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Plot_On_Reality / Assets / Originals / Scripts / MainMenu / AxisOptionWindow.cs
t-nagao on 1 Feb 2023 3 KB first
using Microsoft.MixedReality.Toolkit.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using TMPro;
using Unity.XR.CoreUtils;

public class AxisOptionWindow : BackButton
{
    [SerializeField] GraphManager graphManager;
    [SerializeField] GameObject plotSpace;
    [SerializeField] GameObject axises;
    [SerializeField] GameObject whileScaleController;
    //[SerializeField] GameObject gradations;//目盛り....未実装
    [SerializeField] GameObject axisDisplayTrigger;
    [SerializeField] float expansionRate;
    [SerializeField] TextMeshPro scaleText;
    [SerializeField] TextMeshPro axisDisplayText;

    [SerializeField] float defaultAxisesScaleFloat;

    public void OnValueUpdated(SliderEventData eventData)
    {
        float value = Mathf.Pow(5, eventData.NewValue)-1;
        plotSpace.transform.localScale = new Vector3(value ,value ,value);
        scaleText.text = (value).ToString("F4");


        /*全体の大きさとして変えたくないもの
         * 平面の厚さの最大値
         * 軸の太さの最大値
         * 原点の大きさの最大値
         */

        //GraphObject
        foreach (GraphData data in graphManager.getAllGraphData())
        {
            if (data != null)
            {
                if (data.getgraphObject() != null)
                {
                    switch (data.getGraphNum())
                    {
                        case 1:

                            Vector3 u = data.getgraphObject().transform.localScale;
                            if (value > defaultAxisesScaleFloat)
                            {
                                data.getgraphObject().transform.localScale = new Vector3(u.x, 0.001f/value, u.z);
                            }

                            break;
                        case 2:
                            break;
                        default:
                            break;
                    }
                }
            }
        }

        //Axises,Origin
        for(int i = 0; i < 4; i++)
        {
            GameObject gameObject = axises.transform.GetChild(i).gameObject;
            Vector3 v = gameObject.transform.localScale;
            switch (i)
            {
                case 0: // XAxis
                    if (value > defaultAxisesScaleFloat)
                    {
                        gameObject.transform.localScale = new Vector3(v.x, 0.5f/value, 0.5f/value);
                    }
                    break;
                case 1: //YAxis
                    if (value > defaultAxisesScaleFloat)
                    {
                        gameObject.transform.localScale = new Vector3(0.5f / value, v.y, 0.5f / value);
                    }
                    break; 
                case 2: //ZAxis
                    if (value > defaultAxisesScaleFloat)
                    {
                        gameObject.transform.localScale = new Vector3(0.5f / value, 0.5f / value, v.z);
                    }
                    break;
                case 3: //OriginPoint
                    if (value > defaultAxisesScaleFloat)
                    {
                        gameObject.transform.localScale = new Vector3(0.5f /value , 0.5f / value, 0.5f / value);
                    }
                    break;
            }
        }
    }

    

    public void axisesSetActive()
    {
        bool b = axisDisplayTrigger.GetComponent<Interactable>().IsToggled;
        axises.SetActive(b);
        if (b)
        {
            axisDisplayText.text = "表示";
        }
        else
        {
            axisDisplayText.text = "非表示";
        }
        
    }
    
}