) { - parent.addClass(show); - parent.removeClass(hide); - } else { - parent.addClass(hide); - parent.removeClass(show); - } - }); - $('#toc li>a').filter(function (i, e) { - return $(e).siblings().length > 0 - }).each(function (i, anchor) { - var parent = $(anchor).parent(); - if (parent.find('li.show').length > 0) { - parent.addClass(show); - parent.addClass(filtered); - parent.removeClass(hide); - } else { - parent.addClass(hide); - parent.removeClass(show); - parent.removeClass(filtered); - } - }) - - function filterNavItem(name, text) { - if (!text) return true; - if (name && name.toLowerCase().indexOf(text.toLowerCase()) > -1) return true; - return false; - } - }); - - // toc filter clear button - tocFilterClearButton.hide(); - tocFilterClearButton.on("click", function(e){ - tocFilterInput.val(""); - tocFilterInput.trigger('input'); - if (typeof(Storage) !== "undefined") { - try { - sessionStorage.filterString = ""; - } - catch(e) - {} - } - }); - - //Set toc filter from local session storage on page load - if (typeof(Storage) !== "undefined") { - try { - tocFilterInput.val(sessionStorage.filterString); - tocFilterInput.trigger('input'); - } - catch(e) - {} - } - } - - function loadToc() { - var tocPath = $("meta[property='docfx\\:tocrel']").attr("content"); - if (!tocPath) { - return; - } - tocPath = tocPath.replace(/\\/g, '/'); - $('#sidetoc').load(tocPath + " #sidetoggle > div", function () { - var index = tocPath.lastIndexOf('/'); - var tocrel = ''; - if (index > -1) { - tocrel = tocPath.substr(0, index + 1); - } - var currentHref = util.getCurrentWindowAbsolutePath(); - if(!currentHref.endsWith('.html')) { - currentHref += '.html'; - } - $('#sidetoc').find('a[href]').each(function (i, e) { - var href = $(e).attr("href"); - if (util.isRelativePath(href)) { - href = tocrel + href; - $(e).attr("href", href); - } - - if (util.getAbsolutePath(e.href) === currentHref) { - $(e).addClass(active); - } - - $(e).breakWord(); - }); - - renderSidebar(); - }); - } - } - - function renderBreadcrumb() { - var breadcrumb = []; - $('#navbar a.active').each(function (i, e) { - breadcrumb.push({ - href: e.href, - name: e.innerHTML - }); - }) - $('#toc a.active').each(function (i, e) { - breadcrumb.push({ - href: e.href, - name: e.innerHTML - }); - }) - - var html = util.formList(breadcrumb, 'breadcrumb'); - $('#breadcrumb').html(html); - } - - //Setup Affix - function renderAffix() { - var hierarchy = getHierarchy(); - if (!hierarchy || hierarchy.length <= 0) { - $("#affix").hide(); - } - else { - var html = util.formList(hierarchy, ['nav', 'bs-docs-sidenav']); - $("#affix>div").empty().append(html); - if ($('footer').is(':visible')) { - $(".sideaffix").css("bottom", "70px"); - } - $('#affix a').click(function(e) { - var scrollspy = $('[data-spy="scroll"]').data()['bs.scrollspy']; - var target = e.target.hash; - if (scrollspy && target) { - scrollspy.activate(target); - } - }); - } - - function getHierarchy() { - // supported headers are h1, h2, h3, and h4 - var $headers = $($.map(['h1', 'h2', 'h3', 'h4'], function (h) { return ".article article " + h; }).join(", ")); - - // a stack of hierarchy items that are currently being built - var stack = []; - $headers.each(function (i, e) { - if (!e.id) { - return; - } - - var item = { - name: htmlEncode($(e).text()), - href: "#" + e.id, - items: [] - }; - - if (!stack.length) { - stack.push({ type: e.tagName, siblings: [item] }); - return; - } - - var frame = stack[stack.length - 1]; - if (e.tagName === frame.type) { - frame.siblings.push(item); - } else if (e.tagName[1] > frame.type[1]) { - // we are looking at a child of the last element of frame.siblings. - // push a frame onto the stack. After we've finished building this item's children, - // we'll attach it as a child of the last element - stack.push({ type: e.tagName, siblings: [item] }); - } else { // e.tagName[1] < frame.type[1] - // we are looking at a sibling of an ancestor of the current item. - // pop frames from the stack, building items as we go, until we reach the correct level at which to attach this item. - while (e.tagName[1] < stack[stack.length - 1].type[1]) { - buildParent(); - } - if (e.tagName === stack[stack.length - 1].type) { - stack[stack.length - 1].siblings.push(item); - } else { - stack.push({ type: e.tagName, siblings: [item] }); - } - } - }); - while (stack.length > 1) { - buildParent(); - } - - function buildParent() { - var childrenToAttach = stack.pop(); - var parentFrame = stack[stack.length - 1]; - var parent = parentFrame.siblings[parentFrame.siblings.length - 1]; - $.each(childrenToAttach.siblings, function (i, child) { - parent.items.push(child); - }); - } - if (stack.length > 0) { - - var topLevel = stack.pop().siblings; - if (topLevel.length === 1) { // if there's only one topmost header, dump it - return topLevel[0].items; - } - return topLevel; - } - return undefined; - } - - function htmlEncode(str) { - if (!str) return str; - return str - .replace(/&/g, '&') - .replace(/"/g, '"') - .replace(/'/g, ''') - .replace(//g, '>'); - } - - function htmlDecode(value) { - if (!str) return str; - return value - .replace(/"/g, '"') - .replace(/'/g, "'") - .replace(/</g, '<') - .replace(/>/g, '>') - .replace(/&/g, '&'); - } - - function cssEscape(str) { - // see: http://stackoverflow.com/questions/2786538/need-to-escape-a-special-character-in-a-jquery-selector-string#answer-2837646 - if (!str) return str; - return str - .replace(/[!"#$%&'()*+,.\/:;<=>?@[\\\]^`{|}~]/g, "\\$&"); - } - } - - // Show footer - function renderFooter() { - initFooter(); - $(window).on("scroll", showFooterCore); - - function initFooter() { - if (needFooter()) { - shiftUpBottomCss(); - $("footer").show(); - } else { - resetBottomCss(); - $("footer").hide(); - } - } - - function showFooterCore() { - if (needFooter()) { - shiftUpBottomCss(); - $("footer").fadeIn(); - } else { - resetBottomCss(); - $("footer").fadeOut(); - } - } - - function needFooter() { - var scrollHeight = $(document).height(); - var scrollPosition = $(window).height() + $(window).scrollTop(); - return (scrollHeight - scrollPosition) < 1; - } - - function resetBottomCss() { - $(".sidetoc").removeClass("shiftup"); - $(".sideaffix").removeClass("shiftup"); - } - - function shiftUpBottomCss() { - $(".sidetoc").addClass("shiftup"); - $(".sideaffix").addClass("shiftup"); - } - } - - function renderLogo() { - // For LOGO SVG - // Replace SVG with inline SVG - // http://stackoverflow.com/questions/11978995/how-to-change-color-of-svg-image-using-css-jquery-svg-image-replacement - jQuery('img.svg').each(function () { - var $img = jQuery(this); - var imgID = $img.attr('id'); - var imgClass = $img.attr('class'); - var imgURL = $img.attr('src'); - - jQuery.get(imgURL, function (data) { - // Get the SVG tag, ignore the rest - var $svg = jQuery(data).find('svg'); - - // Add replaced image's ID to the new SVG - if (typeof imgID !== 'undefined') { - $svg = $svg.attr('id', imgID); - } - // Add replaced image's classes to the new SVG - if (typeof imgClass !== 'undefined') { - $svg = $svg.attr('class', imgClass + ' replaced-svg'); - } - - // Remove any invalid XML tags as per http://validator.w3.org - $svg = $svg.removeAttr('xmlns:a'); - - // Replace image with new SVG - $img.replaceWith($svg); - - }, 'xml'); - }); - } - - function renderTabs() { - var contentAttrs = { - id: 'data-bi-id', - name: 'data-bi-name', - type: 'data-bi-type' - }; - - var Tab = (function () { - function Tab(li, a, section) { - this.li = li; - this.a = a; - this.section = section; - } - Object.defineProperty(Tab.prototype, "tabIds", { - get: function () { return this.a.getAttribute('data-tab').split(' '); }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tab.prototype, "condition", { - get: function () { return this.a.getAttribute('data-condition'); }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tab.prototype, "visible", { - get: function () { return !this.li.hasAttribute('hidden'); }, - set: function (value) { - if (value) { - this.li.removeAttribute('hidden'); - this.li.removeAttribute('aria-hidden'); - } - else { - this.li.setAttribute('hidden', 'hidden'); - this.li.setAttribute('aria-hidden', 'true'); - } - }, - enumerable: true, - configurable: true - }); - Object.defineProperty(Tab.prototype, "selected", { - get: function () { return !this.section.hasAttribute('hidden'); }, - set: function (value) { - if (value) { - this.a.setAttribute('aria-selected', 'true'); - this.a.tabIndex = 0; - this.section.removeAttribute('hidden'); - this.section.removeAttribute('aria-hidden'); - } - else { - this.a.setAttribute('aria-selected', 'false'); - this.a.tabIndex = -1; - this.section.setAttribute('hidden', 'hidden'); - this.section.setAttribute('aria-hidden', 'true'); - } - }, - enumerable: true, - configurable: true - }); - Tab.prototype.focus = function () { - this.a.focus(); - }; - return Tab; - }()); - - initTabs(document.body); - - function initTabs(container) { - var queryStringTabs = readTabsQueryStringParam(); - var elements = container.querySelectorAll('.tabGroup'); - var state = { groups: [], selectedTabs: [] }; - for (var i = 0; i < elements.length; i++) { - var group = initTabGroup(elements.item(i)); - if (!group.independent) { - updateVisibilityAndSelection(group, state); - state.groups.push(group); - } - } - container.addEventListener('click', function (event) { return handleClick(event, state); }); - if (state.groups.length === 0) { - return state; - } - selectTabs(queryStringTabs, container); - updateTabsQueryStringParam(state); - notifyContentUpdated(); - return state; - } - - function initTabGroup(element) { - var group = { - independent: element.hasAttribute('data-tab-group-independent'), - tabs: [] - }; - var li = element.firstElementChild.firstElementChild; - while (li) { - var a = li.firstElementChild; - a.setAttribute(contentAttrs.name, 'tab'); - var dataTab = a.getAttribute('data-tab').replace(/\+/g, ' '); - a.setAttribute('data-tab', dataTab); - var section = element.querySelector("[id=\"" + a.getAttribute('aria-controls') + "\"]"); - var tab = new Tab(li, a, section); - group.tabs.push(tab); - li = li.nextElementSibling; - } - element.setAttribute(contentAttrs.name, 'tab-group'); - element.tabGroup = group; - return group; - } - - function updateVisibilityAndSelection(group, state) { - var anySelected = false; - var firstVisibleTab; - for (var _i = 0, _a = group.tabs; _i < _a.length; _i++) { - var tab = _a[_i]; - tab.visible = tab.condition === null || state.selectedTabs.indexOf(tab.condition) !== -1; - if (tab.visible) { - if (!firstVisibleTab) { - firstVisibleTab = tab; - } - } - tab.selected = tab.visible && arraysIntersect(state.selectedTabs, tab.tabIds); - anySelected = anySelected || tab.selected; - } - if (!anySelected) { - for (var _b = 0, _c = group.tabs; _b < _c.length; _b++) { - var tabIds = _c[_b].tabIds; - for (var _d = 0, tabIds_1 = tabIds; _d < tabIds_1.length; _d++) { - var tabId = tabIds_1[_d]; - var index = state.selectedTabs.indexOf(tabId); - if (index === -1) { - continue; - } - state.selectedTabs.splice(index, 1); - } - } - var tab = firstVisibleTab; - tab.selected = true; - state.selectedTabs.push(tab.tabIds[0]); - } - } - - function getTabInfoFromEvent(event) { - if (!(event.target instanceof HTMLElement)) { - return null; - } - var anchor = event.target.closest('a[data-tab]'); - if (anchor === null) { - return null; - } - var tabIds = anchor.getAttribute('data-tab').split(' '); - var group = anchor.parentElement.parentElement.parentElement.tabGroup; - if (group === undefined) { - return null; - } - return { tabIds: tabIds, group: group, anchor: anchor }; - } - - function handleClick(event, state) { - var info = getTabInfoFromEvent(event); - if (info === null) { - return; - } - event.preventDefault(); - info.anchor.href = 'javascript:'; - setTimeout(function () { return info.anchor.href = '#' + info.anchor.getAttribute('aria-controls'); }); - var tabIds = info.tabIds, group = info.group; - var originalTop = info.anchor.getBoundingClientRect().top; - if (group.independent) { - for (var _i = 0, _a = group.tabs; _i < _a.length; _i++) { - var tab = _a[_i]; - tab.selected = arraysIntersect(tab.tabIds, tabIds); - } - } - else { - if (arraysIntersect(state.selectedTabs, tabIds)) { - return; - } - var previousTabId = group.tabs.filter(function (t) { return t.selected; })[0].tabIds[0]; - state.selectedTabs.splice(state.selectedTabs.indexOf(previousTabId), 1, tabIds[0]); - for (var _b = 0, _c = state.groups; _b < _c.length; _b++) { - var group_1 = _c[_b]; - updateVisibilityAndSelection(group_1, state); - } - updateTabsQueryStringParam(state); - } - notifyContentUpdated(); - var top = info.anchor.getBoundingClientRect().top; - if (top !== originalTop && event instanceof MouseEvent) { - window.scrollTo(0, window.pageYOffset + top - originalTop); - } - } - - function selectTabs(tabIds) { - for (var _i = 0, tabIds_1 = tabIds; _i < tabIds_1.length; _i++) { - var tabId = tabIds_1[_i]; - var a = document.querySelector(".tabGroup > ul > li > a[data-tab=\"" + tabId + "\"]:not([hidden])"); - if (a === null) { - return; - } - a.dispatchEvent(new CustomEvent('click', { bubbles: true })); - } - } - - function readTabsQueryStringParam() { - var qs = parseQueryString(window.location.search); - var t = qs.tabs; - if (t === undefined || t === '') { - return []; - } - return t.split(','); - } - - function updateTabsQueryStringParam(state) { - var qs = parseQueryString(window.location.search); - qs.tabs = state.selectedTabs.join(); - var url = location.protocol + "//" + location.host + location.pathname + "?" + toQueryString(qs) + location.hash; - if (location.href === url) { - return; - } - history.replaceState({}, document.title, url); - } - - function toQueryString(args) { - var parts = []; - for (var name_1 in args) { - if (args.hasOwnProperty(name_1) && args[name_1] !== '' && args[name_1] !== null && args[name_1] !== undefined) { - parts.push(encodeURIComponent(name_1) + '=' + encodeURIComponent(args[name_1])); - } - } - return parts.join('&'); - } - - function parseQueryString(queryString) { - var match; - var pl = /\+/g; - var search = /([^&=]+)=?([^&]*)/g; - var decode = function (s) { return decodeURIComponent(s.replace(pl, ' ')); }; - if (queryString === undefined) { - queryString = ''; - } - queryString = queryString.substring(1); - var urlParams = {}; - while (match = search.exec(queryString)) { - urlParams[decode(match[1])] = decode(match[2]); - } - return urlParams; - } - - function arraysIntersect(a, b) { - for (var _i = 0, a_1 = a; _i < a_1.length; _i++) { - var itemA = a_1[_i]; - for (var _a = 0, b_1 = b; _a < b_1.length; _a++) { - var itemB = b_1[_a]; - if (itemA === itemB) { - return true; - } - } - } - return false; - } - - function notifyContentUpdated() { - // Dispatch this event when needed - // window.dispatchEvent(new CustomEvent('content-update')); - } - } - - function utility() { - this.getAbsolutePath = getAbsolutePath; - this.isRelativePath = isRelativePath; - this.isAbsolutePath = isAbsolutePath; - this.getCurrentWindowAbsolutePath = getCurrentWindowAbsolutePath; - this.getDirectory = getDirectory; - this.formList = formList; - - function getAbsolutePath(href) { - if (isAbsolutePath(href)) return href; - var currentAbsPath = getCurrentWindowAbsolutePath(); - var stack = currentAbsPath.split("/"); - stack.pop(); - var parts = href.split("/"); - for (var i=0; i< parts.length; i++) { - if (parts[i] == ".") continue; - if (parts[i] == ".." && stack.length > 0) - stack.pop(); - else - stack.push(parts[i]); - } - var p = stack.join("/"); - return p; - } - - function isRelativePath(href) { - if (href === undefined || href === '' || href[0] === '/') { - return false; - } - return !isAbsolutePath(href); - } - - function isAbsolutePath(href) { - return (/^(?:[a-z]+:)?\/\//i).test(href); - } - - function getCurrentWindowAbsolutePath() { - return window.location.origin + window.location.pathname; - } - function getDirectory(href) { - if (!href) return ''; - var index = href.lastIndexOf('/'); - if (index == -1) return ''; - if (index > -1) { - return href.substr(0, index); - } - } - - function formList(item, classes) { - var level = 1; - var model = { - items: item - }; - var cls = [].concat(classes).join(" "); - return getList(model, cls); - - function getList(model, cls) { - if (!model || !model.items) return null; - var l = model.items.length; - if (l === 0) return null; - var html = ''; - return html; - } - } - - /** - * Add into long word. - * @param {String} text - The word to break. It should be in plain text without HTML tags. - */ - function breakPlainText(text) { - if (!text) return text; - return text.replace(/([a-z])([A-Z])|(\.)(\w)/g, '$1$3$2$4') - } - - /** - * Add into long word. The jQuery element should contain no html tags. - * If the jQuery element contains tags, this function will not change the element. - */ - $.fn.breakWord = function () { - if (this.html() == this.text()) { - this.html(function (index, text) { - return breakPlainText(text); - }) - } - return this; - } - } - - // adjusted from https://stackoverflow.com/a/13067009/1523776 - function workAroundFixedHeaderForAnchors() { - var HISTORY_SUPPORT = !!(history && history.pushState); - var ANCHOR_REGEX = /^#[^ ]+$/; - - function getFixedOffset() { - return $('header').first().height(); - } - - /** - * If the provided href is an anchor which resolves to an element on the - * page, scroll to it. - * @param {String} href - * @return {Boolean} - Was the href an anchor. - */ - function scrollIfAnchor(href, pushToHistory) { - var match, rect, anchorOffset; - - if (!ANCHOR_REGEX.test(href)) { - return false; - } - - match = document.getElementById(href.slice(1)); - - if (match) { - rect = match.getBoundingClientRect(); - anchorOffset = window.pageYOffset + rect.top - getFixedOffset(); - window.scrollTo(window.pageXOffset, anchorOffset); - - // Add the state to history as-per normal anchor links - if (HISTORY_SUPPORT && pushToHistory) { - history.pushState({}, document.title, location.pathname + href); - } - } - - return !!match; - } - - /** - * Attempt to scroll to the current location's hash. - */ - function scrollToCurrent() { - scrollIfAnchor(window.location.hash); - } - - /** - * If the click event's target was an anchor, fix the scroll position. - */ - function delegateAnchors(e) { - var elem = e.target; - - if (scrollIfAnchor(elem.getAttribute('href'), true)) { - e.preventDefault(); - } - } - - $(window).on('hashchange', scrollToCurrent); - - $(window).on('load', function () { - // scroll to the anchor if present, offset by the header - scrollToCurrent(); - }); - - $(document).ready(function () { - // Exclude tabbed content case - $('a:not([data-tab])').click(function (e) { delegateAnchors(e); }); - }); - } -}); diff --git a/docs/styles/docfx.vendor.css b/docs/styles/docfx.vendor.css deleted file mode 100644 index 609602eb..00000000 --- a/docs/styles/docfx.vendor.css +++ /dev/null @@ -1,1513 +0,0 @@ -/*! - * Bootstrap v3.4.1 (https://getbootstrap.com/) - * Copyright 2011-2019 Twitter, Inc. - * Licensed under MIT (https://github.com/twbs/bootstrap/blob/master/LICENSE) - */ -/*! normalize.css v3.0.3 | MIT License | github.com/necolas/normalize.css */ -html{font-family:sans-serif;-ms-text-size-adjust:100%;-webkit-text-size-adjust:100%} -article,aside,details,figcaption,figure,footer,header,hgroup,main,menu,nav,section,summary{display:block} -audio,canvas,progress,video{display:inline-block;vertical-align:baseline} -audio:not([controls]){display:none;height:0} -[hidden],template{display:none} -a:active,a:hover{outline:0} -abbr[title]{border-bottom:none;text-decoration:underline;-webkit-text-decoration:underline dotted;-moz-text-decoration:underline dotted;text-decoration:underline dotted} -b,optgroup,strong{font-weight:700} -dfn{font-style:italic} -h1{margin:.67em 0} -mark{background:#ff0;color:#000} -sub,sup{font-size:75%;line-height:0;position:relative;vertical-align:baseline} -sup{top:-.5em} -sub{bottom:-.25em} -img{border:0;vertical-align:middle} -svg:not(:root){overflow:hidden} -hr{-webkit-box-sizing:content-box;-moz-box-sizing:content-box;box-sizing:content-box;height:0} -code,kbd,pre,samp{font-size:1em} -button,input,optgroup,select,textarea{color:inherit;font:inherit;margin:0} -button{overflow:visible} -button,select{text-transform:none} -button,html input[type=button],input[type=reset],input[type=submit]{-webkit-appearance:button;cursor:pointer} -button[disabled],html input[disabled]{cursor:default} -button::-moz-focus-inner,input::-moz-focus-inner{border:0;padding:0} -input{line-height:normal} -input[type=checkbox],input[type=radio]{-webkit-box-sizing:border-box;-moz-box-sizing:border-box;box-sizing:border-box;padding:0} -input[type=number]::-webkit-inner-spin-button,input[type=number]::-webkit-outer-spin-button{height:auto} -input[type=search]{-webkit-appearance:textfield;-webkit-box-sizing:content-box;-moz-box-sizing:content-box;box-sizing:content-box} -input[type=search]::-webkit-search-cancel-button,input[type=search]::-webkit-search-decoration{-webkit-appearance:none} -textarea{overflow:auto} -td,th{padding:0} -/*! 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ctrlMapAnimCommit ctrlMapAnimDone ctrlMapCursor ctrlMapMouseOver ctrlMapScale ctrlMapScreenToWorld ctrlMapWorldToScreen ctrlModel ctrlModelDirAndUp ctrlModelScale ctrlParent ctrlParentControlsGroup ctrlPosition ctrlRemoveAllEventHandlers ctrlRemoveEventHandler ctrlScale ctrlSetActiveColor ctrlSetAngle ctrlSetAutoScrollDelay ctrlSetAutoScrollRewind ctrlSetAutoScrollSpeed ctrlSetBackgroundColor ctrlSetChecked ctrlSetEventHandler ctrlSetFade ctrlSetFocus ctrlSetFont ctrlSetFontH1 ctrlSetFontH1B ctrlSetFontH2 ctrlSetFontH2B ctrlSetFontH3 ctrlSetFontH3B ctrlSetFontH4 ctrlSetFontH4B ctrlSetFontH5 ctrlSetFontH5B ctrlSetFontH6 ctrlSetFontH6B ctrlSetFontHeight ctrlSetFontHeightH1 ctrlSetFontHeightH2 ctrlSetFontHeightH3 ctrlSetFontHeightH4 ctrlSetFontHeightH5 ctrlSetFontHeightH6 ctrlSetFontHeightSecondary ctrlSetFontP ctrlSetFontPB ctrlSetFontSecondary ctrlSetForegroundColor ctrlSetModel ctrlSetModelDirAndUp ctrlSetModelScale ctrlSetPosition ctrlSetScale ctrlSetStructuredText ctrlSetText ctrlSetTextColor ctrlSetTooltip ctrlSetTooltipColorBox ctrlSetTooltipColorShade ctrlSetTooltipColorText ctrlShow ctrlShown ctrlText ctrlTextHeight ctrlType ctrlVisible curatorAddons curatorCamera curatorCameraArea curatorCameraAreaCeiling curatorCoef curatorEditableObjects curatorEditingArea curatorEditingAreaType curatorMouseOver curatorPoints curatorRegisteredObjects curatorSelected curatorWaypointCost current3DENOperation currentChannel currentCommand currentMagazine currentMagazineDetail currentMagazineDetailTurret currentMagazineTurret currentMuzzle currentNamespace currentTask currentTasks currentThrowable currentVisionMode currentWaypoint currentWeapon currentWeaponMode currentWeaponTurret currentZeroing cursorObject cursorTarget customChat customRadio cutFadeOut cutObj cutRsc cutText damage date dateToNumber daytime deActivateKey debriefingText debugFSM debugLog deg delete3DENEntities deleteAt deleteCenter deleteCollection deleteEditorObject deleteGroup deleteIdentity deleteLocation deleteMarker deleteMarkerLocal deleteRange deleteResources deleteSite deleteStatus deleteTeam deleteVehicle deleteVehicleCrew deleteWaypoint detach detectedMines diag_activeMissionFSMs diag_activeScripts diag_activeSQFScripts diag_activeSQSScripts diag_captureFrame diag_captureSlowFrame diag_codePerformance diag_drawMode diag_enable diag_enabled diag_fps diag_fpsMin diag_frameNo diag_list diag_log diag_logSlowFrame diag_mergeConfigFile diag_recordTurretLimits diag_tickTime diag_toggle dialog diarySubjectExists didJIP didJIPOwner difficulty difficultyEnabled difficultyEnabledRTD difficultyOption direction directSay disableAI disableCollisionWith disableConversation disableDebriefingStats disableNVGEquipment disableRemoteSensors disableSerialization disableTIEquipment disableUAVConnectability disableUserInput displayAddEventHandler displayCtrl displayNull displayParent displayRemoveAllEventHandlers displayRemoveEventHandler displaySetEventHandler dissolveTeam distance distance2D distanceSqr distributionRegion do3DENAction doArtilleryFire doFire doFollow doFSM doGetOut doMove doorPhase doStop doSuppressiveFire doTarget doWatch drawArrow drawEllipse drawIcon drawIcon3D drawLine drawLine3D drawLink drawLocation drawPolygon drawRectangle driver drop east echo edit3DENMissionAttributes editObject editorSetEventHandler effectiveCommander emptyPositions enableAI enableAIFeature enableAimPrecision enableAttack enableAudioFeature enableCamShake enableCaustics enableChannel enableCollisionWith enableCopilot enableDebriefingStats enableDiagLegend enableEndDialog enableEngineArtillery enableEnvironment enableFatigue enableGunLights enableIRLasers enableMimics enablePersonTurret enableRadio enableReload enableRopeAttach enableSatNormalOnDetail enableSaving enableSentences enableSimulation enableSimulationGlobal enableStamina enableTeamSwitch enableUAVConnectability enableUAVWaypoints enableVehicleCargo endLoadingScreen endMission engineOn enginesIsOnRTD enginesRpmRTD enginesTorqueRTD entities estimatedEndServerTime estimatedTimeLeft evalObjectArgument everyBackpack everyContainer exec execEditorScript execFSM execVM exp expectedDestination exportJIPMessages eyeDirection eyePos face faction fadeMusic fadeRadio fadeSound fadeSpeech failMission fillWeaponsFromPool find findCover findDisplay findEditorObject findEmptyPosition findEmptyPositionReady findNearestEnemy finishMissionInit finite fire fireAtTarget firstBackpack flag flagOwner flagSide flagTexture fleeing floor flyInHeight flyInHeightASL fog fogForecast fogParams forceAddUniform forcedMap forceEnd forceMap forceRespawn forceSpeed forceWalk forceWeaponFire forceWeatherChange forEachMember forEachMemberAgent forEachMemberTeam format formation formationDirection formationLeader formationMembers formationPosition formationTask formatText formLeader freeLook fromEditor fuel fullCrew gearIDCAmmoCount gearSlotAmmoCount gearSlotData get3DENActionState get3DENAttribute get3DENCamera get3DENConnections get3DENEntity get3DENEntityID get3DENGrid get3DENIconsVisible get3DENLayerEntities get3DENLinesVisible get3DENMissionAttribute get3DENMouseOver get3DENSelected getAimingCoef getAllHitPointsDamage getAllOwnedMines getAmmoCargo getAnimAimPrecision getAnimSpeedCoef getArray getArtilleryAmmo getArtilleryComputerSettings getArtilleryETA getAssignedCuratorLogic getAssignedCuratorUnit getBackpackCargo getBleedingRemaining getBurningValue getCameraViewDirection getCargoIndex getCenterOfMass getClientState getClientStateNumber getConnectedUAV getCustomAimingCoef getDammage getDescription getDir getDirVisual getDLCs getEditorCamera getEditorMode getEditorObjectScope getElevationOffset getFatigue getFriend getFSMVariable getFuelCargo getGroupIcon getGroupIconParams getGroupIcons getHideFrom getHit getHitIndex getHitPointDamage getItemCargo getMagazineCargo getMarkerColor getMarkerPos getMarkerSize getMarkerType getMass getMissionConfig getMissionConfigValue getMissionDLCs getMissionLayerEntities getModelInfo getMousePosition getNumber getObjectArgument getObjectChildren getObjectDLC getObjectMaterials getObjectProxy getObjectTextures getObjectType getObjectViewDistance getOxygenRemaining getPersonUsedDLCs getPilotCameraDirection getPilotCameraPosition getPilotCameraRotation getPilotCameraTarget getPlayerChannel getPlayerScores getPlayerUID getPos getPosASL getPosASLVisual getPosASLW getPosATL getPosATLVisual getPosVisual getPosWorld getRelDir getRelPos getRemoteSensorsDisabled getRepairCargo getResolution getShadowDistance getShotParents getSlingLoad getSpeed getStamina getStatValue getSuppression getTerrainHeightASL getText getUnitLoadout getUnitTrait getVariable getVehicleCargo getWeaponCargo getWeaponSway getWPPos glanceAt globalChat globalRadio goggles goto group groupChat groupFromNetId groupIconSelectable groupIconsVisible groupId groupOwner groupRadio groupSelectedUnits groupSelectUnit grpNull gunner gusts halt handgunItems handgunMagazine handgunWeapon handsHit hasInterface hasPilotCamera hasWeapon hcAllGroups hcGroupParams hcLeader hcRemoveAllGroups hcRemoveGroup hcSelected hcSelectGroup hcSetGroup hcShowBar hcShownBar headgear hideBody hideObject hideObjectGlobal hideSelection hint hintC hintCadet hintSilent hmd hostMission htmlLoad HUDMovementLevels humidity image importAllGroups importance in inArea inAreaArray incapacitatedState independent inflame inflamed inGameUISetEventHandler inheritsFrom initAmbientLife inPolygon inputAction inRangeOfArtillery insertEditorObject intersect is3DEN is3DENMultiplayer isAbleToBreathe isAgent isArray isAutoHoverOn isAutonomous isAutotest isBleeding isBurning isClass isCollisionLightOn isCopilotEnabled isDedicated isDLCAvailable isEngineOn isEqualTo isEqualType isEqualTypeAll isEqualTypeAny isEqualTypeArray isEqualTypeParams isFilePatchingEnabled isFlashlightOn isFlatEmpty isForcedWalk isFormationLeader isHidden isInRemainsCollector isInstructorFigureEnabled isIRLaserOn isKeyActive isKindOf isLightOn isLocalized isManualFire isMarkedForCollection isMultiplayer isMultiplayerSolo isNil isNull isNumber isObjectHidden isObjectRTD isOnRoad isPipEnabled isPlayer isRealTime isRemoteExecuted isRemoteExecutedJIP isServer isShowing3DIcons isSprintAllowed isStaminaEnabled isSteamMission isStreamFriendlyUIEnabled isText isTouchingGround isTurnedOut isTutHintsEnabled isUAVConnectable isUAVConnected isUniformAllowed isVehicleCargo isWalking isWeaponDeployed isWeaponRested itemCargo items itemsWithMagazines join joinAs joinAsSilent joinSilent joinString kbAddDatabase kbAddDatabaseTargets kbAddTopic kbHasTopic kbReact kbRemoveTopic kbTell kbWasSaid keyImage keyName knowsAbout land landAt landResult language laserTarget lbAdd lbClear lbColor lbCurSel lbData lbDelete lbIsSelected lbPicture lbSelection lbSetColor lbSetCurSel lbSetData lbSetPicture lbSetPictureColor lbSetPictureColorDisabled lbSetPictureColorSelected lbSetSelectColor lbSetSelectColorRight lbSetSelected lbSetTooltip lbSetValue lbSize lbSort lbSortByValue lbText lbValue leader leaderboardDeInit leaderboardGetRows leaderboardInit leaveVehicle libraryCredits libraryDisclaimers lifeState lightAttachObject lightDetachObject lightIsOn lightnings limitSpeed linearConversion lineBreak lineIntersects lineIntersectsObjs lineIntersectsSurfaces lineIntersectsWith linkItem list listObjects ln lnbAddArray lnbAddColumn lnbAddRow lnbClear lnbColor lnbCurSelRow lnbData lnbDeleteColumn lnbDeleteRow lnbGetColumnsPosition lnbPicture lnbSetColor lnbSetColumnsPos lnbSetCurSelRow lnbSetData lnbSetPicture lnbSetText lnbSetValue lnbSize lnbText lnbValue load loadAbs loadBackpack loadFile loadGame loadIdentity loadMagazine loadOverlay loadStatus loadUniform loadVest local localize locationNull locationPosition lock lockCameraTo lockCargo lockDriver locked lockedCargo lockedDriver lockedTurret lockIdentity lockTurret lockWP log logEntities logNetwork logNetworkTerminate lookAt lookAtPos magazineCargo magazines magazinesAllTurrets magazinesAmmo magazinesAmmoCargo magazinesAmmoFull magazinesDetail magazinesDetailBackpack magazinesDetailUniform magazinesDetailVest magazinesTurret magazineTurretAmmo mapAnimAdd mapAnimClear mapAnimCommit mapAnimDone mapCenterOnCamera mapGridPosition markAsFinishedOnSteam markerAlpha markerBrush markerColor markerDir markerPos markerShape markerSize markerText markerType max members menuAction menuAdd menuChecked menuClear menuCollapse menuData menuDelete menuEnable menuEnabled menuExpand menuHover menuPicture menuSetAction menuSetCheck menuSetData menuSetPicture menuSetValue menuShortcut menuShortcutText menuSize menuSort menuText menuURL menuValue min mineActive mineDetectedBy missionConfigFile missionDifficulty missionName missionNamespace missionStart missionVersion mod modelToWorld modelToWorldVisual modParams moonIntensity moonPhase morale move move3DENCamera moveInAny moveInCargo moveInCommander moveInDriver moveInGunner moveInTurret moveObjectToEnd moveOut moveTime moveTo moveToCompleted moveToFailed musicVolume name nameSound nearEntities nearestBuilding nearestLocation nearestLocations nearestLocationWithDubbing nearestObject nearestObjects nearestTerrainObjects nearObjects nearObjectsReady nearRoads nearSupplies nearTargets needReload netId netObjNull newOverlay nextMenuItemIndex nextWeatherChange nMenuItems not numberToDate objectCurators objectFromNetId objectParent objNull objStatus onBriefingGroup onBriefingNotes onBriefingPlan onBriefingTeamSwitch onCommandModeChanged onDoubleClick onEachFrame onGroupIconClick onGroupIconOverEnter onGroupIconOverLeave onHCGroupSelectionChanged onMapSingleClick onPlayerConnected onPlayerDisconnected onPreloadFinished onPreloadStarted onShowNewObject onTeamSwitch openCuratorInterface openDLCPage openMap openYoutubeVideo opfor or orderGetIn overcast overcastForecast owner param params parseNumber parseText parsingNamespace particlesQuality pi pickWeaponPool pitch pixelGrid pixelGridBase pixelGridNoUIScale pixelH pixelW playableSlotsNumber playableUnits playAction playActionNow player playerRespawnTime playerSide playersNumber playGesture playMission playMove playMoveNow playMusic playScriptedMission playSound playSound3D position positionCameraToWorld posScreenToWorld posWorldToScreen ppEffectAdjust ppEffectCommit ppEffectCommitted ppEffectCreate ppEffectDestroy ppEffectEnable ppEffectEnabled ppEffectForceInNVG precision preloadCamera preloadObject preloadSound preloadTitleObj preloadTitleRsc preprocessFile preprocessFileLineNumbers primaryWeapon primaryWeaponItems primaryWeaponMagazine priority private processDiaryLink productVersion profileName profileNamespace profileNameSteam progressLoadingScreen progressPosition progressSetPosition publicVariable publicVariableClient publicVariableServer pushBack pushBackUnique putWeaponPool queryItemsPool queryMagazinePool queryWeaponPool rad radioChannelAdd radioChannelCreate radioChannelRemove radioChannelSetCallSign radioChannelSetLabel radioVolume rain rainbow random rank rankId rating rectangular registeredTasks registerTask reload reloadEnabled remoteControl remoteExec remoteExecCall remove3DENConnection remove3DENEventHandler remove3DENLayer removeAction removeAll3DENEventHandlers removeAllActions removeAllAssignedItems removeAllContainers removeAllCuratorAddons removeAllCuratorCameraAreas removeAllCuratorEditingAreas removeAllEventHandlers removeAllHandgunItems removeAllItems removeAllItemsWithMagazines removeAllMissionEventHandlers removeAllMPEventHandlers removeAllMusicEventHandlers removeAllOwnedMines removeAllPrimaryWeaponItems removeAllWeapons removeBackpack removeBackpackGlobal removeCuratorAddons removeCuratorCameraArea removeCuratorEditableObjects removeCuratorEditingArea removeDrawIcon removeDrawLinks removeEventHandler removeFromRemainsCollector removeGoggles removeGroupIcon removeHandgunItem removeHeadgear removeItem removeItemFromBackpack removeItemFromUniform removeItemFromVest removeItems removeMagazine removeMagazineGlobal removeMagazines removeMagazinesTurret removeMagazineTurret removeMenuItem removeMissionEventHandler removeMPEventHandler removeMusicEventHandler removeOwnedMine removePrimaryWeaponItem removeSecondaryWeaponItem removeSimpleTask removeSwitchableUnit removeTeamMember removeUniform removeVest removeWeapon removeWeaponGlobal removeWeaponTurret requiredVersion resetCamShake resetSubgroupDirection resistance resize resources respawnVehicle restartEditorCamera reveal revealMine reverse reversedMouseY roadAt roadsConnectedTo roleDescription ropeAttachedObjects ropeAttachedTo ropeAttachEnabled ropeAttachTo ropeCreate ropeCut ropeDestroy ropeDetach ropeEndPosition ropeLength ropes ropeUnwind ropeUnwound rotorsForcesRTD rotorsRpmRTD round runInitScript safeZoneH safeZoneW safeZoneWAbs safeZoneX safeZoneXAbs safeZoneY save3DENInventory saveGame saveIdentity saveJoysticks saveOverlay saveProfileNamespace saveStatus saveVar savingEnabled say say2D say3D scopeName score scoreSide screenshot screenToWorld scriptDone scriptName scriptNull scudState secondaryWeapon secondaryWeaponItems secondaryWeaponMagazine select selectBestPlaces selectDiarySubject selectedEditorObjects selectEditorObject selectionNames selectionPosition selectLeader selectMax selectMin selectNoPlayer selectPlayer selectRandom selectWeapon selectWeaponTurret sendAUMessage sendSimpleCommand sendTask sendTaskResult sendUDPMessage serverCommand serverCommandAvailable serverCommandExecutable serverName serverTime set set3DENAttribute set3DENAttributes set3DENGrid set3DENIconsVisible set3DENLayer set3DENLinesVisible set3DENMissionAttributes set3DENModelsVisible set3DENObjectType set3DENSelected setAccTime setAirportSide setAmmo setAmmoCargo setAnimSpeedCoef setAperture setApertureNew setArmoryPoints setAttributes setAutonomous setBehaviour setBleedingRemaining setCameraInterest setCamShakeDefParams setCamShakeParams setCamUseTi setCaptive setCenterOfMass setCollisionLight setCombatMode setCompassOscillation setCuratorCameraAreaCeiling setCuratorCoef setCuratorEditingAreaType setCuratorWaypointCost setCurrentChannel setCurrentTask setCurrentWaypoint setCustomAimCoef setDamage setDammage setDate setDebriefingText setDefaultCamera setDestination setDetailMapBlendPars setDir setDirection setDrawIcon setDropInterval setEditorMode setEditorObjectScope setEffectCondition setFace setFaceAnimation setFatigue setFlagOwner setFlagSide setFlagTexture setFog setFormation setFormationTask setFormDir setFriend setFromEditor setFSMVariable setFuel setFuelCargo setGroupIcon setGroupIconParams setGroupIconsSelectable setGroupIconsVisible setGroupId setGroupIdGlobal setGroupOwner setGusts setHideBehind setHit setHitIndex setHitPointDamage setHorizonParallaxCoef setHUDMovementLevels setIdentity setImportance setLeader setLightAmbient setLightAttenuation setLightBrightness setLightColor setLightDayLight setLightFlareMaxDistance setLightFlareSize setLightIntensity setLightnings setLightUseFlare setLocalWindParams setMagazineTurretAmmo setMarkerAlpha setMarkerAlphaLocal setMarkerBrush setMarkerBrushLocal setMarkerColor setMarkerColorLocal setMarkerDir setMarkerDirLocal setMarkerPos setMarkerPosLocal setMarkerShape setMarkerShapeLocal setMarkerSize setMarkerSizeLocal setMarkerText setMarkerTextLocal setMarkerType setMarkerTypeLocal setMass setMimic setMousePosition setMusicEffect setMusicEventHandler setName setNameSound setObjectArguments setObjectMaterial setObjectMaterialGlobal setObjectProxy setObjectTexture setObjectTextureGlobal setObjectViewDistance setOvercast setOwner setOxygenRemaining setParticleCircle setParticleClass setParticleFire setParticleParams setParticleRandom setPilotCameraDirection setPilotCameraRotation setPilotCameraTarget setPilotLight setPiPEffect setPitch setPlayable setPlayerRespawnTime setPos setPosASL setPosASL2 setPosASLW setPosATL setPosition setPosWorld setRadioMsg setRain setRainbow setRandomLip setRank setRectangular setRepairCargo setShadowDistance setShotParents setSide setSimpleTaskAlwaysVisible setSimpleTaskCustomData setSimpleTaskDescription setSimpleTaskDestination setSimpleTaskTarget setSimpleTaskType setSimulWeatherLayers setSize setSkill setSlingLoad setSoundEffect setSpeaker setSpeech setSpeedMode setStamina setStaminaScheme setStatValue setSuppression setSystemOfUnits setTargetAge setTaskResult setTaskState setTerrainGrid setText setTimeMultiplier setTitleEffect setTriggerActivation setTriggerArea setTriggerStatements setTriggerText setTriggerTimeout setTriggerType setType setUnconscious setUnitAbility setUnitLoadout setUnitPos setUnitPosWeak setUnitRank setUnitRecoilCoefficient setUnitTrait setUnloadInCombat setUserActionText setVariable setVectorDir setVectorDirAndUp setVectorUp setVehicleAmmo setVehicleAmmoDef setVehicleArmor setVehicleCargo setVehicleId setVehicleLock setVehiclePosition setVehicleTiPars setVehicleVarName setVelocity setVelocityTransformation setViewDistance setVisibleIfTreeCollapsed setWaves setWaypointBehaviour setWaypointCombatMode setWaypointCompletionRadius setWaypointDescription setWaypointForceBehaviour setWaypointFormation setWaypointHousePosition setWaypointLoiterRadius setWaypointLoiterType setWaypointName setWaypointPosition setWaypointScript setWaypointSpeed setWaypointStatements setWaypointTimeout setWaypointType setWaypointVisible setWeaponReloadingTime setWind setWindDir setWindForce setWindStr setWPPos show3DIcons showChat showCinemaBorder showCommandingMenu showCompass showCuratorCompass showGPS showHUD showLegend showMap shownArtilleryComputer shownChat shownCompass shownCuratorCompass showNewEditorObject shownGPS shownHUD shownMap shownPad shownRadio shownScoretable shownUAVFeed shownWarrant shownWatch showPad showRadio showScoretable showSubtitles showUAVFeed showWarrant showWatch showWaypoint showWaypoints side sideAmbientLife sideChat sideEmpty sideEnemy sideFriendly sideLogic sideRadio sideUnknown simpleTasks simulationEnabled simulCloudDensity simulCloudOcclusion simulInClouds simulWeatherSync sin size sizeOf skill skillFinal skipTime sleep sliderPosition sliderRange sliderSetPosition sliderSetRange sliderSetSpeed sliderSpeed slingLoadAssistantShown soldierMagazines someAmmo sort soundVolume spawn speaker speed speedMode splitString sqrt squadParams stance startLoadingScreen step stop stopEngineRTD stopped str sunOrMoon supportInfo suppressFor surfaceIsWater surfaceNormal surfaceType swimInDepth switchableUnits switchAction switchCamera switchGesture switchLight switchMove synchronizedObjects synchronizedTriggers synchronizedWaypoints synchronizeObjectsAdd synchronizeObjectsRemove synchronizeTrigger synchronizeWaypoint systemChat systemOfUnits tan targetKnowledge targetsAggregate targetsQuery taskAlwaysVisible taskChildren taskCompleted taskCustomData taskDescription taskDestination taskHint taskMarkerOffset taskNull taskParent taskResult taskState taskType teamMember teamMemberNull teamName teams teamSwitch teamSwitchEnabled teamType terminate terrainIntersect terrainIntersectASL text textLog textLogFormat tg time timeMultiplier titleCut titleFadeOut titleObj titleRsc titleText toArray toFixed toLower toString toUpper triggerActivated triggerActivation triggerArea triggerAttachedVehicle triggerAttachObject triggerAttachVehicle triggerStatements triggerText triggerTimeout triggerTimeoutCurrent triggerType turretLocal turretOwner turretUnit tvAdd tvClear tvCollapse tvCount tvCurSel tvData tvDelete tvExpand tvPicture tvSetCurSel tvSetData tvSetPicture tvSetPictureColor tvSetPictureColorDisabled tvSetPictureColorSelected tvSetPictureRight tvSetPictureRightColor tvSetPictureRightColorDisabled tvSetPictureRightColorSelected tvSetText tvSetTooltip tvSetValue tvSort tvSortByValue tvText tvTooltip tvValue type typeName typeOf UAVControl uiNamespace uiSleep unassignCurator unassignItem unassignTeam unassignVehicle underwater uniform uniformContainer uniformItems uniformMagazines unitAddons unitAimPosition unitAimPositionVisual unitBackpack unitIsUAV unitPos unitReady unitRecoilCoefficient units unitsBelowHeight unlinkItem unlockAchievement unregisterTask updateDrawIcon updateMenuItem updateObjectTree useAISteeringComponent useAudioTimeForMoves vectorAdd vectorCos vectorCrossProduct vectorDiff vectorDir vectorDirVisual vectorDistance vectorDistanceSqr vectorDotProduct vectorFromTo vectorMagnitude vectorMagnitudeSqr vectorMultiply vectorNormalized vectorUp vectorUpVisual vehicle vehicleCargoEnabled vehicleChat vehicleRadio vehicles vehicleVarName velocity velocityModelSpace verifySignature vest vestContainer vestItems vestMagazines viewDistance visibleCompass visibleGPS visibleMap visiblePosition visiblePositionASL visibleScoretable visibleWatch waves waypointAttachedObject waypointAttachedVehicle waypointAttachObject waypointAttachVehicle waypointBehaviour waypointCombatMode waypointCompletionRadius waypointDescription waypointForceBehaviour waypointFormation waypointHousePosition waypointLoiterRadius waypointLoiterType waypointName waypointPosition waypoints waypointScript waypointsEnabledUAV waypointShow waypointSpeed waypointStatements waypointTimeout waypointTimeoutCurrent waypointType waypointVisible weaponAccessories weaponAccessoriesCargo weaponCargo weaponDirection weaponInertia weaponLowered weapons weaponsItems weaponsItemsCargo weaponState weaponsTurret weightRTD west WFSideText wind",literal:"true false nil"},c:[e.CLCM,e.CBCM,e.NM,r,a,i,t.preprocessor],i:/#/}})),e.registerLanguage("sql",(function(e){var t=e.C("--","$");return{cI:!0,i:/[<>{}*#]/,c:[{bK:"begin end start commit rollback savepoint lock alter create drop rename call delete do handler insert load replace select truncate update set show pragma grant merge describe use explain help declare prepare execute deallocate release unlock purge reset change stop analyze cache flush optimize repair kill install uninstall checksum restore check backup revoke comment",e:/;/,eW:!0,l:/[\w\.]+/,k:{keyword:"abort abs absolute acc acce accep accept access accessed accessible account acos action activate add addtime admin administer advanced advise aes_decrypt aes_encrypt after agent aggregate ali alia alias allocate allow alter always analyze ancillary and any anydata anydataset anyschema anytype apply archive archived archivelog are as asc ascii asin assembly assertion associate asynchronous at atan atn2 attr attri attrib attribu attribut attribute attributes audit authenticated authentication authid authors auto autoallocate autodblink autoextend automatic availability avg backup badfile basicfile before begin beginning benchmark between bfile bfile_base big bigfile bin binary_double binary_float binlog bit_and bit_count bit_length bit_or bit_xor bitmap blob_base block blocksize body both bound buffer_cache buffer_pool build bulk by byte byteordermark bytes cache caching call calling cancel capacity cascade cascaded case cast catalog category ceil ceiling chain change changed char_base char_length character_length characters characterset charindex charset charsetform charsetid check checksum checksum_agg child choose chr chunk class cleanup clear client clob clob_base clone close cluster_id cluster_probability cluster_set clustering coalesce coercibility col collate collation collect colu colum column column_value columns columns_updated comment commit compact compatibility compiled complete composite_limit compound compress compute concat concat_ws concurrent confirm conn connec connect connect_by_iscycle connect_by_isleaf connect_by_root connect_time connection consider consistent constant constraint constraints constructor container content contents context contributors controlfile conv convert convert_tz corr corr_k corr_s corresponding corruption cos cost count count_big counted covar_pop covar_samp cpu_per_call cpu_per_session crc32 create creation critical cross cube cume_dist curdate current current_date current_time current_timestamp current_user cursor curtime customdatum cycle data database databases datafile datafiles datalength date_add date_cache date_format date_sub dateadd datediff datefromparts datename datepart datetime2fromparts day day_to_second dayname dayofmonth dayofweek dayofyear days db_role_change dbtimezone ddl deallocate declare decode decompose decrement decrypt deduplicate def defa defau defaul default defaults deferred defi defin define degrees delayed delegate delete delete_all delimited demand dense_rank depth dequeue des_decrypt des_encrypt des_key_file desc descr descri describ describe descriptor deterministic diagnostics difference dimension direct_load directory disable disable_all disallow disassociate discardfile disconnect diskgroup distinct distinctrow distribute distributed div do document domain dotnet double downgrade drop dumpfile duplicate duration each edition editionable editions element ellipsis else elsif elt empty enable enable_all enclosed encode encoding encrypt end end-exec endian enforced engine engines enqueue enterprise entityescaping eomonth error errors escaped evalname evaluate event eventdata events except exception exceptions exchange exclude excluding execu execut execute exempt exists exit exp expire explain export export_set extended extent external external_1 external_2 externally extract failed failed_login_attempts failover failure far fast feature_set feature_value fetch field fields file file_name_convert filesystem_like_logging final finish first first_value fixed flash_cache flashback floor flush following follows for forall force form forma format found found_rows freelist freelists freepools fresh from from_base64 from_days ftp full function general generated get get_format get_lock getdate getutcdate global global_name globally go goto grant grants greatest group group_concat group_id grouping grouping_id groups gtid_subtract guarantee guard handler hash hashkeys having hea head headi headin heading heap help hex hierarchy high high_priority hosts hour http id ident_current ident_incr ident_seed identified identity idle_time if ifnull ignore iif ilike ilm immediate import in include including increment index indexes indexing indextype indicator indices inet6_aton inet6_ntoa inet_aton inet_ntoa infile initial initialized initially initrans inmemory inner innodb input insert install instance instantiable instr interface interleaved intersect into invalidate invisible is is_free_lock is_ipv4 is_ipv4_compat is_not is_not_null is_used_lock isdate isnull isolation iterate java join json json_exists keep keep_duplicates key keys kill language large last last_day last_insert_id last_value lax lcase lead leading least leaves left len lenght length less level levels library like like2 like4 likec limit lines link list listagg little ln load load_file lob lobs local localtime localtimestamp locate locator lock locked log log10 log2 logfile logfiles logging logical logical_reads_per_call logoff logon logs long loop low low_priority lower lpad lrtrim ltrim main make_set makedate maketime managed management manual map mapping mask master master_pos_wait match matched materialized max maxextents maximize maxinstances maxlen maxlogfiles maxloghistory maxlogmembers maxsize maxtrans md5 measures median medium member memcompress memory merge microsecond mid migration min minextents minimum mining minus minute minvalue missing mod mode model modification modify module monitoring month months mount move movement multiset mutex name name_const names nan national native natural nav nchar nclob nested never new newline next nextval no no_write_to_binlog noarchivelog noaudit nobadfile nocheck nocompress nocopy nocycle nodelay nodiscardfile noentityescaping noguarantee nokeep nologfile nomapping nomaxvalue nominimize nominvalue nomonitoring none noneditionable nonschema noorder nopr nopro noprom nopromp noprompt norely noresetlogs noreverse normal norowdependencies noschemacheck noswitch not nothing notice notrim novalidate now nowait nth_value nullif nulls num numb numbe nvarchar nvarchar2 object ocicoll ocidate ocidatetime ociduration ociinterval ociloblocator ocinumber ociref ocirefcursor ocirowid ocistring ocitype oct octet_length of off offline offset oid oidindex old on online only opaque open operations operator optimal optimize option optionally or oracle oracle_date oradata ord ordaudio orddicom orddoc order ordimage ordinality ordvideo organization orlany orlvary out outer outfile outline output over overflow overriding package pad parallel parallel_enable parameters parent parse partial partition partitions pascal passing password password_grace_time password_lock_time password_reuse_max password_reuse_time password_verify_function patch path patindex pctincrease pctthreshold pctused pctversion percent percent_rank percentile_cont percentile_disc performance period period_add period_diff permanent physical pi pipe pipelined pivot pluggable plugin policy position post_transaction pow power pragma prebuilt precedes preceding precision prediction prediction_cost prediction_details prediction_probability prediction_set prepare present preserve prior priority private private_sga privileges procedural procedure procedure_analyze processlist profiles project prompt protection public publishingservername purge quarter query quick quiesce quota quotename radians raise rand range rank raw read reads readsize rebuild record records recover recovery recursive recycle redo reduced ref reference referenced references referencing refresh regexp_like register regr_avgx regr_avgy regr_count regr_intercept regr_r2 regr_slope regr_sxx regr_sxy reject rekey relational relative relaylog release release_lock relies_on relocate rely rem remainder rename repair repeat replace replicate replication required reset resetlogs resize resource respect restore restricted result result_cache resumable resume retention return returning returns reuse reverse revoke right rlike role roles rollback rolling rollup round row row_count rowdependencies rowid rownum rows rtrim rules safe salt sample save savepoint sb1 sb2 sb4 scan schema schemacheck scn scope scroll sdo_georaster sdo_topo_geometry search sec_to_time second section securefile security seed segment select self sequence sequential serializable server servererror session session_user sessions_per_user set sets settings sha sha1 sha2 share shared shared_pool short show shrink shutdown si_averagecolor si_colorhistogram si_featurelist si_positionalcolor si_stillimage si_texture siblings sid sign sin size size_t sizes skip slave sleep smalldatetimefromparts smallfile snapshot some soname sort soundex source space sparse spfile split sql sql_big_result sql_buffer_result sql_cache sql_calc_found_rows sql_small_result sql_variant_property sqlcode sqldata sqlerror sqlname sqlstate sqrt square standalone standby start starting startup statement static 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* with a trimmer, stop word filter and stemmer. - * - * This builder object is yielded to the configuration function - * that is passed as a parameter, allowing the list of fields - * and other builder parameters to be customised. - * - * All documents _must_ be added within the passed config function. - * - * @example - * var idx = lunr(function () { - * this.field('title') - * this.field('body') - * this.ref('id') - * - * documents.forEach(function (doc) { - * this.add(doc) - * }, this) - * }) - * - * @see {@link lunr.Builder} - * @see {@link lunr.Pipeline} - * @see {@link lunr.trimmer} - * @see {@link lunr.stopWordFilter} - * @see {@link lunr.stemmer} - * @namespace {function} lunr - */ -var lunr = function (config) { - var builder = new lunr.Builder - - builder.pipeline.add( - lunr.trimmer, - lunr.stopWordFilter, - lunr.stemmer - ) - - builder.searchPipeline.add( - lunr.stemmer - ) - - config.call(builder, builder) - return builder.build() -} - -lunr.version = "2.1.2" -/*! - * lunr.utils - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * A namespace containing utils for the rest of the lunr library - */ -lunr.utils = {} - -/** - * Print a warning message to the console. - * - * @param {String} message The message to be printed. - * @memberOf Utils - */ -lunr.utils.warn = (function (global) { - /* eslint-disable no-console */ - return function (message) { - if (global.console && console.warn) { - console.warn(message) - } - } - /* eslint-enable no-console */ -})(this) - -/** - * Convert an object to a string. - * - * In the case of `null` and `undefined` the function returns - * the empty string, in all other cases the result of calling - * `toString` on the passed object is returned. - * - * @param {Any} obj The object to convert to a string. - * @return {String} string representation of the passed object. - * @memberOf Utils - */ -lunr.utils.asString = function (obj) { - if (obj === void 0 || obj === null) { - return "" - } else { - return obj.toString() - } -} -lunr.FieldRef = function (docRef, fieldName) { - this.docRef = docRef - this.fieldName = fieldName - this._stringValue = fieldName + lunr.FieldRef.joiner + docRef -} - -lunr.FieldRef.joiner = "/" - -lunr.FieldRef.fromString = function (s) { - var n = s.indexOf(lunr.FieldRef.joiner) - - if (n === -1) { - throw "malformed field ref string" - } - - var fieldRef = s.slice(0, n), - docRef = s.slice(n + 1) - - return new lunr.FieldRef (docRef, fieldRef) -} - -lunr.FieldRef.prototype.toString = function () { - return this._stringValue -} -/** - * A function to calculate the inverse document frequency for - * a posting. This is shared between the builder and the index - * - * @private - * @param {object} posting - The posting for a given term - * @param {number} documentCount - The total number of documents. - */ -lunr.idf = function (posting, documentCount) { - var documentsWithTerm = 0 - - for (var fieldName in posting) { - if (fieldName == '_index') continue // Ignore the term index, its not a field - documentsWithTerm += Object.keys(posting[fieldName]).length - } - - var x = (documentCount - documentsWithTerm + 0.5) / (documentsWithTerm + 0.5) - - return Math.log(1 + Math.abs(x)) -} - -/** - * A token wraps a string representation of a token - * as it is passed through the text processing pipeline. - * - * @constructor - * @param {string} [str=''] - The string token being wrapped. - * @param {object} [metadata={}] - Metadata associated with this token. - */ -lunr.Token = function (str, metadata) { - this.str = str || "" - this.metadata = metadata || {} -} - -/** - * Returns the token string that is being wrapped by this object. - * - * @returns {string} - */ -lunr.Token.prototype.toString = function () { - return this.str -} - -/** - * A token update function is used when updating or optionally - * when cloning a token. - * - * @callback lunr.Token~updateFunction - * @param {string} str - The string representation of the token. - * @param {Object} metadata - All metadata associated with this token. - */ - -/** - * Applies the given function to the wrapped string token. - * - * @example - * token.update(function (str, metadata) { - * return str.toUpperCase() - * }) - * - * @param {lunr.Token~updateFunction} fn - A function to apply to the token string. - * @returns {lunr.Token} - */ -lunr.Token.prototype.update = function (fn) { - this.str = fn(this.str, this.metadata) - return this -} - -/** - * Creates a clone of this token. Optionally a function can be - * applied to the cloned token. - * - * @param {lunr.Token~updateFunction} [fn] - An optional function to apply to the cloned token. - * @returns {lunr.Token} - */ -lunr.Token.prototype.clone = function (fn) { - fn = fn || function (s) { return s } - return new lunr.Token (fn(this.str, this.metadata), this.metadata) -} -/*! - * lunr.tokenizer - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * A function for splitting a string into tokens ready to be inserted into - * the search index. Uses `lunr.tokenizer.separator` to split strings, change - * the value of this property to change how strings are split into tokens. - * - * This tokenizer will convert its parameter to a string by calling `toString` and - * then will split this string on the character in `lunr.tokenizer.separator`. - * Arrays will have their elements converted to strings and wrapped in a lunr.Token. - * - * @static - * @param {?(string|object|object[])} obj - The object to convert into tokens - * @returns {lunr.Token[]} - */ -lunr.tokenizer = function (obj) { - if (obj == null || obj == undefined) { - return [] - } - - if (Array.isArray(obj)) { - return obj.map(function (t) { - return new lunr.Token(lunr.utils.asString(t).toLowerCase()) - }) - } - - var str = obj.toString().trim().toLowerCase(), - len = str.length, - tokens = [] - - for (var sliceEnd = 0, sliceStart = 0; sliceEnd <= len; sliceEnd++) { - var char = str.charAt(sliceEnd), - sliceLength = sliceEnd - sliceStart - - if ((char.match(lunr.tokenizer.separator) || sliceEnd == len)) { - - if (sliceLength > 0) { - tokens.push( - new lunr.Token (str.slice(sliceStart, sliceEnd), { - position: [sliceStart, sliceLength], - index: tokens.length - }) - ) - } - - sliceStart = sliceEnd + 1 - } - - } - - return tokens -} - -/** - * The separator used to split a string into tokens. Override this property to change the behaviour of - * `lunr.tokenizer` behaviour when tokenizing strings. By default this splits on whitespace and hyphens. - * - * @static - * @see lunr.tokenizer - */ -lunr.tokenizer.separator = /[\s\-]+/ -/*! - * lunr.Pipeline - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * lunr.Pipelines maintain an ordered list of functions to be applied to all - * tokens in documents entering the search index and queries being ran against - * the index. - * - * An instance of lunr.Index created with the lunr shortcut will contain a - * pipeline with a stop word filter and an English language stemmer. Extra - * functions can be added before or after either of these functions or these - * default functions can be removed. - * - * When run the pipeline will call each function in turn, passing a token, the - * index of that token in the original list of all tokens and finally a list of - * all the original tokens. - * - * The output of functions in the pipeline will be passed to the next function - * in the pipeline. To exclude a token from entering the index the function - * should return undefined, the rest of the pipeline will not be called with - * this token. - * - * For serialisation of pipelines to work, all functions used in an instance of - * a pipeline should be registered with lunr.Pipeline. Registered functions can - * then be loaded. If trying to load a serialised pipeline that uses functions - * that are not registered an error will be thrown. - * - * If not planning on serialising the pipeline then registering pipeline functions - * is not necessary. - * - * @constructor - */ -lunr.Pipeline = function () { - this._stack = [] -} - -lunr.Pipeline.registeredFunctions = Object.create(null) - -/** - * A pipeline function maps lunr.Token to lunr.Token. A lunr.Token contains the token - * string as well as all known metadata. A pipeline function can mutate the token string - * or mutate (or add) metadata for a given token. - * - * A pipeline function can indicate that the passed token should be discarded by returning - * null. This token will not be passed to any downstream pipeline functions and will not be - * added to the index. - * - * Multiple tokens can be returned by returning an array of tokens. Each token will be passed - * to any downstream pipeline functions and all will returned tokens will be added to the index. - * - * Any number of pipeline functions may be chained together using a lunr.Pipeline. - * - * @interface lunr.PipelineFunction - * @param {lunr.Token} token - A token from the document being processed. - * @param {number} i - The index of this token in the complete list of tokens for this document/field. - * @param {lunr.Token[]} tokens - All tokens for this document/field. - * @returns {(?lunr.Token|lunr.Token[])} - */ - -/** - * Register a function with the pipeline. - * - * Functions that are used in the pipeline should be registered if the pipeline - * needs to be serialised, or a serialised pipeline needs to be loaded. - * - * Registering a function does not add it to a pipeline, functions must still be - * added to instances of the pipeline for them to be used when running a pipeline. - * - * @param {lunr.PipelineFunction} fn - The function to check for. - * @param {String} label - The label to register this function with - */ -lunr.Pipeline.registerFunction = function (fn, label) { - if (label in this.registeredFunctions) { - lunr.utils.warn('Overwriting existing registered function: ' + label) - } - - fn.label = label - lunr.Pipeline.registeredFunctions[fn.label] = fn -} - -/** - * Warns if the function is not registered as a Pipeline function. - * - * @param {lunr.PipelineFunction} fn - The function to check for. - * @private - */ -lunr.Pipeline.warnIfFunctionNotRegistered = function (fn) { - var isRegistered = fn.label && (fn.label in this.registeredFunctions) - - if (!isRegistered) { - lunr.utils.warn('Function is not registered with pipeline. This may cause problems when serialising the index.\n', fn) - } -} - -/** - * Loads a previously serialised pipeline. - * - * All functions to be loaded must already be registered with lunr.Pipeline. - * If any function from the serialised data has not been registered then an - * error will be thrown. - * - * @param {Object} serialised - The serialised pipeline to load. - * @returns {lunr.Pipeline} - */ -lunr.Pipeline.load = function (serialised) { - var pipeline = new lunr.Pipeline - - serialised.forEach(function (fnName) { - var fn = lunr.Pipeline.registeredFunctions[fnName] - - if (fn) { - pipeline.add(fn) - } else { - throw new Error('Cannot load unregistered function: ' + fnName) - } - }) - - return pipeline -} - -/** - * Adds new functions to the end of the pipeline. - * - * Logs a warning if the function has not been registered. - * - * @param {lunr.PipelineFunction[]} functions - Any number of functions to add to the pipeline. - */ -lunr.Pipeline.prototype.add = function () { - var fns = Array.prototype.slice.call(arguments) - - fns.forEach(function (fn) { - lunr.Pipeline.warnIfFunctionNotRegistered(fn) - this._stack.push(fn) - }, this) -} - -/** - * Adds a single function after a function that already exists in the - * pipeline. - * - * Logs a warning if the function has not been registered. - * - * @param {lunr.PipelineFunction} existingFn - A function that already exists in the pipeline. - * @param {lunr.PipelineFunction} newFn - The new function to add to the pipeline. - */ -lunr.Pipeline.prototype.after = function (existingFn, newFn) { - lunr.Pipeline.warnIfFunctionNotRegistered(newFn) - - var pos = this._stack.indexOf(existingFn) - if (pos == -1) { - throw new Error('Cannot find existingFn') - } - - pos = pos + 1 - this._stack.splice(pos, 0, newFn) -} - -/** - * Adds a single function before a function that already exists in the - * pipeline. - * - * Logs a warning if the function has not been registered. - * - * @param {lunr.PipelineFunction} existingFn - A function that already exists in the pipeline. - * @param {lunr.PipelineFunction} newFn - The new function to add to the pipeline. - */ -lunr.Pipeline.prototype.before = function (existingFn, newFn) { - lunr.Pipeline.warnIfFunctionNotRegistered(newFn) - - var pos = this._stack.indexOf(existingFn) - if (pos == -1) { - throw new Error('Cannot find existingFn') - } - - this._stack.splice(pos, 0, newFn) -} - -/** - * Removes a function from the pipeline. - * - * @param {lunr.PipelineFunction} fn The function to remove from the pipeline. - */ -lunr.Pipeline.prototype.remove = function (fn) { - var pos = this._stack.indexOf(fn) - if (pos == -1) { - return - } - - this._stack.splice(pos, 1) -} - -/** - * Runs the current list of functions that make up the pipeline against the - * passed tokens. - * - * @param {Array} tokens The tokens to run through the pipeline. - * @returns {Array} - */ -lunr.Pipeline.prototype.run = function (tokens) { - var stackLength = this._stack.length - - for (var i = 0; i < stackLength; i++) { - var fn = this._stack[i] - - tokens = tokens.reduce(function (memo, token, j) { - var result = fn(token, j, tokens) - - if (result === void 0 || result === '') return memo - - return memo.concat(result) - }, []) - } - - return tokens -} - -/** - * Convenience method for passing a string through a pipeline and getting - * strings out. This method takes care of wrapping the passed string in a - * token and mapping the resulting tokens back to strings. - * - * @param {string} str - The string to pass through the pipeline. - * @returns {string[]} - */ -lunr.Pipeline.prototype.runString = function (str) { - var token = new lunr.Token (str) - - return this.run([token]).map(function (t) { - return t.toString() - }) -} - -/** - * Resets the pipeline by removing any existing processors. - * - */ -lunr.Pipeline.prototype.reset = function () { - this._stack = [] -} - -/** - * Returns a representation of the pipeline ready for serialisation. - * - * Logs a warning if the function has not been registered. - * - * @returns {Array} - */ -lunr.Pipeline.prototype.toJSON = function () { - return this._stack.map(function (fn) { - lunr.Pipeline.warnIfFunctionNotRegistered(fn) - - return fn.label - }) -} -/*! - * lunr.Vector - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * A vector is used to construct the vector space of documents and queries. These - * vectors support operations to determine the similarity between two documents or - * a document and a query. - * - * Normally no parameters are required for initializing a vector, but in the case of - * loading a previously dumped vector the raw elements can be provided to the constructor. - * - * For performance reasons vectors are implemented with a flat array, where an elements - * index is immediately followed by its value. E.g. [index, value, index, value]. This - * allows the underlying array to be as sparse as possible and still offer decent - * performance when being used for vector calculations. - * - * @constructor - * @param {Number[]} [elements] - The flat list of element index and element value pairs. - */ -lunr.Vector = function (elements) { - this._magnitude = 0 - this.elements = elements || [] -} - - -/** - * Calculates the position within the vector to insert a given index. - * - * This is used internally by insert and upsert. If there are duplicate indexes then - * the position is returned as if the value for that index were to be updated, but it - * is the callers responsibility to check whether there is a duplicate at that index - * - * @param {Number} insertIdx - The index at which the element should be inserted. - * @returns {Number} - */ -lunr.Vector.prototype.positionForIndex = function (index) { - // For an empty vector the tuple can be inserted at the beginning - if (this.elements.length == 0) { - return 0 - } - - var start = 0, - end = this.elements.length / 2, - sliceLength = end - start, - pivotPoint = Math.floor(sliceLength / 2), - pivotIndex = this.elements[pivotPoint * 2] - - while (sliceLength > 1) { - if (pivotIndex < index) { - start = pivotPoint - } - - if (pivotIndex > index) { - end = pivotPoint - } - - if (pivotIndex == index) { - break - } - - sliceLength = end - start - pivotPoint = start + Math.floor(sliceLength / 2) - pivotIndex = this.elements[pivotPoint * 2] - } - - if (pivotIndex == index) { - return pivotPoint * 2 - } - - if (pivotIndex > index) { - return pivotPoint * 2 - } - - if (pivotIndex < index) { - return (pivotPoint + 1) * 2 - } -} - -/** - * Inserts an element at an index within the vector. - * - * Does not allow duplicates, will throw an error if there is already an entry - * for this index. - * - * @param {Number} insertIdx - The index at which the element should be inserted. - * @param {Number} val - The value to be inserted into the vector. - */ -lunr.Vector.prototype.insert = function (insertIdx, val) { - this.upsert(insertIdx, val, function () { - throw "duplicate index" - }) -} - -/** - * Inserts or updates an existing index within the vector. - * - * @param {Number} insertIdx - The index at which the element should be inserted. - * @param {Number} val - The value to be inserted into the vector. - * @param {function} fn - A function that is called for updates, the existing value and the - * requested value are passed as arguments - */ -lunr.Vector.prototype.upsert = function (insertIdx, val, fn) { - this._magnitude = 0 - var position = this.positionForIndex(insertIdx) - - if (this.elements[position] == insertIdx) { - this.elements[position + 1] = fn(this.elements[position + 1], val) - } else { - this.elements.splice(position, 0, insertIdx, val) - } -} - -/** - * Calculates the magnitude of this vector. - * - * @returns {Number} - */ -lunr.Vector.prototype.magnitude = function () { - if (this._magnitude) return this._magnitude - - var sumOfSquares = 0, - elementsLength = this.elements.length - - for (var i = 1; i < elementsLength; i += 2) { - var val = this.elements[i] - sumOfSquares += val * val - } - - return this._magnitude = Math.sqrt(sumOfSquares) -} - -/** - * Calculates the dot product of this vector and another vector. - * - * @param {lunr.Vector} otherVector - The vector to compute the dot product with. - * @returns {Number} - */ -lunr.Vector.prototype.dot = function (otherVector) { - var dotProduct = 0, - a = this.elements, b = otherVector.elements, - aLen = a.length, bLen = b.length, - aVal = 0, bVal = 0, - i = 0, j = 0 - - while (i < aLen && j < bLen) { - aVal = a[i], bVal = b[j] - if (aVal < bVal) { - i += 2 - } else if (aVal > bVal) { - j += 2 - } else if (aVal == bVal) { - dotProduct += a[i + 1] * b[j + 1] - i += 2 - j += 2 - } - } - - return dotProduct -} - -/** - * Calculates the cosine similarity between this vector and another - * vector. - * - * @param {lunr.Vector} otherVector - The other vector to calculate the - * similarity with. - * @returns {Number} - */ -lunr.Vector.prototype.similarity = function (otherVector) { - return this.dot(otherVector) / (this.magnitude() * otherVector.magnitude()) -} - -/** - * Converts the vector to an array of the elements within the vector. - * - * @returns {Number[]} - */ -lunr.Vector.prototype.toArray = function () { - var output = new Array (this.elements.length / 2) - - for (var i = 1, j = 0; i < this.elements.length; i += 2, j++) { - output[j] = this.elements[i] - } - - return output -} - -/** - * A JSON serializable representation of the vector. - * - * @returns {Number[]} - */ -lunr.Vector.prototype.toJSON = function () { - return this.elements -} -/* eslint-disable */ -/*! - * lunr.stemmer - * Copyright (C) 2017 Oliver Nightingale - * Includes code from - http://tartarus.org/~martin/PorterStemmer/js.txt - */ - -/** - * lunr.stemmer is an english language stemmer, this is a JavaScript - * implementation of the PorterStemmer taken from http://tartarus.org/~martin - * - * @static - * @implements {lunr.PipelineFunction} - * @param {lunr.Token} token - The string to stem - * @returns {lunr.Token} - * @see {@link lunr.Pipeline} - */ -lunr.stemmer = (function(){ - var step2list = { - "ational" : "ate", - "tional" : "tion", - "enci" : "ence", - "anci" : "ance", - "izer" : "ize", - "bli" : "ble", - "alli" : "al", - "entli" : "ent", - "eli" : "e", - "ousli" : "ous", - "ization" : "ize", - "ation" : "ate", - "ator" : "ate", - "alism" : "al", - "iveness" : "ive", - "fulness" : "ful", - "ousness" : "ous", - "aliti" : "al", - "iviti" : "ive", - "biliti" : "ble", - "logi" : "log" - }, - - step3list = { - "icate" : "ic", - "ative" : "", - "alize" : "al", - "iciti" : "ic", - "ical" : "ic", - "ful" : "", - "ness" : "" - }, - - c = "[^aeiou]", // consonant - v = "[aeiouy]", // vowel - C = c + "[^aeiouy]*", // consonant sequence - V = v + "[aeiou]*", // vowel sequence - - mgr0 = "^(" + C + ")?" + V + C, // [C]VC... is m>0 - meq1 = "^(" + C + ")?" + V + C + "(" + V + ")?$", // [C]VC[V] is m=1 - mgr1 = "^(" + C + ")?" + V + C + V + C, // [C]VCVC... is m>1 - s_v = "^(" + C + ")?" + v; // vowel in stem - - var re_mgr0 = new RegExp(mgr0); - var re_mgr1 = new RegExp(mgr1); - var re_meq1 = new RegExp(meq1); - var re_s_v = new RegExp(s_v); - - var re_1a = /^(.+?)(ss|i)es$/; - var re2_1a = /^(.+?)([^s])s$/; - var re_1b = /^(.+?)eed$/; - var re2_1b = /^(.+?)(ed|ing)$/; - var re_1b_2 = /.$/; - var re2_1b_2 = /(at|bl|iz)$/; - var re3_1b_2 = new RegExp("([^aeiouylsz])\\1$"); - var re4_1b_2 = new RegExp("^" + C + v + "[^aeiouwxy]$"); - - var re_1c = /^(.+?[^aeiou])y$/; - var re_2 = /^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/; - - var re_3 = /^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/; - - var re_4 = /^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/; - var re2_4 = /^(.+?)(s|t)(ion)$/; - - var re_5 = /^(.+?)e$/; - var re_5_1 = /ll$/; - var re3_5 = new RegExp("^" + C + v + "[^aeiouwxy]$"); - - var porterStemmer = function porterStemmer(w) { - var stem, - suffix, - firstch, - re, - re2, - re3, - re4; - - if (w.length < 3) { return w; } - - firstch = w.substr(0,1); - if (firstch == "y") { - w = firstch.toUpperCase() + w.substr(1); - } - - // Step 1a - re = re_1a - re2 = re2_1a; - - if (re.test(w)) { w = w.replace(re,"$1$2"); } - else if (re2.test(w)) { w = w.replace(re2,"$1$2"); } - - // Step 1b - re = re_1b; - re2 = re2_1b; - if (re.test(w)) { - var fp = re.exec(w); - re = re_mgr0; - if (re.test(fp[1])) { - re = re_1b_2; - w = w.replace(re,""); - } - } else if (re2.test(w)) { - var fp = re2.exec(w); - stem = fp[1]; - re2 = re_s_v; - if (re2.test(stem)) { - w = stem; - re2 = re2_1b_2; - re3 = re3_1b_2; - re4 = re4_1b_2; - if (re2.test(w)) { w = w + "e"; } - else if (re3.test(w)) { re = re_1b_2; w = w.replace(re,""); } - else if (re4.test(w)) { w = w + "e"; } - } - } - - // Step 1c - replace suffix y or Y by i if preceded by a non-vowel which is not the first letter of the word (so cry -> cri, by -> by, say -> say) - re = re_1c; - if (re.test(w)) { - var fp = re.exec(w); - stem = fp[1]; - w = stem + "i"; - } - - // Step 2 - re = re_2; - if (re.test(w)) { - var fp = re.exec(w); - stem = fp[1]; - suffix = fp[2]; - re = re_mgr0; - if (re.test(stem)) { - w = stem + step2list[suffix]; - } - } - - // Step 3 - re = re_3; - if (re.test(w)) { - var fp = re.exec(w); - stem = fp[1]; - suffix = fp[2]; - re = re_mgr0; - if (re.test(stem)) { - w = stem + step3list[suffix]; - } - } - - // Step 4 - re = re_4; - re2 = re2_4; - if (re.test(w)) { - var fp = re.exec(w); - stem = fp[1]; - re = re_mgr1; - if (re.test(stem)) { - w = stem; - } - } else if (re2.test(w)) { - var fp = re2.exec(w); - stem = fp[1] + fp[2]; - re2 = re_mgr1; - if (re2.test(stem)) { - w = stem; - } - } - - // Step 5 - re = re_5; - if (re.test(w)) { - var fp = re.exec(w); - stem = fp[1]; - re = re_mgr1; - re2 = re_meq1; - re3 = re3_5; - if (re.test(stem) || (re2.test(stem) && !(re3.test(stem)))) { - w = stem; - } - } - - re = re_5_1; - re2 = re_mgr1; - if (re.test(w) && re2.test(w)) { - re = re_1b_2; - w = w.replace(re,""); - } - - // and turn initial Y back to y - - if (firstch == "y") { - w = firstch.toLowerCase() + w.substr(1); - } - - return w; - }; - - return function (token) { - return token.update(porterStemmer); - } -})(); - -lunr.Pipeline.registerFunction(lunr.stemmer, 'stemmer') -/*! - * lunr.stopWordFilter - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * lunr.generateStopWordFilter builds a stopWordFilter function from the provided - * list of stop words. - * - * The built in lunr.stopWordFilter is built using this generator and can be used - * to generate custom stopWordFilters for applications or non English languages. - * - * @param {Array} token The token to pass through the filter - * @returns {lunr.PipelineFunction} - * @see lunr.Pipeline - * @see lunr.stopWordFilter - */ -lunr.generateStopWordFilter = function (stopWords) { - var words = stopWords.reduce(function (memo, stopWord) { - memo[stopWord] = stopWord - return memo - }, {}) - - return function (token) { - if (token && words[token.toString()] !== token.toString()) return token - } -} - -/** - * lunr.stopWordFilter is an English language stop word list filter, any words - * contained in the list will not be passed through the filter. - * - * This is intended to be used in the Pipeline. If the token does not pass the - * filter then undefined will be returned. - * - * @implements {lunr.PipelineFunction} - * @params {lunr.Token} token - A token to check for being a stop word. - * @returns {lunr.Token} - * @see {@link lunr.Pipeline} - */ -lunr.stopWordFilter = lunr.generateStopWordFilter([ - 'a', - 'able', - 'about', - 'across', - 'after', - 'all', - 'almost', - 'also', - 'am', - 'among', - 'an', - 'and', - 'any', - 'are', - 'as', - 'at', - 'be', - 'because', - 'been', - 'but', - 'by', - 'can', - 'cannot', - 'could', - 'dear', - 'did', - 'do', - 'does', - 'either', - 'else', - 'ever', - 'every', - 'for', - 'from', - 'get', - 'got', - 'had', - 'has', - 'have', - 'he', - 'her', - 'hers', - 'him', - 'his', - 'how', - 'however', - 'i', - 'if', - 'in', - 'into', - 'is', - 'it', - 'its', - 'just', - 'least', - 'let', - 'like', - 'likely', - 'may', - 'me', - 'might', - 'most', - 'must', - 'my', - 'neither', - 'no', - 'nor', - 'not', - 'of', - 'off', - 'often', - 'on', - 'only', - 'or', - 'other', - 'our', - 'own', - 'rather', - 'said', - 'say', - 'says', - 'she', - 'should', - 'since', - 'so', - 'some', - 'than', - 'that', - 'the', - 'their', - 'them', - 'then', - 'there', - 'these', - 'they', - 'this', - 'tis', - 'to', - 'too', - 'twas', - 'us', - 'wants', - 'was', - 'we', - 'were', - 'what', - 'when', - 'where', - 'which', - 'while', - 'who', - 'whom', - 'why', - 'will', - 'with', - 'would', - 'yet', - 'you', - 'your' -]) - -lunr.Pipeline.registerFunction(lunr.stopWordFilter, 'stopWordFilter') -/*! - * lunr.trimmer - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * lunr.trimmer is a pipeline function for trimming non word - * characters from the beginning and end of tokens before they - * enter the index. - * - * This implementation may not work correctly for non latin - * characters and should either be removed or adapted for use - * with languages with non-latin characters. - * - * @static - * @implements {lunr.PipelineFunction} - * @param {lunr.Token} token The token to pass through the filter - * @returns {lunr.Token} - * @see lunr.Pipeline - */ -lunr.trimmer = function (token) { - return token.update(function (s) { - return s.replace(/^\W+/, '').replace(/\W+$/, '') - }) -} - -lunr.Pipeline.registerFunction(lunr.trimmer, 'trimmer') -/*! - * lunr.TokenSet - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * A token set is used to store the unique list of all tokens - * within an index. Token sets are also used to represent an - * incoming query to the index, this query token set and index - * token set are then intersected to find which tokens to look - * up in the inverted index. - * - * A token set can hold multiple tokens, as in the case of the - * index token set, or it can hold a single token as in the - * case of a simple query token set. - * - * Additionally token sets are used to perform wildcard matching. - * Leading, contained and trailing wildcards are supported, and - * from this edit distance matching can also be provided. - * - * Token sets are implemented as a minimal finite state automata, - * where both common prefixes and suffixes are shared between tokens. - * This helps to reduce the space used for storing the token set. - * - * @constructor - */ -lunr.TokenSet = function () { - this.final = false - this.edges = {} - this.id = lunr.TokenSet._nextId - lunr.TokenSet._nextId += 1 -} - -/** - * Keeps track of the next, auto increment, identifier to assign - * to a new tokenSet. - * - * TokenSets require a unique identifier to be correctly minimised. - * - * @private - */ -lunr.TokenSet._nextId = 1 - -/** - * Creates a TokenSet instance from the given sorted array of words. - * - * @param {String[]} arr - A sorted array of strings to create the set from. - * @returns {lunr.TokenSet} - * @throws Will throw an error if the input array is not sorted. - */ -lunr.TokenSet.fromArray = function (arr) { - var builder = new lunr.TokenSet.Builder - - for (var i = 0, len = arr.length; i < len; i++) { - builder.insert(arr[i]) - } - - builder.finish() - return builder.root -} - -/** - * Creates a token set from a query clause. - * - * @private - * @param {Object} clause - A single clause from lunr.Query. - * @param {string} clause.term - The query clause term. - * @param {number} [clause.editDistance] - The optional edit distance for the term. - * @returns {lunr.TokenSet} - */ -lunr.TokenSet.fromClause = function (clause) { - if ('editDistance' in clause) { - return lunr.TokenSet.fromFuzzyString(clause.term, clause.editDistance) - } else { - return lunr.TokenSet.fromString(clause.term) - } -} - -/** - * Creates a token set representing a single string with a specified - * edit distance. - * - * Insertions, deletions, substitutions and transpositions are each - * treated as an edit distance of 1. - * - * Increasing the allowed edit distance will have a dramatic impact - * on the performance of both creating and intersecting these TokenSets. - * It is advised to keep the edit distance less than 3. - * - * @param {string} str - The string to create the token set from. - * @param {number} editDistance - The allowed edit distance to match. - * @returns {lunr.Vector} - */ -lunr.TokenSet.fromFuzzyString = function (str, editDistance) { - var root = new lunr.TokenSet - - var stack = [{ - node: root, - editsRemaining: editDistance, - str: str - }] - - while (stack.length) { - var frame = stack.pop() - - // no edit - if (frame.str.length > 0) { - var char = frame.str.charAt(0), - noEditNode - - if (char in frame.node.edges) { - noEditNode = frame.node.edges[char] - } else { - noEditNode = new lunr.TokenSet - frame.node.edges[char] = noEditNode - } - - if (frame.str.length == 1) { - noEditNode.final = true - } else { - stack.push({ - node: noEditNode, - editsRemaining: frame.editsRemaining, - str: frame.str.slice(1) - }) - } - } - - // deletion - // can only do a deletion if we have enough edits remaining - // and if there are characters left to delete in the string - if (frame.editsRemaining > 0 && frame.str.length > 1) { - var char = frame.str.charAt(1), - deletionNode - - if (char in frame.node.edges) { - deletionNode = frame.node.edges[char] - } else { - deletionNode = new lunr.TokenSet - frame.node.edges[char] = deletionNode - } - - if (frame.str.length <= 2) { - deletionNode.final = true - } else { - stack.push({ - node: deletionNode, - editsRemaining: frame.editsRemaining - 1, - str: frame.str.slice(2) - }) - } - } - - // deletion - // just removing the last character from the str - if (frame.editsRemaining > 0 && frame.str.length == 1) { - frame.node.final = true - } - - // substitution - // can only do a substitution if we have enough edits remaining - // and if there are characters left to substitute - if (frame.editsRemaining > 0 && frame.str.length >= 1) { - if ("*" in frame.node.edges) { - var substitutionNode = frame.node.edges["*"] - } else { - var substitutionNode = new lunr.TokenSet - frame.node.edges["*"] = substitutionNode - } - - if (frame.str.length == 1) { - substitutionNode.final = true - } else { - stack.push({ - node: substitutionNode, - editsRemaining: frame.editsRemaining - 1, - str: frame.str.slice(1) - }) - } - } - - // insertion - // can only do insertion if there are edits remaining - if (frame.editsRemaining > 0) { - if ("*" in frame.node.edges) { - var insertionNode = frame.node.edges["*"] - } else { - var insertionNode = new lunr.TokenSet - frame.node.edges["*"] = insertionNode - } - - if (frame.str.length == 0) { - insertionNode.final = true - } else { - stack.push({ - node: insertionNode, - editsRemaining: frame.editsRemaining - 1, - str: frame.str - }) - } - } - - // transposition - // can only do a transposition if there are edits remaining - // and there are enough characters to transpose - if (frame.editsRemaining > 0 && frame.str.length > 1) { - var charA = frame.str.charAt(0), - charB = frame.str.charAt(1), - transposeNode - - if (charB in frame.node.edges) { - transposeNode = frame.node.edges[charB] - } else { - transposeNode = new lunr.TokenSet - frame.node.edges[charB] = transposeNode - } - - if (frame.str.length == 1) { - transposeNode.final = true - } else { - stack.push({ - node: transposeNode, - editsRemaining: frame.editsRemaining - 1, - str: charA + frame.str.slice(2) - }) - } - } - } - - return root -} - -/** - * Creates a TokenSet from a string. - * - * The string may contain one or more wildcard characters (*) - * that will allow wildcard matching when intersecting with - * another TokenSet. - * - * @param {string} str - The string to create a TokenSet from. - * @returns {lunr.TokenSet} - */ -lunr.TokenSet.fromString = function (str) { - var node = new lunr.TokenSet, - root = node, - wildcardFound = false - - /* - * Iterates through all characters within the passed string - * appending a node for each character. - * - * As soon as a wildcard character is found then a self - * referencing edge is introduced to continually match - * any number of any characters. - */ - for (var i = 0, len = str.length; i < len; i++) { - var char = str[i], - final = (i == len - 1) - - if (char == "*") { - wildcardFound = true - node.edges[char] = node - node.final = final - - } else { - var next = new lunr.TokenSet - next.final = final - - node.edges[char] = next - node = next - - // TODO: is this needed anymore? - if (wildcardFound) { - node.edges["*"] = root - } - } - } - - return root -} - -/** - * Converts this TokenSet into an array of strings - * contained within the TokenSet. - * - * @returns {string[]} - */ -lunr.TokenSet.prototype.toArray = function () { - var words = [] - - var stack = [{ - prefix: "", - node: this - }] - - while (stack.length) { - var frame = stack.pop(), - edges = Object.keys(frame.node.edges), - len = edges.length - - if (frame.node.final) { - words.push(frame.prefix) - } - - for (var i = 0; i < len; i++) { - var edge = edges[i] - - stack.push({ - prefix: frame.prefix.concat(edge), - node: frame.node.edges[edge] - }) - } - } - - return words -} - -/** - * Generates a string representation of a TokenSet. - * - * This is intended to allow TokenSets to be used as keys - * in objects, largely to aid the construction and minimisation - * of a TokenSet. As such it is not designed to be a human - * friendly representation of the TokenSet. - * - * @returns {string} - */ -lunr.TokenSet.prototype.toString = function () { - // NOTE: Using Object.keys here as this.edges is very likely - // to enter 'hash-mode' with many keys being added - // - // avoiding a for-in loop here as it leads to the function - // being de-optimised (at least in V8). From some simple - // benchmarks the performance is comparable, but allowing - // V8 to optimize may mean easy performance wins in the future. - - if (this._str) { - return this._str - } - - var str = this.final ? '1' : '0', - labels = Object.keys(this.edges).sort(), - len = labels.length - - for (var i = 0; i < len; i++) { - var label = labels[i], - node = this.edges[label] - - str = str + label + node.id - } - - return str -} - -/** - * Returns a new TokenSet that is the intersection of - * this TokenSet and the passed TokenSet. - * - * This intersection will take into account any wildcards - * contained within the TokenSet. - * - * @param {lunr.TokenSet} b - An other TokenSet to intersect with. - * @returns {lunr.TokenSet} - */ -lunr.TokenSet.prototype.intersect = function (b) { - var output = new lunr.TokenSet, - frame = undefined - - var stack = [{ - qNode: b, - output: output, - node: this - }] - - while (stack.length) { - frame = stack.pop() - - // NOTE: As with the #toString method, we are using - // Object.keys and a for loop instead of a for-in loop - // as both of these objects enter 'hash' mode, causing - // the function to be de-optimised in V8 - var qEdges = Object.keys(frame.qNode.edges), - qLen = qEdges.length, - nEdges = Object.keys(frame.node.edges), - nLen = nEdges.length - - for (var q = 0; q < qLen; q++) { - var qEdge = qEdges[q] - - for (var n = 0; n < nLen; n++) { - var nEdge = nEdges[n] - - if (nEdge == qEdge || qEdge == '*') { - var node = frame.node.edges[nEdge], - qNode = frame.qNode.edges[qEdge], - final = node.final && qNode.final, - next = undefined - - if (nEdge in frame.output.edges) { - // an edge already exists for this character - // no need to create a new node, just set the finality - // bit unless this node is already final - next = frame.output.edges[nEdge] - next.final = next.final || final - - } else { - // no edge exists yet, must create one - // set the finality bit and insert it - // into the output - next = new lunr.TokenSet - next.final = final - frame.output.edges[nEdge] = next - } - - stack.push({ - qNode: qNode, - output: next, - node: node - }) - } - } - } - } - - return output -} -lunr.TokenSet.Builder = function () { - this.previousWord = "" - this.root = new lunr.TokenSet - this.uncheckedNodes = [] - this.minimizedNodes = {} -} - -lunr.TokenSet.Builder.prototype.insert = function (word) { - var node, - commonPrefix = 0 - - if (word < this.previousWord) { - throw new Error ("Out of order word insertion") - } - - for (var i = 0; i < word.length && i < this.previousWord.length; i++) { - if (word[i] != this.previousWord[i]) break - commonPrefix++ - } - - this.minimize(commonPrefix) - - if (this.uncheckedNodes.length == 0) { - node = this.root - } else { - node = this.uncheckedNodes[this.uncheckedNodes.length - 1].child - } - - for (var i = commonPrefix; i < word.length; i++) { - var nextNode = new lunr.TokenSet, - char = word[i] - - node.edges[char] = nextNode - - this.uncheckedNodes.push({ - parent: node, - char: char, - child: nextNode - }) - - node = nextNode - } - - node.final = true - this.previousWord = word -} - -lunr.TokenSet.Builder.prototype.finish = function () { - this.minimize(0) -} - -lunr.TokenSet.Builder.prototype.minimize = function (downTo) { - for (var i = this.uncheckedNodes.length - 1; i >= downTo; i--) { - var node = this.uncheckedNodes[i], - childKey = node.child.toString() - - if (childKey in this.minimizedNodes) { - node.parent.edges[node.char] = this.minimizedNodes[childKey] - } else { - // Cache the key for this node since - // we know it can't change anymore - node.child._str = childKey - - this.minimizedNodes[childKey] = node.child - } - - this.uncheckedNodes.pop() - } -} -/*! - * lunr.Index - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * An index contains the built index of all documents and provides a query interface - * to the index. - * - * Usually instances of lunr.Index will not be created using this constructor, instead - * lunr.Builder should be used to construct new indexes, or lunr.Index.load should be - * used to load previously built and serialized indexes. - * - * @constructor - * @param {Object} attrs - The attributes of the built search index. - * @param {Object} attrs.invertedIndex - An index of term/field to document reference. - * @param {Object} attrs.documentVectors - Document vectors keyed by document reference. - * @param {lunr.TokenSet} attrs.tokenSet - An set of all corpus tokens. - * @param {string[]} attrs.fields - The names of indexed document fields. - * @param {lunr.Pipeline} attrs.pipeline - The pipeline to use for search terms. - */ -lunr.Index = function (attrs) { - this.invertedIndex = attrs.invertedIndex - this.fieldVectors = attrs.fieldVectors - this.tokenSet = attrs.tokenSet - this.fields = attrs.fields - this.pipeline = attrs.pipeline -} - -/** - * A result contains details of a document matching a search query. - * @typedef {Object} lunr.Index~Result - * @property {string} ref - The reference of the document this result represents. - * @property {number} score - A number between 0 and 1 representing how similar this document is to the query. - * @property {lunr.MatchData} matchData - Contains metadata about this match including which term(s) caused the match. - */ - -/** - * Although lunr provides the ability to create queries using lunr.Query, it also provides a simple - * query language which itself is parsed into an instance of lunr.Query. - * - * For programmatically building queries it is advised to directly use lunr.Query, the query language - * is best used for human entered text rather than program generated text. - * - * At its simplest queries can just be a single term, e.g. `hello`, multiple terms are also supported - * and will be combined with OR, e.g `hello world` will match documents that contain either 'hello' - * or 'world', though those that contain both will rank higher in the results. - * - * Wildcards can be included in terms to match one or more unspecified characters, these wildcards can - * be inserted anywhere within the term, and more than one wildcard can exist in a single term. Adding - * wildcards will increase the number of documents that will be found but can also have a negative - * impact on query performance, especially with wildcards at the beginning of a term. - * - * Terms can be restricted to specific fields, e.g. `title:hello`, only documents with the term - * hello in the title field will match this query. Using a field not present in the index will lead - * to an error being thrown. - * - * Modifiers can also be added to terms, lunr supports edit distance and boost modifiers on terms. A term - * boost will make documents matching that term score higher, e.g. `foo^5`. Edit distance is also supported - * to provide fuzzy matching, e.g. 'hello~2' will match documents with hello with an edit distance of 2. - * Avoid large values for edit distance to improve query performance. - * - * To escape special characters the backslash character '\' can be used, this allows searches to include - * characters that would normally be considered modifiers, e.g. `foo\~2` will search for a term "foo~2" instead - * of attempting to apply a boost of 2 to the search term "foo". - * - * @typedef {string} lunr.Index~QueryString - * @example Simple single term query - * hello - * @example Multiple term query - * hello world - * @example term scoped to a field - * title:hello - * @example term with a boost of 10 - * hello^10 - * @example term with an edit distance of 2 - * hello~2 - */ - -/** - * Performs a search against the index using lunr query syntax. - * - * Results will be returned sorted by their score, the most relevant results - * will be returned first. - * - * For more programmatic querying use lunr.Index#query. - * - * @param {lunr.Index~QueryString} queryString - A string containing a lunr query. - * @throws {lunr.QueryParseError} If the passed query string cannot be parsed. - * @returns {lunr.Index~Result[]} - */ -lunr.Index.prototype.search = function (queryString) { - return this.query(function (query) { - var parser = new lunr.QueryParser(queryString, query) - parser.parse() - }) -} - -/** - * A query builder callback provides a query object to be used to express - * the query to perform on the index. - * - * @callback lunr.Index~queryBuilder - * @param {lunr.Query} query - The query object to build up. - * @this lunr.Query - */ - -/** - * Performs a query against the index using the yielded lunr.Query object. - * - * If performing programmatic queries against the index, this method is preferred - * over lunr.Index#search so as to avoid the additional query parsing overhead. - * - * A query object is yielded to the supplied function which should be used to - * express the query to be run against the index. - * - * Note that although this function takes a callback parameter it is _not_ an - * asynchronous operation, the callback is just yielded a query object to be - * customized. - * - * @param {lunr.Index~queryBuilder} fn - A function that is used to build the query. - * @returns {lunr.Index~Result[]} - */ -lunr.Index.prototype.query = function (fn) { - // for each query clause - // * process terms - // * expand terms from token set - // * find matching documents and metadata - // * get document vectors - // * score documents - - var query = new lunr.Query(this.fields), - matchingFields = Object.create(null), - queryVectors = Object.create(null) - - fn.call(query, query) - - for (var i = 0; i < query.clauses.length; i++) { - /* - * Unless the pipeline has been disabled for this term, which is - * the case for terms with wildcards, we need to pass the clause - * term through the search pipeline. A pipeline returns an array - * of processed terms. Pipeline functions may expand the passed - * term, which means we may end up performing multiple index lookups - * for a single query term. - */ - var clause = query.clauses[i], - terms = null - - if (clause.usePipeline) { - terms = this.pipeline.runString(clause.term) - } else { - terms = [clause.term] - } - - for (var m = 0; m < terms.length; m++) { - var term = terms[m] - - /* - * Each term returned from the pipeline needs to use the same query - * clause object, e.g. the same boost and or edit distance. The - * simplest way to do this is to re-use the clause object but mutate - * its term property. - */ - clause.term = term - - /* - * From the term in the clause we create a token set which will then - * be used to intersect the indexes token set to get a list of terms - * to lookup in the inverted index - */ - var termTokenSet = lunr.TokenSet.fromClause(clause), - expandedTerms = this.tokenSet.intersect(termTokenSet).toArray() - - for (var j = 0; j < expandedTerms.length; j++) { - /* - * For each term get the posting and termIndex, this is required for - * building the query vector. - */ - var expandedTerm = expandedTerms[j], - posting = this.invertedIndex[expandedTerm], - termIndex = posting._index - - for (var k = 0; k < clause.fields.length; k++) { - /* - * For each field that this query term is scoped by (by default - * all fields are in scope) we need to get all the document refs - * that have this term in that field. - * - * The posting is the entry in the invertedIndex for the matching - * term from above. - */ - var field = clause.fields[k], - fieldPosting = posting[field], - matchingDocumentRefs = Object.keys(fieldPosting) - - /* - * To support field level boosts a query vector is created per - * field. This vector is populated using the termIndex found for - * the term and a unit value with the appropriate boost applied. - * - * If the query vector for this field does not exist yet it needs - * to be created. - */ - if (!(field in queryVectors)) { - queryVectors[field] = new lunr.Vector - } - - /* - * Using upsert because there could already be an entry in the vector - * for the term we are working with. In that case we just add the scores - * together. - */ - queryVectors[field].upsert(termIndex, 1 * clause.boost, function (a, b) { return a + b }) - - for (var l = 0; l < matchingDocumentRefs.length; l++) { - /* - * All metadata for this term/field/document triple - * are then extracted and collected into an instance - * of lunr.MatchData ready to be returned in the query - * results - */ - var matchingDocumentRef = matchingDocumentRefs[l], - matchingFieldRef = new lunr.FieldRef (matchingDocumentRef, field), - documentMetadata, matchData - - documentMetadata = fieldPosting[matchingDocumentRef] - matchData = new lunr.MatchData (expandedTerm, field, documentMetadata) - - if (matchingFieldRef in matchingFields) { - matchingFields[matchingFieldRef].combine(matchData) - } else { - matchingFields[matchingFieldRef] = matchData - } - - } - } - } - } - } - - var matchingFieldRefs = Object.keys(matchingFields), - results = {} - - for (var i = 0; i < matchingFieldRefs.length; i++) { - /* - * Currently we have document fields that match the query, but we - * need to return documents. The matchData and scores are combined - * from multiple fields belonging to the same document. - * - * Scores are calculated by field, using the query vectors created - * above, and combined into a final document score using addition. - */ - var fieldRef = lunr.FieldRef.fromString(matchingFieldRefs[i]), - docRef = fieldRef.docRef, - fieldVector = this.fieldVectors[fieldRef], - score = queryVectors[fieldRef.fieldName].similarity(fieldVector) - - if (docRef in results) { - results[docRef].score += score - results[docRef].matchData.combine(matchingFields[fieldRef]) - } else { - results[docRef] = { - ref: docRef, - score: score, - matchData: matchingFields[fieldRef] - } - } - } - - /* - * The results object needs to be converted into a list - * of results, sorted by score before being returned. - */ - return Object.keys(results) - .map(function (key) { - return results[key] - }) - .sort(function (a, b) { - return b.score - a.score - }) -} - -/** - * Prepares the index for JSON serialization. - * - * The schema for this JSON blob will be described in a - * separate JSON schema file. - * - * @returns {Object} - */ -lunr.Index.prototype.toJSON = function () { - var invertedIndex = Object.keys(this.invertedIndex) - .sort() - .map(function (term) { - return [term, this.invertedIndex[term]] - }, this) - - var fieldVectors = Object.keys(this.fieldVectors) - .map(function (ref) { - return [ref, this.fieldVectors[ref].toJSON()] - }, this) - - return { - version: lunr.version, - fields: this.fields, - fieldVectors: fieldVectors, - invertedIndex: invertedIndex, - pipeline: this.pipeline.toJSON() - } -} - -/** - * Loads a previously serialized lunr.Index - * - * @param {Object} serializedIndex - A previously serialized lunr.Index - * @returns {lunr.Index} - */ -lunr.Index.load = function (serializedIndex) { - var attrs = {}, - fieldVectors = {}, - serializedVectors = serializedIndex.fieldVectors, - invertedIndex = {}, - serializedInvertedIndex = serializedIndex.invertedIndex, - tokenSetBuilder = new lunr.TokenSet.Builder, - pipeline = lunr.Pipeline.load(serializedIndex.pipeline) - - if (serializedIndex.version != lunr.version) { - lunr.utils.warn("Version mismatch when loading serialised index. Current version of lunr '" + lunr.version + "' does not match serialized index '" + serializedIndex.version + "'") - } - - for (var i = 0; i < serializedVectors.length; i++) { - var tuple = serializedVectors[i], - ref = tuple[0], - elements = tuple[1] - - fieldVectors[ref] = new lunr.Vector(elements) - } - - for (var i = 0; i < serializedInvertedIndex.length; i++) { - var tuple = serializedInvertedIndex[i], - term = tuple[0], - posting = tuple[1] - - tokenSetBuilder.insert(term) - invertedIndex[term] = posting - } - - tokenSetBuilder.finish() - - attrs.fields = serializedIndex.fields - - attrs.fieldVectors = fieldVectors - attrs.invertedIndex = invertedIndex - attrs.tokenSet = tokenSetBuilder.root - attrs.pipeline = pipeline - - return new lunr.Index(attrs) -} -/*! - * lunr.Builder - * Copyright (C) 2017 Oliver Nightingale - */ - -/** - * lunr.Builder performs indexing on a set of documents and - * returns instances of lunr.Index ready for querying. - * - * All configuration of the index is done via the builder, the - * fields to index, the document reference, the text processing - * pipeline and document scoring parameters are all set on the - * builder before indexing. - * - * @constructor - * @property {string} _ref - Internal reference to the document reference field. - * @property {string[]} _fields - Internal reference to the document fields to index. - * @property {object} invertedIndex - The inverted index maps terms to document fields. - * @property {object} documentTermFrequencies - Keeps track of document term frequencies. - * @property {object} documentLengths - Keeps track of the length of documents added to the index. - * @property {lunr.tokenizer} tokenizer - Function for splitting strings into tokens for indexing. - * @property {lunr.Pipeline} pipeline - The pipeline performs text processing on tokens before indexing. - * @property {lunr.Pipeline} searchPipeline - A pipeline for processing search terms before querying the index. - * @property {number} documentCount - Keeps track of the total number of documents indexed. - * @property {number} _b - A parameter to control field length normalization, setting this to 0 disabled normalization, 1 fully normalizes field lengths, the default value is 0.75. - * @property {number} _k1 - A parameter to control how quickly an increase in term frequency results in term frequency saturation, the default value is 1.2. - * @property {number} termIndex - A counter incremented for each unique term, used to identify a terms position in the vector space. - * @property {array} metadataWhitelist - A list of metadata keys that have been whitelisted for entry in the index. - */ -lunr.Builder = function () { - this._ref = "id" - this._fields = [] - this.invertedIndex = Object.create(null) - this.fieldTermFrequencies = {} - this.fieldLengths = {} - this.tokenizer = lunr.tokenizer - this.pipeline = new lunr.Pipeline - this.searchPipeline = new lunr.Pipeline - this.documentCount = 0 - this._b = 0.75 - this._k1 = 1.2 - this.termIndex = 0 - this.metadataWhitelist = [] -} - -/** - * Sets the document field used as the document reference. Every document must have this field. - * The type of this field in the document should be a string, if it is not a string it will be - * coerced into a string by calling toString. - * - * The default ref is 'id'. - * - * The ref should _not_ be changed during indexing, it should be set before any documents are - * added to the index. Changing it during indexing can lead to inconsistent results. - * - * @param {string} ref - The name of the reference field in the document. - */ -lunr.Builder.prototype.ref = function (ref) { - this._ref = ref -} - -/** - * Adds a field to the list of document fields that will be indexed. Every document being - * indexed should have this field. Null values for this field in indexed documents will - * not cause errors but will limit the chance of that document being retrieved by searches. - * - * All fields should be added before adding documents to the index. Adding fields after - * a document has been indexed will have no effect on already indexed documents. - * - * @param {string} field - The name of a field to index in all documents. - */ -lunr.Builder.prototype.field = function (field) { - this._fields.push(field) -} - -/** - * A parameter to tune the amount of field length normalisation that is applied when - * calculating relevance scores. A value of 0 will completely disable any normalisation - * and a value of 1 will fully normalise field lengths. The default is 0.75. Values of b - * will be clamped to the range 0 - 1. - * - * @param {number} number - The value to set for this tuning parameter. - */ -lunr.Builder.prototype.b = function (number) { - if (number < 0) { - this._b = 0 - } else if (number > 1) { - this._b = 1 - } else { - this._b = number - } -} - -/** - * A parameter that controls the speed at which a rise in term frequency results in term - * frequency saturation. The default value is 1.2. Setting this to a higher value will give - * slower saturation levels, a lower value will result in quicker saturation. - * - * @param {number} number - The value to set for this tuning parameter. - */ -lunr.Builder.prototype.k1 = function (number) { - this._k1 = number -} - -/** - * Adds a document to the index. - * - * Before adding fields to the index the index should have been fully setup, with the document - * ref and all fields to index already having been specified. - * - * The document must have a field name as specified by the ref (by default this is 'id') and - * it should have all fields defined for indexing, though null or undefined values will not - * cause errors. - * - * @param {object} doc - The document to add to the index. - */ -lunr.Builder.prototype.add = function (doc) { - var docRef = doc[this._ref] - - this.documentCount += 1 - - for (var i = 0; i < this._fields.length; i++) { - var fieldName = this._fields[i], - field = doc[fieldName], - tokens = this.tokenizer(field), - terms = this.pipeline.run(tokens), - fieldRef = new lunr.FieldRef (docRef, fieldName), - fieldTerms = Object.create(null) - - this.fieldTermFrequencies[fieldRef] = fieldTerms - this.fieldLengths[fieldRef] = 0 - - // store the length of this field for this document - this.fieldLengths[fieldRef] += terms.length - - // calculate term frequencies for this field - for (var j = 0; j < terms.length; j++) { - var term = terms[j] - - if (fieldTerms[term] == undefined) { - fieldTerms[term] = 0 - } - - fieldTerms[term] += 1 - - // add to inverted index - // create an initial posting if one doesn't exist - if (this.invertedIndex[term] == undefined) { - var posting = Object.create(null) - posting["_index"] = this.termIndex - this.termIndex += 1 - - for (var k = 0; k < this._fields.length; k++) { - posting[this._fields[k]] = Object.create(null) - } - - this.invertedIndex[term] = posting - } - - // add an entry for this term/fieldName/docRef to the invertedIndex - if (this.invertedIndex[term][fieldName][docRef] == undefined) { - this.invertedIndex[term][fieldName][docRef] = Object.create(null) - } - - // store all whitelisted metadata about this token in the - // inverted index - for (var l = 0; l < this.metadataWhitelist.length; l++) { - var metadataKey = this.metadataWhitelist[l], - metadata = term.metadata[metadataKey] - - if (this.invertedIndex[term][fieldName][docRef][metadataKey] == undefined) { - this.invertedIndex[term][fieldName][docRef][metadataKey] = [] - } - - this.invertedIndex[term][fieldName][docRef][metadataKey].push(metadata) - } - } - - } -} - -/** - * Calculates the average document length for this index - * - * @private - */ -lunr.Builder.prototype.calculateAverageFieldLengths = function () { - - var fieldRefs = Object.keys(this.fieldLengths), - numberOfFields = fieldRefs.length, - accumulator = {}, - documentsWithField = {} - - for (var i = 0; i < numberOfFields; i++) { - var fieldRef = lunr.FieldRef.fromString(fieldRefs[i]), - field = fieldRef.fieldName - - documentsWithField[field] || (documentsWithField[field] = 0) - documentsWithField[field] += 1 - - accumulator[field] || (accumulator[field] = 0) - accumulator[field] += this.fieldLengths[fieldRef] - } - - for (var i = 0; i < this._fields.length; i++) { - var field = this._fields[i] - accumulator[field] = accumulator[field] / documentsWithField[field] - } - - this.averageFieldLength = accumulator -} - -/** - * Builds a vector space model of every document using lunr.Vector - * - * @private - */ -lunr.Builder.prototype.createFieldVectors = function () { - var fieldVectors = {}, - fieldRefs = Object.keys(this.fieldTermFrequencies), - fieldRefsLength = fieldRefs.length - - for (var i = 0; i < fieldRefsLength; i++) { - var fieldRef = lunr.FieldRef.fromString(fieldRefs[i]), - field = fieldRef.fieldName, - fieldLength = this.fieldLengths[fieldRef], - fieldVector = new lunr.Vector, - termFrequencies = this.fieldTermFrequencies[fieldRef], - terms = Object.keys(termFrequencies), - termsLength = terms.length - - for (var j = 0; j < termsLength; j++) { - var term = terms[j], - tf = termFrequencies[term], - termIndex = this.invertedIndex[term]._index, - idf = lunr.idf(this.invertedIndex[term], this.documentCount), - score = idf * ((this._k1 + 1) * tf) / (this._k1 * (1 - this._b + this._b * (fieldLength / this.averageFieldLength[field])) + tf), - scoreWithPrecision = Math.round(score * 1000) / 1000 - // Converts 1.23456789 to 1.234. - // Reducing the precision so that the vectors take up less - // space when serialised. Doing it now so that they behave - // the same before and after serialisation. Also, this is - // the fastest approach to reducing a number's precision in - // JavaScript. - - fieldVector.insert(termIndex, scoreWithPrecision) - } - - fieldVectors[fieldRef] = fieldVector - } - - this.fieldVectors = fieldVectors -} - -/** - * Creates a token set of all tokens in the index using lunr.TokenSet - * - * @private - */ -lunr.Builder.prototype.createTokenSet = function () { - this.tokenSet = lunr.TokenSet.fromArray( - Object.keys(this.invertedIndex).sort() - ) -} - -/** - * Builds the index, creating an instance of lunr.Index. - * - * This completes the indexing process and should only be called - * once all documents have been added to the index. - * - * @private - * @returns {lunr.Index} - */ -lunr.Builder.prototype.build = function () { - this.calculateAverageFieldLengths() - this.createFieldVectors() - this.createTokenSet() - - return new lunr.Index({ - invertedIndex: this.invertedIndex, - fieldVectors: this.fieldVectors, - tokenSet: this.tokenSet, - fields: this._fields, - pipeline: this.searchPipeline - }) -} - -/** - * Applies a plugin to the index builder. - * - * A plugin is a function that is called with the index builder as its context. - * Plugins can be used to customise or extend the behaviour of the index - * in some way. A plugin is just a function, that encapsulated the custom - * behaviour that should be applied when building the index. - * - * The plugin function will be called with the index builder as its argument, additional - * arguments can also be passed when calling use. The function will be called - * with the index builder as its context. - * - * @param {Function} plugin The plugin to apply. - */ -lunr.Builder.prototype.use = function (fn) { - var args = Array.prototype.slice.call(arguments, 1) - args.unshift(this) - fn.apply(this, args) -} -/** - * Contains and collects metadata about a matching document. - * A single instance of lunr.MatchData is returned as part of every - * lunr.Index~Result. - * - * @constructor - * @param {string} term - The term this match data is associated with - * @param {string} field - The field in which the term was found - * @param {object} metadata - The metadata recorded about this term in this field - * @property {object} metadata - A cloned collection of metadata associated with this document. - * @see {@link lunr.Index~Result} - */ -lunr.MatchData = function (term, field, metadata) { - var clonedMetadata = Object.create(null), - metadataKeys = Object.keys(metadata) - - // Cloning the metadata to prevent the original - // being mutated during match data combination. - // Metadata is kept in an array within the inverted - // index so cloning the data can be done with - // Array#slice - for (var i = 0; i < metadataKeys.length; i++) { - var key = metadataKeys[i] - clonedMetadata[key] = metadata[key].slice() - } - - this.metadata = Object.create(null) - this.metadata[term] = Object.create(null) - this.metadata[term][field] = clonedMetadata -} - -/** - * An instance of lunr.MatchData will be created for every term that matches a - * document. However only one instance is required in a lunr.Index~Result. This - * method combines metadata from another instance of lunr.MatchData with this - * objects metadata. - * - * @param {lunr.MatchData} otherMatchData - Another instance of match data to merge with this one. - * @see {@link lunr.Index~Result} - */ -lunr.MatchData.prototype.combine = function (otherMatchData) { - var terms = Object.keys(otherMatchData.metadata) - - for (var i = 0; i < terms.length; i++) { - var term = terms[i], - fields = Object.keys(otherMatchData.metadata[term]) - - if (this.metadata[term] == undefined) { - this.metadata[term] = Object.create(null) - } - - for (var j = 0; j < fields.length; j++) { - var field = fields[j], - keys = Object.keys(otherMatchData.metadata[term][field]) - - if (this.metadata[term][field] == undefined) { - this.metadata[term][field] = Object.create(null) - } - - for (var k = 0; k < keys.length; k++) { - var key = keys[k] - - if (this.metadata[term][field][key] == undefined) { - this.metadata[term][field][key] = otherMatchData.metadata[term][field][key] - } else { - this.metadata[term][field][key] = this.metadata[term][field][key].concat(otherMatchData.metadata[term][field][key]) - } - - } - } - } -} -/** - * A lunr.Query provides a programmatic way of defining queries to be performed - * against a {@link lunr.Index}. - * - * Prefer constructing a lunr.Query using the {@link lunr.Index#query} method - * so the query object is pre-initialized with the right index fields. - * - * @constructor - * @property {lunr.Query~Clause[]} clauses - An array of query clauses. - * @property {string[]} allFields - An array of all available fields in a lunr.Index. - */ -lunr.Query = function (allFields) { - this.clauses = [] - this.allFields = allFields -} - -/** - * Constants for indicating what kind of automatic wildcard insertion will be used when constructing a query clause. - * - * This allows wildcards to be added to the beginning and end of a term without having to manually do any string - * concatenation. - * - * The wildcard constants can be bitwise combined to select both leading and trailing wildcards. - * - * @constant - * @default - * @property {number} wildcard.NONE - The term will have no wildcards inserted, this is the default behaviour - * @property {number} wildcard.LEADING - Prepend the term with a wildcard, unless a leading wildcard already exists - * @property {number} wildcard.TRAILING - Append a wildcard to the term, unless a trailing wildcard already exists - * @see lunr.Query~Clause - * @see lunr.Query#clause - * @see lunr.Query#term - * @example query term with trailing wildcard - * query.term('foo', { wildcard: lunr.Query.wildcard.TRAILING }) - * @example query term with leading and trailing wildcard - * query.term('foo', { - * wildcard: lunr.Query.wildcard.LEADING | lunr.Query.wildcard.TRAILING - * }) - */ -lunr.Query.wildcard = new String ("*") -lunr.Query.wildcard.NONE = 0 -lunr.Query.wildcard.LEADING = 1 -lunr.Query.wildcard.TRAILING = 2 - -/** - * A single clause in a {@link lunr.Query} contains a term and details on how to - * match that term against a {@link lunr.Index}. - * - * @typedef {Object} lunr.Query~Clause - * @property {string[]} fields - The fields in an index this clause should be matched against. - * @property {number} [boost=1] - Any boost that should be applied when matching this clause. - * @property {number} [editDistance] - Whether the term should have fuzzy matching applied, and how fuzzy the match should be. - * @property {boolean} [usePipeline] - Whether the term should be passed through the search pipeline. - * @property {number} [wildcard=0] - Whether the term should have wildcards appended or prepended. - */ - -/** - * Adds a {@link lunr.Query~Clause} to this query. - * - * Unless the clause contains the fields to be matched all fields will be matched. In addition - * a default boost of 1 is applied to the clause. - * - * @param {lunr.Query~Clause} clause - The clause to add to this query. - * @see lunr.Query~Clause - * @returns {lunr.Query} - */ -lunr.Query.prototype.clause = function (clause) { - if (!('fields' in clause)) { - clause.fields = this.allFields - } - - if (!('boost' in clause)) { - clause.boost = 1 - } - - if (!('usePipeline' in clause)) { - clause.usePipeline = true - } - - if (!('wildcard' in clause)) { - clause.wildcard = lunr.Query.wildcard.NONE - } - - if ((clause.wildcard & lunr.Query.wildcard.LEADING) && (clause.term.charAt(0) != lunr.Query.wildcard)) { - clause.term = "*" + clause.term - } - - if ((clause.wildcard & lunr.Query.wildcard.TRAILING) && (clause.term.slice(-1) != lunr.Query.wildcard)) { - clause.term = "" + clause.term + "*" - } - - this.clauses.push(clause) - - return this -} - -/** - * Adds a term to the current query, under the covers this will create a {@link lunr.Query~Clause} - * to the list of clauses that make up this query. - * - * @param {string} term - The term to add to the query. - * @param {Object} [options] - Any additional properties to add to the query clause. - * @returns {lunr.Query} - * @see lunr.Query#clause - * @see lunr.Query~Clause - * @example adding a single term to a query - * query.term("foo") - * @example adding a single term to a query and specifying search fields, term boost and automatic trailing wildcard - * query.term("foo", { - * fields: ["title"], - * boost: 10, - * wildcard: lunr.Query.wildcard.TRAILING - * }) - */ -lunr.Query.prototype.term = function (term, options) { - var clause = options || {} - clause.term = term - - this.clause(clause) - - return this -} -lunr.QueryParseError = function (message, start, end) { - this.name = "QueryParseError" - this.message = message - this.start = start - this.end = end -} - -lunr.QueryParseError.prototype = new Error -lunr.QueryLexer = function (str) { - this.lexemes = [] - this.str = str - this.length = str.length - this.pos = 0 - this.start = 0 - this.escapeCharPositions = [] -} - -lunr.QueryLexer.prototype.run = function () { - var state = lunr.QueryLexer.lexText - - while (state) { - state = state(this) - } -} - -lunr.QueryLexer.prototype.sliceString = function () { - var subSlices = [], - sliceStart = this.start, - sliceEnd = this.pos - - for (var i = 0; i < this.escapeCharPositions.length; i++) { - sliceEnd = this.escapeCharPositions[i] - subSlices.push(this.str.slice(sliceStart, sliceEnd)) - sliceStart = sliceEnd + 1 - } - - subSlices.push(this.str.slice(sliceStart, this.pos)) - this.escapeCharPositions.length = 0 - - return subSlices.join('') -} - -lunr.QueryLexer.prototype.emit = function (type) { - this.lexemes.push({ - type: type, - str: this.sliceString(), - start: this.start, - end: this.pos - }) - - this.start = this.pos -} - -lunr.QueryLexer.prototype.escapeCharacter = function () { - this.escapeCharPositions.push(this.pos - 1) - this.pos += 1 -} - -lunr.QueryLexer.prototype.next = function () { - if (this.pos >= this.length) { - return lunr.QueryLexer.EOS - } - - var char = this.str.charAt(this.pos) - this.pos += 1 - return char -} - -lunr.QueryLexer.prototype.width = function () { - return this.pos - this.start -} - -lunr.QueryLexer.prototype.ignore = function () { - if (this.start == this.pos) { - this.pos += 1 - } - - this.start = this.pos -} - -lunr.QueryLexer.prototype.backup = function () { - this.pos -= 1 -} - -lunr.QueryLexer.prototype.acceptDigitRun = function () { - var char, charCode - - do { - char = this.next() - charCode = char.charCodeAt(0) - } while (charCode > 47 && charCode < 58) - - if (char != lunr.QueryLexer.EOS) { - this.backup() - } -} - -lunr.QueryLexer.prototype.more = function () { - return this.pos < this.length -} - -lunr.QueryLexer.EOS = 'EOS' -lunr.QueryLexer.FIELD = 'FIELD' -lunr.QueryLexer.TERM = 'TERM' -lunr.QueryLexer.EDIT_DISTANCE = 'EDIT_DISTANCE' -lunr.QueryLexer.BOOST = 'BOOST' - -lunr.QueryLexer.lexField = function (lexer) { - lexer.backup() - lexer.emit(lunr.QueryLexer.FIELD) - lexer.ignore() - return lunr.QueryLexer.lexText -} - -lunr.QueryLexer.lexTerm = function (lexer) { - if (lexer.width() > 1) { - lexer.backup() - lexer.emit(lunr.QueryLexer.TERM) - } - - lexer.ignore() - - if (lexer.more()) { - return lunr.QueryLexer.lexText - } -} - -lunr.QueryLexer.lexEditDistance = function (lexer) { - lexer.ignore() - lexer.acceptDigitRun() - lexer.emit(lunr.QueryLexer.EDIT_DISTANCE) - return lunr.QueryLexer.lexText -} - -lunr.QueryLexer.lexBoost = function (lexer) { - lexer.ignore() - lexer.acceptDigitRun() - lexer.emit(lunr.QueryLexer.BOOST) - return lunr.QueryLexer.lexText -} - -lunr.QueryLexer.lexEOS = function (lexer) { - if (lexer.width() > 0) { - lexer.emit(lunr.QueryLexer.TERM) - } -} - -// This matches the separator used when tokenising fields -// within a document. These should match otherwise it is -// not possible to search for some tokens within a document. -// -// It is possible for the user to change the separator on the -// tokenizer so it _might_ clash with any other of the special -// characters already used within the search string, e.g. :. -// -// This means that it is possible to change the separator in -// such a way that makes some words unsearchable using a search -// string. -lunr.QueryLexer.termSeparator = lunr.tokenizer.separator - -lunr.QueryLexer.lexText = function (lexer) { - while (true) { - var char = lexer.next() - - if (char == lunr.QueryLexer.EOS) { - return lunr.QueryLexer.lexEOS - } - - // Escape character is '\' - if (char.charCodeAt(0) == 92) { - lexer.escapeCharacter() - continue - } - - if (char == ":") { - return lunr.QueryLexer.lexField - } - - if (char == "~") { - lexer.backup() - if (lexer.width() > 0) { - lexer.emit(lunr.QueryLexer.TERM) - } - return lunr.QueryLexer.lexEditDistance - } - - if (char == "^") { - lexer.backup() - if (lexer.width() > 0) { - lexer.emit(lunr.QueryLexer.TERM) - } - return lunr.QueryLexer.lexBoost - } - - if (char.match(lunr.QueryLexer.termSeparator)) { - return lunr.QueryLexer.lexTerm - } - } -} - -lunr.QueryParser = function (str, query) { - this.lexer = new lunr.QueryLexer (str) - this.query = query - this.currentClause = {} - this.lexemeIdx = 0 -} - -lunr.QueryParser.prototype.parse = function () { - this.lexer.run() - this.lexemes = this.lexer.lexemes - - var state = lunr.QueryParser.parseFieldOrTerm - - while (state) { - state = state(this) - } - - return this.query -} - -lunr.QueryParser.prototype.peekLexeme = function () { - return this.lexemes[this.lexemeIdx] -} - -lunr.QueryParser.prototype.consumeLexeme = function () { - var lexeme = this.peekLexeme() - this.lexemeIdx += 1 - return lexeme -} - -lunr.QueryParser.prototype.nextClause = function () { - var completedClause = this.currentClause - this.query.clause(completedClause) - this.currentClause = {} -} - -lunr.QueryParser.parseFieldOrTerm = function (parser) { - var lexeme = parser.peekLexeme() - - if (lexeme == undefined) { - return - } - - switch (lexeme.type) { - case lunr.QueryLexer.FIELD: - return lunr.QueryParser.parseField - case lunr.QueryLexer.TERM: - return lunr.QueryParser.parseTerm - default: - var errorMessage = "expected either a field or a term, found " + lexeme.type - - if (lexeme.str.length >= 1) { - errorMessage += " with value '" + lexeme.str + "'" - } - - throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) - } -} - -lunr.QueryParser.parseField = function (parser) { - var lexeme = parser.consumeLexeme() - - if (lexeme == undefined) { - return - } - - if (parser.query.allFields.indexOf(lexeme.str) == -1) { - var possibleFields = parser.query.allFields.map(function (f) { return "'" + f + "'" }).join(', '), - errorMessage = "unrecognised field '" + lexeme.str + "', possible fields: " + possibleFields - - throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) - } - - parser.currentClause.fields = [lexeme.str] - - var nextLexeme = parser.peekLexeme() - - if (nextLexeme == undefined) { - var errorMessage = "expecting term, found nothing" - throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) - } - - switch (nextLexeme.type) { - case lunr.QueryLexer.TERM: - return lunr.QueryParser.parseTerm - default: - var errorMessage = "expecting term, found '" + nextLexeme.type + "'" - throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) - } -} - -lunr.QueryParser.parseTerm = function (parser) { - var lexeme = parser.consumeLexeme() - - if (lexeme == undefined) { - return - } - - parser.currentClause.term = lexeme.str.toLowerCase() - - if (lexeme.str.indexOf("*") != -1) { - parser.currentClause.usePipeline = false - } - - var nextLexeme = parser.peekLexeme() - - if (nextLexeme == undefined) { - parser.nextClause() - return - } - - switch (nextLexeme.type) { - case lunr.QueryLexer.TERM: - parser.nextClause() - return lunr.QueryParser.parseTerm - case lunr.QueryLexer.FIELD: - parser.nextClause() - return lunr.QueryParser.parseField - case lunr.QueryLexer.EDIT_DISTANCE: - return lunr.QueryParser.parseEditDistance - case lunr.QueryLexer.BOOST: - return lunr.QueryParser.parseBoost - default: - var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" - throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) - } -} - -lunr.QueryParser.parseEditDistance = function (parser) { - var lexeme = parser.consumeLexeme() - - if (lexeme == undefined) { - return - } - - var editDistance = parseInt(lexeme.str, 10) - - if (isNaN(editDistance)) { - var errorMessage = "edit distance must be numeric" - throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) - } - - parser.currentClause.editDistance = editDistance - - var nextLexeme = parser.peekLexeme() - - if (nextLexeme == undefined) { - parser.nextClause() - return - } - - switch (nextLexeme.type) { - case lunr.QueryLexer.TERM: - parser.nextClause() - return lunr.QueryParser.parseTerm - case lunr.QueryLexer.FIELD: - parser.nextClause() - return lunr.QueryParser.parseField - case lunr.QueryLexer.EDIT_DISTANCE: - return lunr.QueryParser.parseEditDistance - case lunr.QueryLexer.BOOST: - return lunr.QueryParser.parseBoost - default: - var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" - throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) - } -} - -lunr.QueryParser.parseBoost = function (parser) { - var lexeme = parser.consumeLexeme() - - if (lexeme == undefined) { - return - } - - var boost = parseInt(lexeme.str, 10) - - if (isNaN(boost)) { - var errorMessage = "boost must be numeric" - throw new lunr.QueryParseError (errorMessage, lexeme.start, lexeme.end) - } - - parser.currentClause.boost = boost - - var nextLexeme = parser.peekLexeme() - - if (nextLexeme == undefined) { - parser.nextClause() - return - } - - switch (nextLexeme.type) { - case lunr.QueryLexer.TERM: - parser.nextClause() - return lunr.QueryParser.parseTerm - case lunr.QueryLexer.FIELD: - parser.nextClause() - return lunr.QueryParser.parseField - case lunr.QueryLexer.EDIT_DISTANCE: - return lunr.QueryParser.parseEditDistance - case lunr.QueryLexer.BOOST: - return lunr.QueryParser.parseBoost - default: - var errorMessage = "Unexpected lexeme type '" + nextLexeme.type + "'" - throw new lunr.QueryParseError (errorMessage, nextLexeme.start, nextLexeme.end) - } -} - - /** - * export the module via AMD, CommonJS or as a browser global - * Export code from https://github.com/umdjs/umd/blob/master/returnExports.js - */ - ;(function (root, factory) { - if (typeof define === 'function' && define.amd) { - // AMD. Register as an anonymous module. - define(factory) - } else if (typeof exports === 'object') { - /** - * Node. Does not work with strict CommonJS, but - * only CommonJS-like enviroments that support module.exports, - * like Node. - */ - module.exports = factory() - } else { - // Browser globals (root is window) - root.lunr = factory() - } - }(this, function () { - /** - * Just return a value to define the module export. - * This example returns an object, but the module - * can return a function as the exported value. - */ - return lunr - })) -})(); diff --git a/docs/styles/lunr.min.js b/docs/styles/lunr.min.js deleted file mode 100644 index 859e54f5..00000000 --- a/docs/styles/lunr.min.js +++ /dev/null @@ -1 +0,0 @@ -(function(){var lunr=function(config){var builder=new lunr.Builder;builder.pipeline.add(lunr.trimmer,lunr.stopWordFilter,lunr.stemmer);builder.searchPipeline.add(lunr.stemmer);config.call(builder,builder);return builder.build()};lunr.version="2.1.2";lunr.utils={};lunr.utils.warn=function(global){return function(message){if(global.console&&console.warn){console.warn(message)}}}(this);lunr.utils.asString=function(obj){if(obj===void 0||obj===null){return""}else{return obj.toString()}};lunr.FieldRef=function(docRef,fieldName){this.docRef=docRef;this.fieldName=fieldName;this._stringValue=fieldName+lunr.FieldRef.joiner+docRef};lunr.FieldRef.joiner="/";lunr.FieldRef.fromString=function(s){var n=s.indexOf(lunr.FieldRef.joiner);if(n===-1){throw"malformed field ref string"}var fieldRef=s.slice(0,n),docRef=s.slice(n+1);return new lunr.FieldRef(docRef,fieldRef)};lunr.FieldRef.prototype.toString=function(){return this._stringValue};lunr.idf=function(posting,documentCount){var documentsWithTerm=0;for(var fieldName in posting){if(fieldName=="_index")continue;documentsWithTerm+=Object.keys(posting[fieldName]).length}var x=(documentCount-documentsWithTerm+.5)/(documentsWithTerm+.5);return Math.log(1+Math.abs(x))};lunr.Token=function(str,metadata){this.str=str||"";this.metadata=metadata||{}};lunr.Token.prototype.toString=function(){return this.str};lunr.Token.prototype.update=function(fn){this.str=fn(this.str,this.metadata);return this};lunr.Token.prototype.clone=function(fn){fn=fn||function(s){return s};return new lunr.Token(fn(this.str,this.metadata),this.metadata)};lunr.tokenizer=function(obj){if(obj==null||obj==undefined){return[]}if(Array.isArray(obj)){return obj.map((function(t){return new lunr.Token(lunr.utils.asString(t).toLowerCase())}))}var str=obj.toString().trim().toLowerCase(),len=str.length,tokens=[];for(var sliceEnd=0,sliceStart=0;sliceEnd<=len;sliceEnd++){var char=str.charAt(sliceEnd),sliceLength=sliceEnd-sliceStart;if(char.match(lunr.tokenizer.separator)||sliceEnd==len){if(sliceLength>0){tokens.push(new lunr.Token(str.slice(sliceStart,sliceEnd),{position:[sliceStart,sliceLength],index:tokens.length}))}sliceStart=sliceEnd+1}}return tokens};lunr.tokenizer.separator=/[\s\-]+/;lunr.Pipeline=function(){this._stack=[]};lunr.Pipeline.registeredFunctions=Object.create(null);lunr.Pipeline.registerFunction=function(fn,label){if(label in this.registeredFunctions){lunr.utils.warn("Overwriting existing registered function: "+label)}fn.label=label;lunr.Pipeline.registeredFunctions[fn.label]=fn};lunr.Pipeline.warnIfFunctionNotRegistered=function(fn){var isRegistered=fn.label&&fn.label in this.registeredFunctions;if(!isRegistered){lunr.utils.warn("Function is not registered with pipeline. This may cause problems when serialising the index.\n",fn)}};lunr.Pipeline.load=function(serialised){var pipeline=new lunr.Pipeline;serialised.forEach((function(fnName){var fn=lunr.Pipeline.registeredFunctions[fnName];if(fn){pipeline.add(fn)}else{throw new Error("Cannot load unregistered function: "+fnName)}}));return pipeline};lunr.Pipeline.prototype.add=function(){var fns=Array.prototype.slice.call(arguments);fns.forEach((function(fn){lunr.Pipeline.warnIfFunctionNotRegistered(fn);this._stack.push(fn)}),this)};lunr.Pipeline.prototype.after=function(existingFn,newFn){lunr.Pipeline.warnIfFunctionNotRegistered(newFn);var pos=this._stack.indexOf(existingFn);if(pos==-1){throw new Error("Cannot find existingFn")}pos=pos+1;this._stack.splice(pos,0,newFn)};lunr.Pipeline.prototype.before=function(existingFn,newFn){lunr.Pipeline.warnIfFunctionNotRegistered(newFn);var pos=this._stack.indexOf(existingFn);if(pos==-1){throw new Error("Cannot find existingFn")}this._stack.splice(pos,0,newFn)};lunr.Pipeline.prototype.remove=function(fn){var pos=this._stack.indexOf(fn);if(pos==-1){return}this._stack.splice(pos,1)};lunr.Pipeline.prototype.run=function(tokens){var stackLength=this._stack.length;for(var i=0;i1){if(pivotIndexindex){end=pivotPoint}if(pivotIndex==index){break}sliceLength=end-start;pivotPoint=start+Math.floor(sliceLength/2);pivotIndex=this.elements[pivotPoint*2]}if(pivotIndex==index){return pivotPoint*2}if(pivotIndex>index){return pivotPoint*2}if(pivotIndexbVal){j+=2}else if(aVal==bVal){dotProduct+=a[i+1]*b[j+1];i+=2;j+=2}}return dotProduct};lunr.Vector.prototype.similarity=function(otherVector){return this.dot(otherVector)/(this.magnitude()*otherVector.magnitude())};lunr.Vector.prototype.toArray=function(){var output=new Array(this.elements.length/2);for(var i=1,j=0;i0){var char=frame.str.charAt(0),noEditNode;if(char in frame.node.edges){noEditNode=frame.node.edges[char]}else{noEditNode=new lunr.TokenSet;frame.node.edges[char]=noEditNode}if(frame.str.length==1){noEditNode.final=true}else{stack.push({node:noEditNode,editsRemaining:frame.editsRemaining,str:frame.str.slice(1)})}}if(frame.editsRemaining>0&&frame.str.length>1){var char=frame.str.charAt(1),deletionNode;if(char in frame.node.edges){deletionNode=frame.node.edges[char]}else{deletionNode=new lunr.TokenSet;frame.node.edges[char]=deletionNode}if(frame.str.length<=2){deletionNode.final=true}else{stack.push({node:deletionNode,editsRemaining:frame.editsRemaining-1,str:frame.str.slice(2)})}}if(frame.editsRemaining>0&&frame.str.length==1){frame.node.final=true}if(frame.editsRemaining>0&&frame.str.length>=1){if("*"in frame.node.edges){var substitutionNode=frame.node.edges["*"]}else{var substitutionNode=new lunr.TokenSet;frame.node.edges["*"]=substitutionNode}if(frame.str.length==1){substitutionNode.final=true}else{stack.push({node:substitutionNode,editsRemaining:frame.editsRemaining-1,str:frame.str.slice(1)})}}if(frame.editsRemaining>0){if("*"in frame.node.edges){var insertionNode=frame.node.edges["*"]}else{var insertionNode=new lunr.TokenSet;frame.node.edges["*"]=insertionNode}if(frame.str.length==0){insertionNode.final=true}else{stack.push({node:insertionNode,editsRemaining:frame.editsRemaining-1,str:frame.str})}}if(frame.editsRemaining>0&&frame.str.length>1){var charA=frame.str.charAt(0),charB=frame.str.charAt(1),transposeNode;if(charB in frame.node.edges){transposeNode=frame.node.edges[charB]}else{transposeNode=new lunr.TokenSet;frame.node.edges[charB]=transposeNode}if(frame.str.length==1){transposeNode.final=true}else{stack.push({node:transposeNode,editsRemaining:frame.editsRemaining-1,str:charA+frame.str.slice(2)})}}}return root};lunr.TokenSet.fromString=function(str){var node=new lunr.TokenSet,root=node,wildcardFound=false;for(var i=0,len=str.length;i=downTo;i--){var node=this.uncheckedNodes[i],childKey=node.child.toString();if(childKey in this.minimizedNodes){node.parent.edges[node.char]=this.minimizedNodes[childKey]}else{node.child._str=childKey;this.minimizedNodes[childKey]=node.child}this.uncheckedNodes.pop()}};lunr.Index=function(attrs){this.invertedIndex=attrs.invertedIndex;this.fieldVectors=attrs.fieldVectors;this.tokenSet=attrs.tokenSet;this.fields=attrs.fields;this.pipeline=attrs.pipeline};lunr.Index.prototype.search=function(queryString){return this.query((function(query){var parser=new lunr.QueryParser(queryString,query);parser.parse()}))};lunr.Index.prototype.query=function(fn){var query=new lunr.Query(this.fields),matchingFields=Object.create(null),queryVectors=Object.create(null);fn.call(query,query);for(var i=0;i1){this._b=1}else{this._b=number}};lunr.Builder.prototype.k1=function(number){this._k1=number};lunr.Builder.prototype.add=function(doc){var docRef=doc[this._ref];this.documentCount+=1;for(var i=0;i=this.length){return lunr.QueryLexer.EOS}var char=this.str.charAt(this.pos);this.pos+=1;return char};lunr.QueryLexer.prototype.width=function(){return this.pos-this.start};lunr.QueryLexer.prototype.ignore=function(){if(this.start==this.pos){this.pos+=1}this.start=this.pos};lunr.QueryLexer.prototype.backup=function(){this.pos-=1};lunr.QueryLexer.prototype.acceptDigitRun=function(){var char,charCode;do{char=this.next();charCode=char.charCodeAt(0)}while(charCode>47&&charCode<58);if(char!=lunr.QueryLexer.EOS){this.backup()}};lunr.QueryLexer.prototype.more=function(){return this.pos1){lexer.backup();lexer.emit(lunr.QueryLexer.TERM)}lexer.ignore();if(lexer.more()){return lunr.QueryLexer.lexText}};lunr.QueryLexer.lexEditDistance=function(lexer){lexer.ignore();lexer.acceptDigitRun();lexer.emit(lunr.QueryLexer.EDIT_DISTANCE);return lunr.QueryLexer.lexText};lunr.QueryLexer.lexBoost=function(lexer){lexer.ignore();lexer.acceptDigitRun();lexer.emit(lunr.QueryLexer.BOOST);return lunr.QueryLexer.lexText};lunr.QueryLexer.lexEOS=function(lexer){if(lexer.width()>0){lexer.emit(lunr.QueryLexer.TERM)}};lunr.QueryLexer.termSeparator=lunr.tokenizer.separator;lunr.QueryLexer.lexText=function(lexer){while(true){var char=lexer.next();if(char==lunr.QueryLexer.EOS){return lunr.QueryLexer.lexEOS}if(char.charCodeAt(0)==92){lexer.escapeCharacter();continue}if(char==":"){return lunr.QueryLexer.lexField}if(char=="~"){lexer.backup();if(lexer.width()>0){lexer.emit(lunr.QueryLexer.TERM)}return lunr.QueryLexer.lexEditDistance}if(char=="^"){lexer.backup();if(lexer.width()>0){lexer.emit(lunr.QueryLexer.TERM)}return lunr.QueryLexer.lexBoost}if(char.match(lunr.QueryLexer.termSeparator)){return lunr.QueryLexer.lexTerm}}};lunr.QueryParser=function(str,query){this.lexer=new lunr.QueryLexer(str);this.query=query;this.currentClause={};this.lexemeIdx=0};lunr.QueryParser.prototype.parse=function(){this.lexer.run();this.lexemes=this.lexer.lexemes;var state=lunr.QueryParser.parseFieldOrTerm;while(state){state=state(this)}return this.query};lunr.QueryParser.prototype.peekLexeme=function(){return this.lexemes[this.lexemeIdx]};lunr.QueryParser.prototype.consumeLexeme=function(){var lexeme=this.peekLexeme();this.lexemeIdx+=1;return lexeme};lunr.QueryParser.prototype.nextClause=function(){var completedClause=this.currentClause;this.query.clause(completedClause);this.currentClause={}};lunr.QueryParser.parseFieldOrTerm=function(parser){var lexeme=parser.peekLexeme();if(lexeme==undefined){return}switch(lexeme.type){case lunr.QueryLexer.FIELD:return lunr.QueryParser.parseField;case lunr.QueryLexer.TERM:return lunr.QueryParser.parseTerm;default:var errorMessage="expected either a field or a term, found "+lexeme.type;if(lexeme.str.length>=1){errorMessage+=" with value '"+lexeme.str+"'"}throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}};lunr.QueryParser.parseField=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}if(parser.query.allFields.indexOf(lexeme.str)==-1){var possibleFields=parser.query.allFields.map((function(f){return"'"+f+"'"})).join(", "),errorMessage="unrecognised field '"+lexeme.str+"', possible fields: "+possibleFields;throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}parser.currentClause.fields=[lexeme.str];var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){var errorMessage="expecting term, found nothing";throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}switch(nextLexeme.type){case lunr.QueryLexer.TERM:return lunr.QueryParser.parseTerm;default:var errorMessage="expecting term, found '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};lunr.QueryParser.parseTerm=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}parser.currentClause.term=lexeme.str.toLowerCase();if(lexeme.str.indexOf("*")!=-1){parser.currentClause.usePipeline=false}var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){parser.nextClause();return}switch(nextLexeme.type){case lunr.QueryLexer.TERM:parser.nextClause();return lunr.QueryParser.parseTerm;case lunr.QueryLexer.FIELD:parser.nextClause();return lunr.QueryParser.parseField;case lunr.QueryLexer.EDIT_DISTANCE:return lunr.QueryParser.parseEditDistance;case lunr.QueryLexer.BOOST:return lunr.QueryParser.parseBoost;default:var errorMessage="Unexpected lexeme type '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};lunr.QueryParser.parseEditDistance=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}var editDistance=parseInt(lexeme.str,10);if(isNaN(editDistance)){var errorMessage="edit distance must be numeric";throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}parser.currentClause.editDistance=editDistance;var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){parser.nextClause();return}switch(nextLexeme.type){case lunr.QueryLexer.TERM:parser.nextClause();return lunr.QueryParser.parseTerm;case lunr.QueryLexer.FIELD:parser.nextClause();return lunr.QueryParser.parseField;case lunr.QueryLexer.EDIT_DISTANCE:return lunr.QueryParser.parseEditDistance;case lunr.QueryLexer.BOOST:return lunr.QueryParser.parseBoost;default:var errorMessage="Unexpected lexeme type '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};lunr.QueryParser.parseBoost=function(parser){var lexeme=parser.consumeLexeme();if(lexeme==undefined){return}var boost=parseInt(lexeme.str,10);if(isNaN(boost)){var errorMessage="boost must be numeric";throw new lunr.QueryParseError(errorMessage,lexeme.start,lexeme.end)}parser.currentClause.boost=boost;var nextLexeme=parser.peekLexeme();if(nextLexeme==undefined){parser.nextClause();return}switch(nextLexeme.type){case lunr.QueryLexer.TERM:parser.nextClause();return lunr.QueryParser.parseTerm;case lunr.QueryLexer.FIELD:parser.nextClause();return lunr.QueryParser.parseField;case lunr.QueryLexer.EDIT_DISTANCE:return lunr.QueryParser.parseEditDistance;case lunr.QueryLexer.BOOST:return lunr.QueryParser.parseBoost;default:var errorMessage="Unexpected lexeme type '"+nextLexeme.type+"'";throw new lunr.QueryParseError(errorMessage,nextLexeme.start,nextLexeme.end)}};(function(root,factory){if(typeof define==="function"&&define.amd){define(factory)}else if(typeof exports==="object"){module.exports=factory()}else{root.lunr=factory()}})(this,(function(){return lunr}))})(); \ No newline at end of file diff --git a/docs/styles/main.js b/docs/styles/main.js deleted file mode 100644 index aeca70d8..00000000 --- a/docs/styles/main.js +++ /dev/null @@ -1 +0,0 @@ -// Copyright (c) Microsoft. All rights reserved. Licensed under the MIT license. See LICENSE file in the project root for full license information. diff --git a/docs/styles/search-worker.js b/docs/styles/search-worker.js deleted file mode 100644 index 60852af4..00000000 --- a/docs/styles/search-worker.js +++ /dev/null @@ -1,80 +0,0 @@ -(function () { - importScripts('lunr.min.js'); - - var lunrIndex; - - var stopWords = null; - var searchData = {}; - - lunr.tokenizer.separator = /[\s\-\.\(\)]+/; - - var stopWordsRequest = new XMLHttpRequest(); - stopWordsRequest.open('GET', '../search-stopwords.json'); - stopWordsRequest.onload = function () { - if (this.status != 200) { - return; - } - stopWords = JSON.parse(this.responseText); - buildIndex(); - } - stopWordsRequest.send(); - - var searchDataRequest = new XMLHttpRequest(); - - searchDataRequest.open('GET', '../index.json'); - searchDataRequest.onload = function () { - if (this.status != 200) { - return; - } - searchData = JSON.parse(this.responseText); - - buildIndex(); - - postMessage({ e: 'index-ready' }); - } - searchDataRequest.send(); - - onmessage = function (oEvent) { - var q = oEvent.data.q; - var hits = lunrIndex.search(q); - var results = []; - hits.forEach(function (hit) { - var item = searchData[hit.ref]; - results.push({ 'href': item.href, 'title': item.title, 'keywords': item.keywords }); - }); - postMessage({ e: 'query-ready', q: q, d: results }); - } - - function buildIndex() { - if (stopWords !== null && !isEmpty(searchData)) { - lunrIndex = lunr(function () { - this.pipeline.remove(lunr.stopWordFilter); - this.ref('href'); - this.field('title', { boost: 50 }); - this.field('keywords', { boost: 20 }); - - for (var prop in searchData) { - if (searchData.hasOwnProperty(prop)) { - this.add(searchData[prop]); - } - } - - var docfxStopWordFilter = lunr.generateStopWordFilter(stopWords); - lunr.Pipeline.registerFunction(docfxStopWordFilter, 'docfxStopWordFilter'); - this.pipeline.add(docfxStopWordFilter); - this.searchPipeline.add(docfxStopWordFilter); - }); - } - } - - function isEmpty(obj) { - if(!obj) return true; - - for (var prop in obj) { - if (obj.hasOwnProperty(prop)) - return false; - } - - return true; - } -})(); diff --git a/docs/toc.html b/docs/toc.html deleted file mode 100644 index 390d959a..00000000 --- a/docs/toc.html +++ /dev/null @@ -1,31 +0,0 @@ - -
-
-
-
- - - -
-
-
-
- - -
-
-
-
\ No newline at end of file diff --git a/docs/xrefmap.yml b/docs/xrefmap.yml deleted file mode 100644 index 718c6bb7..00000000 --- a/docs/xrefmap.yml +++ /dev/null @@ -1,11323 +0,0 @@ -### YamlMime:XRefMap -sorted: true -references: -- uid: ECellDive.GraphComponents - name: ECellDive.GraphComponents - href: api/ECellDive.GraphComponents.html - commentId: N:ECellDive.GraphComponents - fullName: ECellDive.GraphComponents - nameWithType: ECellDive.GraphComponents -- uid: ECellDive.GraphComponents.CyJsonPathway - name: CyJsonPathway - href: api/ECellDive.GraphComponents.CyJsonPathway.html - commentId: T:ECellDive.GraphComponents.CyJsonPathway - fullName: ECellDive.GraphComponents.CyJsonPathway - nameWithType: CyJsonPathway -- uid: ECellDive.GraphComponents.CyJsonPathway.#ctor(Newtonsoft.Json.Linq.JObject,System.String) - name: CyJsonPathway(JObject, String) - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway__ctor_Newtonsoft_Json_Linq_JObject_System_String_ - commentId: M:ECellDive.GraphComponents.CyJsonPathway.#ctor(Newtonsoft.Json.Linq.JObject,System.String) - fullName: ECellDive.GraphComponents.CyJsonPathway.CyJsonPathway(Newtonsoft.Json.Linq.JObject, System.String) - nameWithType: CyJsonPathway.CyJsonPathway(JObject, String) -- uid: ECellDive.GraphComponents.CyJsonPathway.#ctor(System.String,System.String) - name: CyJsonPathway(String, String) - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway__ctor_System_String_System_String_ - commentId: M:ECellDive.GraphComponents.CyJsonPathway.#ctor(System.String,System.String) - fullName: ECellDive.GraphComponents.CyJsonPathway.CyJsonPathway(System.String, System.String) - nameWithType: CyJsonPathway.CyJsonPathway(String, String) -- uid: ECellDive.GraphComponents.CyJsonPathway.#ctor* - name: CyJsonPathway - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway__ctor_ - commentId: Overload:ECellDive.GraphComponents.CyJsonPathway.#ctor - isSpec: "True" - fullName: ECellDive.GraphComponents.CyJsonPathway.CyJsonPathway - nameWithType: CyJsonPathway.CyJsonPathway -- uid: ECellDive.GraphComponents.CyJsonPathway.edges - name: edges - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway_edges - commentId: P:ECellDive.GraphComponents.CyJsonPathway.edges - fullName: ECellDive.GraphComponents.CyJsonPathway.edges - nameWithType: CyJsonPathway.edges -- uid: ECellDive.GraphComponents.CyJsonPathway.edges* - name: edges - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway_edges_ - commentId: Overload:ECellDive.GraphComponents.CyJsonPathway.edges - isSpec: "True" - fullName: ECellDive.GraphComponents.CyJsonPathway.edges - nameWithType: CyJsonPathway.edges -- uid: ECellDive.GraphComponents.CyJsonPathway.graphData - name: graphData - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway_graphData - commentId: P:ECellDive.GraphComponents.CyJsonPathway.graphData - fullName: ECellDive.GraphComponents.CyJsonPathway.graphData - nameWithType: CyJsonPathway.graphData -- uid: ECellDive.GraphComponents.CyJsonPathway.graphData* - name: graphData - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway_graphData_ - commentId: Overload:ECellDive.GraphComponents.CyJsonPathway.graphData - isSpec: "True" - fullName: ECellDive.GraphComponents.CyJsonPathway.graphData - nameWithType: CyJsonPathway.graphData -- uid: ECellDive.GraphComponents.CyJsonPathway.jEdges - name: jEdges - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway_jEdges - commentId: P:ECellDive.GraphComponents.CyJsonPathway.jEdges - fullName: ECellDive.GraphComponents.CyJsonPathway.jEdges - nameWithType: CyJsonPathway.jEdges -- uid: ECellDive.GraphComponents.CyJsonPathway.jEdges* - name: jEdges - href: api/ECellDive.GraphComponents.CyJsonPathway.html#ECellDive_GraphComponents_CyJsonPathway_jEdges_ - commentId: Overload:ECellDive.GraphComponents.CyJsonPathway.jEdges - 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nameWithType: GroupsMenu.AddGroupUI(GroupData, Int32) -- uid: ECellDive.UI.GroupsMenu.AddGroupUI* - name: AddGroupUI - href: api/ECellDive.UI.GroupsMenu.html#ECellDive_UI_GroupsMenu_AddGroupUI_ - commentId: Overload:ECellDive.UI.GroupsMenu.AddGroupUI - isSpec: "True" - fullName: ECellDive.UI.GroupsMenu.AddGroupUI - nameWithType: GroupsMenu.AddGroupUI -- uid: ECellDive.UI.GroupsMenu.AddSemanticTermUI(System.String,System.Collections.Generic.List{ECellDive.UI.GroupData}) - name: AddSemanticTermUI(String, List) - href: api/ECellDive.UI.GroupsMenu.html#ECellDive_UI_GroupsMenu_AddSemanticTermUI_System_String_System_Collections_Generic_List_ECellDive_UI_GroupData__ - commentId: M:ECellDive.UI.GroupsMenu.AddSemanticTermUI(System.String,System.Collections.Generic.List{ECellDive.UI.GroupData}) - name.vb: AddSemanticTermUI(String, List(Of GroupData)) - fullName: ECellDive.UI.GroupsMenu.AddSemanticTermUI(System.String, System.Collections.Generic.List) - fullName.vb: ECellDive.UI.GroupsMenu.AddSemanticTermUI(System.String, System.Collections.Generic.List(Of ECellDive.UI.GroupData)) - 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fullName.vb: ECellDive.UI.GroupsMenu.DistributeColorToMembers(UnityEngine.Color, ECellDive.Interfaces.IHighlightable()) - nameWithType: GroupsMenu.DistributeColorToMembers(Color, IHighlightable[]) - nameWithType.vb: GroupsMenu.DistributeColorToMembers(Color, IHighlightable()) -- uid: ECellDive.UI.GroupsMenu.DistributeColorToMembers* - name: DistributeColorToMembers - href: api/ECellDive.UI.GroupsMenu.html#ECellDive_UI_GroupsMenu_DistributeColorToMembers_ - commentId: Overload:ECellDive.UI.GroupsMenu.DistributeColorToMembers - isSpec: "True" - fullName: ECellDive.UI.GroupsMenu.DistributeColorToMembers - nameWithType: GroupsMenu.DistributeColorToMembers -- uid: ECellDive.UI.GroupsMenu.hideOnStart - name: hideOnStart - href: api/ECellDive.UI.GroupsMenu.html#ECellDive_UI_GroupsMenu_hideOnStart - commentId: F:ECellDive.UI.GroupsMenu.hideOnStart - fullName: ECellDive.UI.GroupsMenu.hideOnStart - nameWithType: GroupsMenu.hideOnStart -- uid: ECellDive.UI.GroupsMenu.refAllUIContainer - name: refAllUIContainer - href: api/ECellDive.UI.GroupsMenu.html#ECellDive_UI_GroupsMenu_refAllUIContainer - commentId: F:ECellDive.UI.GroupsMenu.refAllUIContainer - fullName: ECellDive.UI.GroupsMenu.refAllUIContainer - nameWithType: GroupsMenu.refAllUIContainer -- uid: ECellDive.UI.GroupsMenu.semanticGroupsScrollList - name: semanticGroupsScrollList - href: api/ECellDive.UI.GroupsMenu.html#ECellDive_UI_GroupsMenu_semanticGroupsScrollList - commentId: F:ECellDive.UI.GroupsMenu.semanticGroupsScrollList - fullName: ECellDive.UI.GroupsMenu.semanticGroupsScrollList - nameWithType: GroupsMenu.semanticGroupsScrollList -- uid: ECellDive.UI.GroupUIManager - name: GroupUIManager - href: api/ECellDive.UI.GroupUIManager.html - commentId: T:ECellDive.UI.GroupUIManager - fullName: ECellDive.UI.GroupUIManager - nameWithType: GroupUIManager -- uid: ECellDive.UI.GroupUIManager.DestroySelf - name: DestroySelf() - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_DestroySelf - commentId: M:ECellDive.UI.GroupUIManager.DestroySelf - fullName: ECellDive.UI.GroupUIManager.DestroySelf() - nameWithType: GroupUIManager.DestroySelf() -- uid: ECellDive.UI.GroupUIManager.DestroySelf* - name: DestroySelf - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_DestroySelf_ - commentId: Overload:ECellDive.UI.GroupUIManager.DestroySelf - isSpec: "True" - fullName: ECellDive.UI.GroupUIManager.DestroySelf - nameWithType: GroupUIManager.DestroySelf -- uid: ECellDive.UI.GroupUIManager.ForceDistributeColor(System.Boolean) - name: ForceDistributeColor(Boolean) - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_ForceDistributeColor_System_Boolean_ - commentId: M:ECellDive.UI.GroupUIManager.ForceDistributeColor(System.Boolean) - fullName: ECellDive.UI.GroupUIManager.ForceDistributeColor(System.Boolean) - nameWithType: GroupUIManager.ForceDistributeColor(Boolean) -- uid: ECellDive.UI.GroupUIManager.ForceDistributeColor* - name: ForceDistributeColor - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_ForceDistributeColor_ - commentId: Overload:ECellDive.UI.GroupUIManager.ForceDistributeColor - isSpec: "True" - fullName: ECellDive.UI.GroupUIManager.ForceDistributeColor - nameWithType: GroupUIManager.ForceDistributeColor -- uid: ECellDive.UI.GroupUIManager.ManageMembersVisual - name: ManageMembersVisual() - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_ManageMembersVisual - commentId: M:ECellDive.UI.GroupUIManager.ManageMembersVisual - fullName: ECellDive.UI.GroupUIManager.ManageMembersVisual() - nameWithType: GroupUIManager.ManageMembersVisual() -- uid: ECellDive.UI.GroupUIManager.ManageMembersVisual* - name: ManageMembersVisual - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_ManageMembersVisual_ - commentId: Overload:ECellDive.UI.GroupUIManager.ManageMembersVisual - isSpec: "True" - fullName: ECellDive.UI.GroupUIManager.ManageMembersVisual - nameWithType: GroupUIManager.ManageMembersVisual -- uid: ECellDive.UI.GroupUIManager.OnDestroy - name: OnDestroy - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_OnDestroy - commentId: F:ECellDive.UI.GroupUIManager.OnDestroy - fullName: ECellDive.UI.GroupUIManager.OnDestroy - nameWithType: GroupUIManager.OnDestroy -- uid: ECellDive.UI.GroupUIManager.refButtonColorPicker - name: refButtonColorPicker - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_refButtonColorPicker - commentId: F:ECellDive.UI.GroupUIManager.refButtonColorPicker - fullName: ECellDive.UI.GroupUIManager.refButtonColorPicker - nameWithType: GroupUIManager.refButtonColorPicker -- uid: ECellDive.UI.GroupUIManager.refToggle - name: refToggle - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_refToggle - commentId: F:ECellDive.UI.GroupUIManager.refToggle - fullName: ECellDive.UI.GroupUIManager.refToggle - nameWithType: GroupUIManager.refToggle -- uid: ECellDive.UI.GroupUIManager.refValueText - name: refValueText - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_refValueText - commentId: F:ECellDive.UI.GroupUIManager.refValueText - fullName: ECellDive.UI.GroupUIManager.refValueText - nameWithType: GroupUIManager.refValueText -- uid: ECellDive.UI.GroupUIManager.SetData(ECellDive.UI.GroupData) - name: SetData(GroupData) - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_SetData_ECellDive_UI_GroupData_ - commentId: M:ECellDive.UI.GroupUIManager.SetData(ECellDive.UI.GroupData) - fullName: ECellDive.UI.GroupUIManager.SetData(ECellDive.UI.GroupData) - nameWithType: GroupUIManager.SetData(GroupData) -- uid: ECellDive.UI.GroupUIManager.SetData* - name: SetData - href: api/ECellDive.UI.GroupUIManager.html#ECellDive_UI_GroupUIManager_SetData_ - commentId: Overload:ECellDive.UI.GroupUIManager.SetData - isSpec: "True" - fullName: ECellDive.UI.GroupUIManager.SetData - nameWithType: GroupUIManager.SetData -- uid: ECellDive.UI.HapticData - name: HapticData - href: api/ECellDive.UI.HapticData.html - commentId: T:ECellDive.UI.HapticData - fullName: ECellDive.UI.HapticData - nameWithType: HapticData -- uid: ECellDive.UI.HapticData.duration - name: duration - href: api/ECellDive.UI.HapticData.html#ECellDive_UI_HapticData_duration - commentId: F:ECellDive.UI.HapticData.duration - fullName: ECellDive.UI.HapticData.duration - nameWithType: HapticData.duration -- uid: ECellDive.UI.HapticData.intensity - name: intensity - href: api/ECellDive.UI.HapticData.html#ECellDive_UI_HapticData_intensity - commentId: F:ECellDive.UI.HapticData.intensity - fullName: ECellDive.UI.HapticData.intensity - nameWithType: HapticData.intensity -- uid: ECellDive.UI.HapticData.play - name: play - href: api/ECellDive.UI.HapticData.html#ECellDive_UI_HapticData_play - commentId: F:ECellDive.UI.HapticData.play - fullName: ECellDive.UI.HapticData.play - nameWithType: HapticData.play -- uid: ECellDive.UI.InfoDisplayManager - name: InfoDisplayManager - href: api/ECellDive.UI.InfoDisplayManager.html - commentId: T:ECellDive.UI.InfoDisplayManager - fullName: ECellDive.UI.InfoDisplayManager - nameWithType: InfoDisplayManager -- uid: ECellDive.UI.InfoDisplayManager.alwaysShowInfoToPlayer - name: alwaysShowInfoToPlayer - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_alwaysShowInfoToPlayer - commentId: F:ECellDive.UI.InfoDisplayManager.alwaysShowInfoToPlayer - fullName: ECellDive.UI.InfoDisplayManager.alwaysShowInfoToPlayer - nameWithType: InfoDisplayManager.alwaysShowInfoToPlayer -- uid: ECellDive.UI.InfoDisplayManager.defaultPositionOffset - name: defaultPositionOffset - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_defaultPositionOffset - commentId: F:ECellDive.UI.InfoDisplayManager.defaultPositionOffset - fullName: ECellDive.UI.InfoDisplayManager.defaultPositionOffset - nameWithType: InfoDisplayManager.defaultPositionOffset -- uid: ECellDive.UI.InfoDisplayManager.globalHide - name: globalHide - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_globalHide - commentId: F:ECellDive.UI.InfoDisplayManager.globalHide - fullName: ECellDive.UI.InfoDisplayManager.globalHide - nameWithType: InfoDisplayManager.globalHide -- uid: ECellDive.UI.InfoDisplayManager.GlobalHide - name: GlobalHide() - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_GlobalHide - commentId: M:ECellDive.UI.InfoDisplayManager.GlobalHide - fullName: ECellDive.UI.InfoDisplayManager.GlobalHide() - nameWithType: InfoDisplayManager.GlobalHide() -- uid: ECellDive.UI.InfoDisplayManager.GlobalHide* - name: GlobalHide - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_GlobalHide_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.GlobalHide - isSpec: "True" - fullName: ECellDive.UI.InfoDisplayManager.GlobalHide - nameWithType: InfoDisplayManager.GlobalHide -- uid: ECellDive.UI.InfoDisplayManager.Hide - name: Hide() - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_Hide - commentId: M:ECellDive.UI.InfoDisplayManager.Hide - fullName: ECellDive.UI.InfoDisplayManager.Hide() - nameWithType: InfoDisplayManager.Hide() -- uid: ECellDive.UI.InfoDisplayManager.Hide* - name: Hide - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_Hide_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.Hide - isSpec: "True" - fullName: ECellDive.UI.InfoDisplayManager.Hide - nameWithType: InfoDisplayManager.Hide -- uid: ECellDive.UI.InfoDisplayManager.hideOnStart - name: hideOnStart - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_hideOnStart - commentId: F:ECellDive.UI.InfoDisplayManager.hideOnStart - fullName: ECellDive.UI.InfoDisplayManager.hideOnStart - nameWithType: InfoDisplayManager.hideOnStart -- uid: ECellDive.UI.InfoDisplayManager.isUI - name: isUI - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_isUI - commentId: P:ECellDive.UI.InfoDisplayManager.isUI - fullName: ECellDive.UI.InfoDisplayManager.isUI - nameWithType: InfoDisplayManager.isUI -- uid: ECellDive.UI.InfoDisplayManager.isUI* - name: isUI - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_isUI_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.isUI - isSpec: "True" - fullName: ECellDive.UI.InfoDisplayManager.isUI - nameWithType: InfoDisplayManager.isUI -- uid: ECellDive.UI.InfoDisplayManager.LookAt - name: LookAt() - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_LookAt - commentId: M:ECellDive.UI.InfoDisplayManager.LookAt - fullName: ECellDive.UI.InfoDisplayManager.LookAt() - nameWithType: InfoDisplayManager.LookAt() -- uid: ECellDive.UI.InfoDisplayManager.LookAt* - name: LookAt - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_LookAt_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.LookAt - isSpec: "True" - fullName: ECellDive.UI.InfoDisplayManager.LookAt - nameWithType: InfoDisplayManager.LookAt -- uid: ECellDive.UI.InfoDisplayManager.lookAtTarget - name: lookAtTarget - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_lookAtTarget - commentId: P:ECellDive.UI.InfoDisplayManager.lookAtTarget - fullName: ECellDive.UI.InfoDisplayManager.lookAtTarget - nameWithType: InfoDisplayManager.lookAtTarget -- uid: ECellDive.UI.InfoDisplayManager.lookAtTarget* - name: lookAtTarget - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_lookAtTarget_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.lookAtTarget - isSpec: "True" - fullName: ECellDive.UI.InfoDisplayManager.lookAtTarget - nameWithType: InfoDisplayManager.lookAtTarget -- uid: ECellDive.UI.InfoDisplayManager.refConnectionAnchorHandler - name: refConnectionAnchorHandler - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_refConnectionAnchorHandler - commentId: F:ECellDive.UI.InfoDisplayManager.refConnectionAnchorHandler - fullName: ECellDive.UI.InfoDisplayManager.refConnectionAnchorHandler - nameWithType: InfoDisplayManager.refConnectionAnchorHandler -- uid: ECellDive.UI.InfoDisplayManager.refConnectionLineHandler - name: refConnectionLineHandler - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_refConnectionLineHandler - commentId: F:ECellDive.UI.InfoDisplayManager.refConnectionLineHandler - fullName: ECellDive.UI.InfoDisplayManager.refConnectionLineHandler - nameWithType: InfoDisplayManager.refConnectionLineHandler -- uid: ECellDive.UI.InfoDisplayManager.refInfoTextMesh - name: refInfoTextMesh - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_refInfoTextMesh - commentId: F:ECellDive.UI.InfoDisplayManager.refInfoTextMesh - fullName: ECellDive.UI.InfoDisplayManager.refInfoTextMesh - nameWithType: InfoDisplayManager.refInfoTextMesh -- uid: ECellDive.UI.InfoDisplayManager.refMaster - name: refMaster - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_refMaster - commentId: F:ECellDive.UI.InfoDisplayManager.refMaster - fullName: ECellDive.UI.InfoDisplayManager.refMaster - nameWithType: InfoDisplayManager.refMaster -- uid: ECellDive.UI.InfoDisplayManager.SetText(System.String) - name: SetText(String) - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_SetText_System_String_ - commentId: M:ECellDive.UI.InfoDisplayManager.SetText(System.String) - fullName: ECellDive.UI.InfoDisplayManager.SetText(System.String) - nameWithType: InfoDisplayManager.SetText(String) -- uid: ECellDive.UI.InfoDisplayManager.SetText* - name: SetText - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_SetText_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.SetText - isSpec: "True" - fullName: ECellDive.UI.InfoDisplayManager.SetText - nameWithType: InfoDisplayManager.SetText -- uid: ECellDive.UI.InfoDisplayManager.SetVisibility(System.Boolean) - name: SetVisibility(Boolean) - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_SetVisibility_System_Boolean_ - commentId: M:ECellDive.UI.InfoDisplayManager.SetVisibility(System.Boolean) - fullName: ECellDive.UI.InfoDisplayManager.SetVisibility(System.Boolean) - nameWithType: InfoDisplayManager.SetVisibility(Boolean) -- uid: ECellDive.UI.InfoDisplayManager.SetVisibility* - name: SetVisibility - href: api/ECellDive.UI.InfoDisplayManager.html#ECellDive_UI_InfoDisplayManager_SetVisibility_ - commentId: Overload:ECellDive.UI.InfoDisplayManager.SetVisibility - 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name: SetText(Int32) - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_SetText_System_Int32_ - commentId: M:ECellDive.UI.InfoTagManager.SetText(System.Int32) - fullName: ECellDive.UI.InfoTagManager.SetText(System.Int32) - nameWithType: InfoTagManager.SetText(Int32) -- uid: ECellDive.UI.InfoTagManager.SetText* - name: SetText - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_SetText_ - commentId: Overload:ECellDive.UI.InfoTagManager.SetText - isSpec: "True" - fullName: ECellDive.UI.InfoTagManager.SetText - nameWithType: InfoTagManager.SetText -- uid: ECellDive.UI.InfoTagManager.Show - name: Show() - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_Show - commentId: M:ECellDive.UI.InfoTagManager.Show - fullName: ECellDive.UI.InfoTagManager.Show() - nameWithType: InfoTagManager.Show() -- uid: ECellDive.UI.InfoTagManager.Show* - name: Show - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_Show_ - commentId: Overload:ECellDive.UI.InfoTagManager.Show - 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name: tagRBC - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_tagRBC - commentId: F:ECellDive.UI.InfoTagManager.tagRBC - fullName: ECellDive.UI.InfoTagManager.tagRBC - nameWithType: InfoTagManager.tagRBC -- uid: ECellDive.UI.InfoTagManager.TextRotation - name: TextRotation() - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_TextRotation - commentId: M:ECellDive.UI.InfoTagManager.TextRotation - fullName: ECellDive.UI.InfoTagManager.TextRotation() - nameWithType: InfoTagManager.TextRotation() -- uid: ECellDive.UI.InfoTagManager.TextRotation* - name: TextRotation - href: api/ECellDive.UI.InfoTagManager.html#ECellDive_UI_InfoTagManager_TextRotation_ - commentId: Overload:ECellDive.UI.InfoTagManager.TextRotation - isSpec: "True" - fullName: ECellDive.UI.InfoTagManager.TextRotation - nameWithType: InfoTagManager.TextRotation -- uid: ECellDive.UI.LogManager - name: LogManager - href: api/ECellDive.UI.LogManager.html - commentId: T:ECellDive.UI.LogManager - 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name: DisplayInMessageSpace(TextMeshProUGUI) - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_DisplayInMessageSpace_TMPro_TextMeshProUGUI_ - commentId: M:ECellDive.UI.LogManager.DisplayInMessageSpace(TMPro.TextMeshProUGUI) - fullName: ECellDive.UI.LogManager.DisplayInMessageSpace(TMPro.TextMeshProUGUI) - nameWithType: LogManager.DisplayInMessageSpace(TextMeshProUGUI) -- uid: ECellDive.UI.LogManager.DisplayInMessageSpace* - name: DisplayInMessageSpace - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_DisplayInMessageSpace_ - commentId: Overload:ECellDive.UI.LogManager.DisplayInMessageSpace - isSpec: "True" - fullName: ECellDive.UI.LogManager.DisplayInMessageSpace - nameWithType: LogManager.DisplayInMessageSpace -- uid: ECellDive.UI.LogManager.DrawMessageList - name: DrawMessageList() - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_DrawMessageList - commentId: M:ECellDive.UI.LogManager.DrawMessageList - fullName: ECellDive.UI.LogManager.DrawMessageList() - nameWithType: LogManager.DrawMessageList() -- uid: ECellDive.UI.LogManager.DrawMessageList* - name: DrawMessageList - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_DrawMessageList_ - commentId: Overload:ECellDive.UI.LogManager.DrawMessageList - isSpec: "True" - fullName: ECellDive.UI.LogManager.DrawMessageList - nameWithType: LogManager.DrawMessageList -- uid: ECellDive.UI.LogManager.ForceAllMessagesActivity - name: ForceAllMessagesActivity() - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_ForceAllMessagesActivity - commentId: M:ECellDive.UI.LogManager.ForceAllMessagesActivity - fullName: ECellDive.UI.LogManager.ForceAllMessagesActivity() - nameWithType: LogManager.ForceAllMessagesActivity() -- uid: ECellDive.UI.LogManager.ForceAllMessagesActivity* - name: ForceAllMessagesActivity - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_ForceAllMessagesActivity_ - commentId: Overload:ECellDive.UI.LogManager.ForceAllMessagesActivity - isSpec: "True" - fullName: ECellDive.UI.LogManager.ForceAllMessagesActivity - nameWithType: LogManager.ForceAllMessagesActivity -- uid: ECellDive.UI.LogManager.messageTypeColors - name: messageTypeColors - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_messageTypeColors - commentId: F:ECellDive.UI.LogManager.messageTypeColors - fullName: ECellDive.UI.LogManager.messageTypeColors - nameWithType: LogManager.messageTypeColors -- uid: ECellDive.UI.LogManager.refMessageScrollList - name: refMessageScrollList - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_refMessageScrollList - commentId: F:ECellDive.UI.LogManager.refMessageScrollList - fullName: ECellDive.UI.LogManager.refMessageScrollList - nameWithType: LogManager.refMessageScrollList -- uid: ECellDive.UI.LogManager.refMessageSpace - name: refMessageSpace - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_refMessageSpace - commentId: F:ECellDive.UI.LogManager.refMessageSpace - fullName: ECellDive.UI.LogManager.refMessageSpace - nameWithType: LogManager.refMessageSpace -- uid: ECellDive.UI.LogManager.toggleAll - name: toggleAll - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_toggleAll - commentId: F:ECellDive.UI.LogManager.toggleAll - fullName: ECellDive.UI.LogManager.toggleAll - nameWithType: LogManager.toggleAll -- uid: ECellDive.UI.LogManager.toggleIndividuals - name: toggleIndividuals - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_toggleIndividuals - commentId: F:ECellDive.UI.LogManager.toggleIndividuals - fullName: ECellDive.UI.LogManager.toggleIndividuals - nameWithType: LogManager.toggleIndividuals -- uid: ECellDive.UI.LogManager.UpdateMessageActivity(System.Int32) - name: UpdateMessageActivity(Int32) - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_UpdateMessageActivity_System_Int32_ - commentId: M:ECellDive.UI.LogManager.UpdateMessageActivity(System.Int32) - fullName: ECellDive.UI.LogManager.UpdateMessageActivity(System.Int32) - nameWithType: LogManager.UpdateMessageActivity(Int32) -- uid: ECellDive.UI.LogManager.UpdateMessageActivity* - name: UpdateMessageActivity - href: api/ECellDive.UI.LogManager.html#ECellDive_UI_LogManager_UpdateMessageActivity_ - commentId: Overload:ECellDive.UI.LogManager.UpdateMessageActivity - isSpec: "True" - fullName: ECellDive.UI.LogManager.UpdateMessageActivity - nameWithType: LogManager.UpdateMessageActivity -- uid: ECellDive.UI.MainMenuManager - name: MainMenuManager - href: api/ECellDive.UI.MainMenuManager.html - commentId: T:ECellDive.UI.MainMenuManager - fullName: ECellDive.UI.MainMenuManager - nameWithType: MainMenuManager -- uid: ECellDive.UI.MainMenuManager.refMainMenu - name: refMainMenu - href: api/ECellDive.UI.MainMenuManager.html#ECellDive_UI_MainMenuManager_refMainMenu - commentId: F:ECellDive.UI.MainMenuManager.refMainMenu - fullName: ECellDive.UI.MainMenuManager.refMainMenu - nameWithType: MainMenuManager.refMainMenu -- uid: ECellDive.UI.MainMenuManager.refMenuOpen - name: refMenuOpen - href: api/ECellDive.UI.MainMenuManager.html#ECellDive_UI_MainMenuManager_refMenuOpen - commentId: F:ECellDive.UI.MainMenuManager.refMenuOpen - fullName: ECellDive.UI.MainMenuManager.refMenuOpen - nameWithType: MainMenuManager.refMenuOpen -- uid: ECellDive.UI.MultiplayerMenuManager - name: MultiplayerMenuManager - href: api/ECellDive.UI.MultiplayerMenuManager.html - commentId: T:ECellDive.UI.MultiplayerMenuManager - fullName: ECellDive.UI.MultiplayerMenuManager - nameWithType: MultiplayerMenuManager -- uid: ECellDive.UI.MultiplayerMenuManager.Host - name: Host() - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_Host - commentId: M:ECellDive.UI.MultiplayerMenuManager.Host - fullName: ECellDive.UI.MultiplayerMenuManager.Host() - nameWithType: MultiplayerMenuManager.Host() -- uid: ECellDive.UI.MultiplayerMenuManager.Host* - name: Host - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_Host_ - commentId: Overload:ECellDive.UI.MultiplayerMenuManager.Host - isSpec: "True" - fullName: ECellDive.UI.MultiplayerMenuManager.Host - nameWithType: MultiplayerMenuManager.Host -- uid: ECellDive.UI.MultiplayerMenuManager.ip - name: ip - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_ip - commentId: F:ECellDive.UI.MultiplayerMenuManager.ip - fullName: ECellDive.UI.MultiplayerMenuManager.ip - nameWithType: MultiplayerMenuManager.ip -- uid: ECellDive.UI.MultiplayerMenuManager.Join - name: Join() - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_Join - commentId: M:ECellDive.UI.MultiplayerMenuManager.Join - fullName: ECellDive.UI.MultiplayerMenuManager.Join() - nameWithType: MultiplayerMenuManager.Join() -- uid: ECellDive.UI.MultiplayerMenuManager.Join* - name: Join - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_Join_ - commentId: Overload:ECellDive.UI.MultiplayerMenuManager.Join - isSpec: "True" - fullName: ECellDive.UI.MultiplayerMenuManager.Join - nameWithType: MultiplayerMenuManager.Join -- uid: ECellDive.UI.MultiplayerMenuManager.message - name: message - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_message - commentId: F:ECellDive.UI.MultiplayerMenuManager.message - fullName: ECellDive.UI.MultiplayerMenuManager.message - nameWithType: MultiplayerMenuManager.message -- uid: ECellDive.UI.MultiplayerMenuManager.messageContent - name: messageContent - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_messageContent - commentId: F:ECellDive.UI.MultiplayerMenuManager.messageContent - fullName: ECellDive.UI.MultiplayerMenuManager.messageContent - nameWithType: MultiplayerMenuManager.messageContent -- uid: ECellDive.UI.MultiplayerMenuManager.password - name: password - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_password - commentId: F:ECellDive.UI.MultiplayerMenuManager.password - fullName: ECellDive.UI.MultiplayerMenuManager.password - nameWithType: MultiplayerMenuManager.password -- uid: ECellDive.UI.MultiplayerMenuManager.playerName - name: playerName - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_playerName - commentId: F:ECellDive.UI.MultiplayerMenuManager.playerName - fullName: ECellDive.UI.MultiplayerMenuManager.playerName - nameWithType: MultiplayerMenuManager.playerName -- uid: ECellDive.UI.MultiplayerMenuManager.port - name: port - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_port - commentId: F:ECellDive.UI.MultiplayerMenuManager.port - fullName: ECellDive.UI.MultiplayerMenuManager.port - nameWithType: MultiplayerMenuManager.port -- uid: ECellDive.UI.MultiplayerMenuManager.SetMessage(System.String) - name: SetMessage(String) - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_SetMessage_System_String_ - commentId: M:ECellDive.UI.MultiplayerMenuManager.SetMessage(System.String) - fullName: ECellDive.UI.MultiplayerMenuManager.SetMessage(System.String) - nameWithType: MultiplayerMenuManager.SetMessage(String) -- uid: ECellDive.UI.MultiplayerMenuManager.SetMessage* - name: SetMessage - href: api/ECellDive.UI.MultiplayerMenuManager.html#ECellDive_UI_MultiplayerMenuManager_SetMessage_ - 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