80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR;
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// Script zur automatisierten Ausrichtung der Basis-Szene am Spielbereich. Wird in der aktuellen Version nicht verwendet.
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public class SpawnAtLongestEdge : MonoBehaviour
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{
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[SerializeField] GameObject roomPrefab;
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[SerializeField] GameObject pointPrefab;
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[SerializeField] GameObject reticlePrefab;
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// Start is called before the first frame update
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void Start()
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{
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// Prüfe, ob die Boundary aktiviert ist
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if (OVRManager.boundary != null)
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{
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// Hole die Boundary-Geometrie (Play Area)
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Vector3[] boundaryPoints = OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea);
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if (boundaryPoints != null && boundaryPoints.Length > 0)
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{
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Debug.Log("Boundary Points gefunden: " + boundaryPoints.Length);
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AlignObjectToLongestEdge(boundaryPoints);
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}
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else
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{
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Debug.LogWarning("Keine Boundary Points gefunden.");
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}
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}
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else
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{
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Debug.LogError("OVRManager.boundary ist nicht aktiviert.");
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}
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}
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void AlignObjectToLongestEdge(Vector3[] boundaryPoints)
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{
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float maxLength = 0f;
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Vector3 longestEdgeStart = Vector3.zero;
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Vector3 longestEdgeEnd = Vector3.zero;
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// Iteriere über die Punkte und finde die längste Kante
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for (int i = 0; i < boundaryPoints.Length; i++)
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{
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Vector3 start = boundaryPoints[i];
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Vector3 end = boundaryPoints[(i + 1) % boundaryPoints.Length]; // Modulo für den letzten Punkt
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// Debug Visuals for Points
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Instantiate(pointPrefab, start, Quaternion.LookRotation(end));
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float length = Vector3.Distance(start, end);
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if (length > maxLength)
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{
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maxLength = length;
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longestEdgeStart = start;
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longestEdgeEnd = end;
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}
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}
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Debug.Log($"Längste Kante gefunden: Start({longestEdgeStart}), Ende({longestEdgeEnd}), Länge: {maxLength}");
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// Richte dein Objekt aus
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Vector3 midPoint = (longestEdgeStart + longestEdgeEnd) / 2;
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Vector3 direction = (longestEdgeEnd - longestEdgeStart).normalized;
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Instantiate(roomPrefab, midPoint, Quaternion.LookRotation(direction));
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Transform reticle = Instantiate(reticlePrefab, longestEdgeStart, Quaternion.LookRotation(direction)).transform;
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reticle.position = new Vector3 (reticle.position.x - 0.75f, reticle.position.y, reticle.position.z + 1);
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// Beispiel: Objekt positionieren und ausrichten
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//Transform objTransform = this.transform;
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//objTransform.position = midPoint;
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//objTransform.rotation = Quaternion.LookRotation(direction);
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Debug.Log("Objekt wurde an der längsten Kante ausgerichtet.");
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}
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} |