Beispiel #1
0
        /// <summary>
        /// Create a new interaction definition for the game object, used to add new interactions
        /// </summary>
        /// <param name="_name"> Name for the new interaction </param>
        /// <returns>An interaction definition, that can be modified in order to create dependencies,
        /// conditions and action. </returns>
        public S_InteractionDefinition CreateInteractionDefinition(string _name)
        {
            S_InteractionDefinition definition = new S_InteractionDefinition(_name);

            Interactions.Add(definition);
            return(definition);
        }
        /// <summary>
        /// Creates all the interactions specified in the IO definition and binds them into the
        /// newly created Interactive Object
        /// </summary>
        /// <param name="_ioDef"> The definition of the IO in process of creation </param>
        /// <param name="_io"> The instance of the interactive object being created </param>
        /// <param name="_wireDependencies"> Do the dependencies will be wired now ? (set that to false if you have circular dependencies that need
        /// to be post processed when all the ios and interactions have been created) </param>
        private static void CreateInteractionsForGameObject(S_IODefinition _ioDef, Gaze_InteractiveObject _io, bool _wireDependencies)
        {
            // Get the base interaction in order to replicate it as many times as needed
            Gaze_Interaction modelInteraction = _io.GetComponentInChildren <Gaze_Interaction>();

            // Create all the interactions specified on the io definition
            int numInteractions = _ioDef.Interactions.Count;

            for (int i = 0; i < numInteractions; i++)
            {
                // Create a new copy of the model interation and parent it to the interactions of the io
                GameObject interaction = GameObject.Instantiate(modelInteraction.gameObject, modelInteraction.transform.parent);

                // Get the interaction definition
                S_InteractionDefinition interDef = _ioDef.Interactions[i];

                // Add a GUID in order to identify in a unique way across all the apps and runtimes
                interaction.AddComponent <S_Guid>().SetGUID(interDef.GUID);

                // Set the interaction name
                interaction.name = interDef.Name;

                // Create the interaction conditions
                CreateConditionsForInteraction(interDef, interaction);

                // Create the interaction Actions
                CreateActionsForInteraction(interDef, interaction);

                // Add the Delay to the interaction
                if (interDef.Delay > 0)
                {
                    Gaze_Conditions cond = interaction.GetComponent <Gaze_Conditions>();
                    cond.delayed       = true;
                    cond.delayDuration = interDef.Delay;
                }

                // Destroy the game object used to hold the monobehaivours before
                // the creation of the interaction
                interDef.DestroyComponentHolder();


                // Create the interaction dependencies if necessary
                if (_wireDependencies)
                {
                    CreateDependenciesForInteraction(interDef, interaction);
                }
                else
                {
                    depenenciesToWire.Add(new KeyValuePair <GameObject, S_InteractionDefinition>(interaction, interDef));
                }
            }
        }
        /// <summary>
        /// Creates all the dependencies for the interaction being created, we should consider
        /// exposing this method in order to allow the creation of circular dependencies, like that
        /// the user will be able to first, create all the ios, conditions, actions and then wire up
        /// all the dependencies without having to care about the order of creation of the ios.
        /// </summary>
        /// <param name="_interDef"> The definition of the interaciton being created </param>
        /// <param name="_interaction"> The interaction in process of creation </param>
        private static void CreateDependenciesForInteraction(S_InteractionDefinition _interDef, GameObject _interaction)
        {
            int numConditions = _interDef.ConditionsAndDependencies.Count;

            for (int i = 0; i < numConditions; i++)
            {
                Gaze_AbstractCondition cond = _interDef.ConditionsAndDependencies[i];
                // We need to make sure that the object is a dependency (a dependency is a condition as well)
                if (cond is Gaze_Dependency)
                {
                    cond.SetupUsingApi(_interaction);
                }
            }
        }
        /// <summary>
        /// Creates all the specified conditions for the interaction being created
        /// </summary>
        /// <param name="_interDef">The interaction definition file</param>
        /// <param name="_interaction"> The interaction in process of creation </param>
        private static void CreateConditionsForInteraction(S_InteractionDefinition _interDef, GameObject _interaction)
        {
            int numConditions = _interDef.ConditionsAndDependencies.Count;

            for (int i = 0; i < numConditions; i++)
            {
                Gaze_AbstractCondition cond = _interDef.ConditionsAndDependencies[i];
                // Create all the conditions letting the dependencies being created in next stages
                if (!(cond is Gaze_Dependency))
                {
                    cond.SetupUsingApi(_interaction);
                }
            }
        }
        /// <summary>
        /// Creates all the actions defined on the S_Interaction definitions
        /// </summary>
        /// <param name="_interDef"> Interaction definition object </param>
        /// <param name="_interaction"> Interaction </param>
        private static void CreateActionsForInteraction(S_InteractionDefinition _interDef, GameObject _interaction)
        {
            int numActions = _interDef.Actions.Count;

            for (int i = 0; i < numActions; i++)
            {
                // Get the temporary action
                Gaze_AbstractBehaviour tempAction = _interDef.Actions[i];

                // Create the final action using the temporary aciton type
                Component comp = _interaction.AddComponent(tempAction.GetType());

                // Cast to get the Gaze_AbstractBehaivour of the action
                Gaze_AbstractBehaviour finalAction = ((Gaze_AbstractBehaviour)comp);

                // Copy the temp action data to the final data
                finalAction.creationData = new List <object>(tempAction.creationData);

                // Setupt the final action
                finalAction.SetupUsingApi(_interaction);
            }
        }