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Commit 7a071fe8 authored by mhby1g21's avatar mhby1g21
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Merge branch 'finish-scene-building-automation' into 'main'

v2.3 working build room but very buggy and incomplete

See merge request !18
parents ac44f003 7c093f8b
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1 merge request!18v2.3 working build room but very buggy and incomplete
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......@@ -70,6 +70,17 @@ public class AssignMaterials : MonoBehaviour
public void ExportSteamScene()
{
// if in play mode, do not export scene
if (Application.isPlaying)
{
// todo: figure out how to export dynamic objects
// add dynamic object component
//this.gameObject.AddComponent<SteamAudioDynamicObject>();
// assign steamAudiodynamicobject
//SteamAudioDynamicObject dynamicObject = this.gameObject.GetComponent<SteamAudioDynamicObject>();
// export dynamic object asset
return;
}
// find steam audio manager
// export scene
SteamAudioManager.ExportScene(gameObject.scene, false);
......
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
public class BuildRoom : MonoBehaviour {
public class BuildRoom : MonoBehaviour
{
public LabelledInputValidator[] labelledInputValidators; // All the input validators and their respective labels
public Button buildButton; // The submit/build room button
public GameObject audioSourcePrefab; // Reference to the audio source prefab
private ImportScenery importScenery; // Reference to ImportScenery component
void Update() {
void Start()
{
// Get or add ImportScenery component
importScenery = gameObject.GetComponent<ImportScenery>();
if (importScenery == null)
{
importScenery = gameObject.AddComponent<ImportScenery>();
}
}
void Update()
{
// Check if all inputs have been entered and enable/disable the button
foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators) {
foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators)
{
InputValidator inputValidator = labelledInputValidator.inputValidator;
if (!inputValidator.IsValid()) {
if (!inputValidator.IsValid())
{
buildButton.interactable = false;
return;
}
......@@ -53,41 +71,157 @@ public class BuildRoom : MonoBehaviour {
// }
// }
// }
public void OnButtonPress() {
public void OnButtonPress()
{
// Compile all the inputs into one dictionary
Dictionary<string, object> allData = new Dictionary<string, object>();
foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators) {
foreach (LabelledInputValidator labelledInputValidator in labelledInputValidators)
{
allData[labelledInputValidator.name] = labelledInputValidator.inputValidator.GetData();
}
Debug.Log(DictionaryToString(allData));
// Extract data from dictionary
Dictionary<string, object> objData = allData["obj"] as Dictionary<string, object>;
Dictionary<string, object> mtlData = allData["mtl"] as Dictionary<string, object>;
Dictionary<string, object> roomDimensions = allData["roomDimensions"] as Dictionary<string, object>;
Dictionary<string, object> startPosition = allData["startPosition"] as Dictionary<string, object>;
Dictionary<string, object> speakers = allData["speakers"] as Dictionary<string, object>;
if (objData == null || mtlData == null || roomDimensions == null || startPosition == null || speakers == null)
{
Debug.LogError("Invalid data structure");
return;
}
// Import the scene using ImportScenery
string objPath = objData["path"].ToString();
string mtlPath = mtlData["path"].ToString();
ImportScenery.ImportScene(ImportScenery.GetNewMesh(objPath, mtlPath));
// find ModelWrapper in scene
GameObject importedScene = GameObject.Find("ModelWrapper");
// Scale the imported scene to match target dimensions
if (importedScene != null)
{
// Get target dimensions from input
Vector3 targetDimensions = new Vector3(
Convert.ToSingle(roomDimensions["x"]),
Convert.ToSingle(roomDimensions["y"]),
Convert.ToSingle(roomDimensions["z"])
);
// Calculate current dimensions
DimensionResults results = MeshDimensionCalculatorLogic.CalculateDimensions(importedScene);
if (results != null)
{
// Reset position first
MeshDimensionCalculatorLogic.ResetToOrigin(importedScene);
// Scale to target dimensions
MeshDimensionCalculatorLogic.ScaleToTargetDimensions(importedScene, results.dimensions,
targetDimensions);
// Reset floor to Y=0
MeshDimensionCalculatorLogic.ResetFloorToZero(importedScene, results.totalMin.y);
}
// Set player start position
GameObject xrOrigin = GameObject.Find("Complete XR Origin Set Up Variant AVVR");
if (xrOrigin != null)
{
Vector3 position = new Vector3(
Convert.ToSingle(startPosition["x"]),
Convert.ToSingle(startPosition["y"]),
Convert.ToSingle(startPosition["z"])
);
xrOrigin.transform.position = position;
}
// Create audio sources
foreach (KeyValuePair<string, object> speaker in speakers)
{
Dictionary<string, object> speakerData = speaker.Value as Dictionary<string, object>;
if (speakerData != null)
{
CreateAudioSource(
speakerData["path"].ToString(),
Convert.ToSingle(speakerData["x"]),
Convert.ToSingle(speakerData["y"]),
Convert.ToSingle(speakerData["z"])
);
}
}
}
void CreateAudioSource(string audioPath, float x, float y, float z)
{
// Find existing InteractableAudioSource in scene
GameObject audioSourceObj = GameObject.Find("InteractableAudioSource");
if (audioSourceObj == null)
{
Debug.LogError("Could not find InteractableAudioSource in scene!");
return;
}
// Update position
audioSourceObj.transform.position = new Vector3(x, y, z);
// Load and update audio clip
StartCoroutine(LoadAudio(audioPath, audioSourceObj));
}
string DictionaryToString(Dictionary<string, object> dictionary, int depth = 0) {
string indent = new string(' ', depth * 4); // Indentation for nested levels
IEnumerator LoadAudio(string path, GameObject audioSourceObj)
{
WWW www = new WWW("file://" + path);
yield return www;
if (string.IsNullOrEmpty(www.error))
{
AudioSource audioSource = audioSourceObj.GetComponent<AudioSource>();
if (audioSource != null)
{
audioSource.clip = www.GetAudioClip();
Debug.Log($"Successfully loaded audio clip: {path}");
}
}
else
{
Debug.LogError($"Error loading audio clip: {www.error}");
}
}
string DictionaryToString(Dictionary<string, object> dictionary, int depth = 0)
{
string indent = new string(' ', depth * 4);
string result = "{\n";
foreach (var kvp in dictionary) {
foreach (var kvp in dictionary)
{
result += indent + $" \"{kvp.Key}\": ";
if (kvp.Value is Dictionary<string, object> nestedDict) {
result += DictionaryToString(nestedDict, depth + 1); // Recursive call for nested dictionary
} else {
result += $"{kvp.Value}"; // Print value directly
if (kvp.Value is Dictionary<string, object> nestedDict)
{
result += DictionaryToString(nestedDict, depth + 1);
}
else
{
result += $"{kvp.Value}";
}
result += ",\n"; // Add a comma and newline after each key-value pair
result += ",\n";
}
result += indent + "}"; // Close the dictionary
result += indent + "}";
return result;
}
}
// A class to label the data from an input validator
// Also allows for viewing in the inspector
[Serializable]
public class LabelledInputValidator {
public class LabelledInputValidator
{
public string name;
public InputValidator inputValidator;
}
}
\ No newline at end of file
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using TMPro;
using System.Collections;
using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets;
using UnityEngine.XR.Interaction.Toolkit.Locomotion.Turning;
using UnityEngine.XR;
using System.Collections.Generic;
public class VRMenuSimple : MonoBehaviour
{
private bool wasPressed = false;
private bool isMenuVisible = true;
private readonly Vector3 defaultPosition = new Vector3(0f, 1f, 1.5f);
private List<InputDevice> gameControllers = new List<InputDevice>();
private Canvas menuCanvas;
[Header("UI Components")]
[SerializeField] private Slider volumeSlider;
[SerializeField] private TMP_Text volumeValueText; // Add reference for volume text
[SerializeField] private Toggle smoothTurnToggle;
[Header("Controller Configuration")]
[SerializeField] private ControllerInputActionManager rightControllerManager;
[SerializeField] private ContinuousTurnProvider continuousTurnProvider; // Fixed naming
[SerializeField] private SnapTurnProvider snapTurnProvider;
[Header("Audio Configuration")]
[SerializeField] private AudioSource interactableAudioSource; // Reference to your InteractableAudioSource
[Header("Scene Management")]
[SerializeField] private string menuSceneName = "MenuInterface";
private void Awake()
{
Debug.Log("VRMenu: Awake called");
menuCanvas = GetComponent<Canvas>();
if (menuCanvas == null)
{
menuCanvas = GetComponentInChildren<Canvas>();
}
ValidateComponents();
InitializeUI();
}
private void Start()
{
InitializeControllers();
isMenuVisible = true; // Start with menu visible
}
private void InitializeControllers()
{
var desiredCharacteristics = InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.HeldInHand;
InputDevices.GetDevicesWithCharacteristics(desiredCharacteristics, gameControllers);
}
private float debounceTime = 0.3f; // Time required between button presses
private float lastSecondaryButtonPress = 0f;
private void Update()
{
if (gameControllers.Count == 0)
{
InitializeControllers();
return;
}
bool primaryButtonPressed = false;
bool secondaryButtonPressed = false;
foreach (var device in gameControllers)
{
if (device.TryGetFeatureValue(CommonUsages.primaryButton, out bool primaryPressed))
{
if (primaryPressed)
{
primaryButtonPressed = true;
}
}
if (device.TryGetFeatureValue(CommonUsages.secondaryButton, out bool secondaryPressed))
{
if (secondaryPressed && !wasPressed && Time.time - lastSecondaryButtonPress >= debounceTime)
{
ToggleAudioPlayback();
lastSecondaryButtonPress = Time.time;
}
secondaryButtonPressed = secondaryPressed;
}
}
if (primaryButtonPressed && !wasPressed)
{
ToggleMenuVisibility();
}
wasPressed = primaryButtonPressed || secondaryButtonPressed;
}
private void ToggleAudioPlayback()
{
if (interactableAudioSource == null)
{
Debug.LogError("VRMenu: InteractableAudioSource is not assigned or found in scene");
return;
}
if (interactableAudioSource.isPlaying)
{
interactableAudioSource.Pause();
Debug.Log("VRMenu: Audio paused");
}
else
{
interactableAudioSource.Play();
Debug.Log("VRMenu: Audio playing");
}
}
private void ToggleMenuVisibility()
{
isMenuVisible = !isMenuVisible;
if (menuCanvas != null)
{
menuCanvas.enabled = isMenuVisible;
}
else
{
// Fallback: toggle all renderers and canvases in children
foreach (var canvas in GetComponentsInChildren<Canvas>(true))
{
canvas.enabled = isMenuVisible;
}
foreach (var renderer in GetComponentsInChildren<Renderer>(true))
{
renderer.enabled = isMenuVisible;
}
}
// If showing menu, reset position
if (isMenuVisible)
{
transform.position = defaultPosition;
transform.rotation = Quaternion.identity;
}
}
private void ValidateComponents()
{
// Validate all required components are assigned
if (volumeSlider == null) Debug.LogError("VRMenu: Volume Slider not assigned");
if (smoothTurnToggle == null) Debug.LogError("VRMenu: Smooth Turn Toggle not assigned");
if (rightControllerManager == null) Debug.LogError("VRMenu: Right Controller Manager not assigned");
if (continuousTurnProvider == null) Debug.LogError("VRMenu: Continuous Turn Provider not assigned");
if (snapTurnProvider == null) Debug.LogError("VRMenu: Snap Turn Provider not assigned");
// Auto-find InteractableAudioSource if not assigned
if (interactableAudioSource == null)
{
// First try to find by GameObject name
GameObject audioSourceObj = GameObject.Find("InteractableAudioSource");
if (audioSourceObj != null)
{
interactableAudioSource = audioSourceObj.GetComponent<AudioSource>();
Debug.Log("VRMenu: Found InteractableAudioSource by GameObject name");
}
// If still not found, try to find by type in scene
if (interactableAudioSource == null)
{
interactableAudioSource = FindObjectOfType<AudioSource>();
Debug.Log("VRMenu: Found InteractableAudioSource by type");
}
if (interactableAudioSource == null)
{
Debug.LogError("VRMenu: Could not find InteractableAudioSource in scene");
}
}
if (interactableAudioSource == null) Debug.LogError("VRMenu: Interactable Audio Source not assigned and not found in scene");
}
private void InitializeUI()
{
Debug.Log("VRMenu: Initializing UI components");
if (volumeSlider != null)
{
volumeSlider.onValueChanged.AddListener(HandleVolumeChange);
Debug.Log("VRMenu: Volume slider initialized");
}
if (smoothTurnToggle != null)
{
smoothTurnToggle.onValueChanged.AddListener(HandleSmoothTurnChange);
Debug.Log("VRMenu: Smooth turn toggle initialized");
}
}
public void HandleVolumeChange(float volume)
{
AudioListener.volume = volume;
PlayerPrefs.SetFloat("VRMenuVolume", volume);
PlayerPrefs.Save();
// Update volume text with 2 decimal places
if (volumeValueText != null)
{
volumeValueText.text = volume.ToString("F2");
}
Debug.Log($"VRMenu: Volume changed to {volume:F2}");
}
public void HandleSmoothTurnChange(bool isOn)
{
PlayerPrefs.SetInt("SmoothTurn", isOn ? 1 : 0);
PlayerPrefs.Save();
Debug.Log($"VRMenu: Turn type changing to {(isOn ? "Smooth" : "Snap")}");
SetTurnType(isOn);
}
private void SetTurnType(bool isSmooth)
{
Debug.Log($"VRMenu: Setting turn type to {(isSmooth ? "Smooth" : "Snap")}");
if (rightControllerManager == null)
{
Debug.LogError("VRMenu: Right controller manager is null");
return;
}
// Set the smooth turn enabled field
var field = rightControllerManager.GetType().GetField("m_SmoothTurnEnabled",
System.Reflection.BindingFlags.NonPublic |
System.Reflection.BindingFlags.Instance);
if (field == null)
{
Debug.LogError("VRMenu: Could not find m_SmoothTurnEnabled field");
return;
}
// Update the controller manager
field.SetValue(rightControllerManager, isSmooth);
Debug.Log($"VRMenu: Set m_SmoothTurnEnabled to {isSmooth}");
// Update turn providers
if (continuousTurnProvider != null && snapTurnProvider != null)
{
continuousTurnProvider.enabled = isSmooth;
snapTurnProvider.enabled = !isSmooth;
Debug.Log($"VRMenu: Updated turn providers - Continuous: {isSmooth}, Snap: {!isSmooth}");
}
}
private void OnDestroy()
{
Debug.Log("VRMenu: Cleaning up event listeners");
if (volumeSlider != null)
volumeSlider.onValueChanged.RemoveListener(HandleVolumeChange);
if (smoothTurnToggle != null)
smoothTurnToggle.onValueChanged.RemoveListener(HandleSmoothTurnChange);
}
}
\ No newline at end of file
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