restructure

This commit is contained in:
tom.hempel
2025-09-30 18:03:19 +02:00
parent 69b0c79692
commit 78e5dcd53e
4821 changed files with 762 additions and 417 deletions

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using System.Collections.Generic;
using System.Linq;
using Convai.Scripts.Runtime.Features;
using Convai.Scripts.Runtime.LoggerSystem;
using UnityEngine;
namespace Convai.Scripts.Runtime.UI
{
/// <summary>
/// Handles the crosshair behavior for the Convai application.
/// It can detect which Convai game object the player's crosshair is currently looking at.
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Convai/Crosshair Handler")]
public class ConvaiCrosshairHandler : MonoBehaviour
{
private Camera _camera;
private Dictionary<GameObject, string> _interactableReferences;
private ConvaiInteractablesData _interactablesData;
private void Awake()
{
_camera = Camera.main;
_interactablesData = FindObjectOfType<ConvaiInteractablesData>();
if (_interactablesData == null) return;
// Build the interactable references dictionary
_interactableReferences = new Dictionary<GameObject, string>();
foreach (ConvaiInteractablesData.Object eachObject in _interactablesData.Objects)
_interactableReferences[eachObject.gameObject] = eachObject.Name;
foreach (ConvaiInteractablesData.Character eachCharacter in _interactablesData.Characters)
_interactableReferences[eachCharacter.gameObject] = eachCharacter.Name;
}
/// <summary>
/// Finds the reference object that the player's crosshair is currently looking at.
/// </summary>
/// <returns>A reference string of the interactable object or character, "None" if no valid hit.</returns>
public string FindPlayerReferenceObject()
{
if (_interactablesData == null || _camera == null) return "None";
Vector3 centerOfScreen = new(0.5f, 0.5f, 0);
if (Physics.Raycast(_camera.ViewportPointToRay(centerOfScreen), out RaycastHit hit))
{
_interactablesData.DynamicMoveTargetIndicator.position = hit.point;
string reference = FindInteractableReference(hit.transform.gameObject);
ConvaiLogger.DebugLog($"Player is looking at: {reference}", ConvaiLogger.LogCategory.Actions);
return reference;
}
return "None";
}
/// <summary>
/// Finds the reference object that the player's crosshair is currently looking at.
/// </summary>
/// <param name="hitGameObject"> The game object that the player's crosshair is currently looking at.</param>
/// <returns> A reference string(name) of the interactable object or character, "None" if no valid hit.</returns>
private string FindInteractableReference(GameObject hitGameObject)
{
foreach (KeyValuePair<GameObject, string> kvp in _interactableReferences.Where(kvp => hitGameObject.GetComponentInParent<Transform>() == kvp.Key.transform))
return kvp.Value;
return "None";
}
}
}

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using UnityEngine;
namespace Convai.Scripts.Runtime.UI
{
public class ConvaiLogoHandler : MonoBehaviour
{
[SerializeField] private GameObject convaiLogo;
private void Start()
{
ChangeLogo(false);
}
private void OnEnable()
{
ChatUIBase.UIStatusChange += ChangeLogo;
UIAppearanceSettings.UIStatusChange += ChangeLogo;
}
private void OnDisable()
{
ChatUIBase.UIStatusChange -= ChangeLogo;
UIAppearanceSettings.UIStatusChange -= ChangeLogo;
}
private void ChangeLogo(bool isHidden)
{
convaiLogo.SetActive(!isHidden);
}
}
}

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