Example #1
0
    public void SmartItemComponent()
    {
        SmartItemComponent.Model model = new SmartItemComponent.Model();

        string testFloatKey = "TestFloat";
        float  testFloat    = 20f;

        string intKey  = "Speed";
        int    testInt = 10;

        string stringKey  = "TextExample";
        string testString = "unit test example";

        string onClickKey = "OnClick";


        Dictionary <object, object> onClickDict = new Dictionary <object, object>();

        onClickDict.Add(testFloatKey, testFloat);

        model.values = new Dictionary <object, object>();
        model.values.Add(intKey, testInt);
        model.values.Add(testFloatKey, testFloat);
        model.values.Add(stringKey, testString);
        model.values.Add(onClickKey, onClickDict);

        string jsonModel = JsonUtility.ToJson(model);

        string entityId = "1";

        TestHelpers.CreateSceneEntity(scene, entityId);
        SmartItemComponent smartItemComponent = null;

        //Note (Adrian): This shouldn't work this way, we should have a function to create the component from Model directly
        scene.EntityComponentCreateOrUpdateFromUnity(entityId, CLASS_ID_COMPONENT.SMART_ITEM, jsonModel);

        if (scene.entities[entityId].TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out BaseComponent baseComponent))
        {
            //Note (Adrian): We can't wait to set the component 1 frame in production, so we set it like production
            smartItemComponent = ((SmartItemComponent)baseComponent);
            smartItemComponent.SetModel(model);
        }
        else
        {
            Assert.Fail("Smart Compoenent not found");
        }

        Assert.AreEqual(testInt, smartItemComponent.model.values[intKey]);
        Assert.AreEqual(testFloat, smartItemComponent.model.values[testFloatKey]);
        Assert.AreEqual(testString, smartItemComponent.model.values[stringKey]);

        Dictionary <object, object> onClickDictFromComponent = (Dictionary <object, object>)smartItemComponent.model.values[onClickKey];

        Assert.AreEqual(testFloat, onClickDictFromComponent[testFloatKey]);
    }
Example #2
0
    private void AddSmartItemComponent(DCLBuilderInWorldEntity entity)
    {
        SmartItemComponent.Model model = new SmartItemComponent.Model();
        model.values = new Dictionary <object, object>();

        sceneToEdit.EntityComponentCreateOrUpdateWithModel(entity.rootEntity.entityId, CLASS_ID_COMPONENT.SMART_ITEM, model);

        //Note (Adrian): We can't wait to set the component 1 frame, so we set it
        if (entity.rootEntity.TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out IEntityComponent component))
        {
            ((SmartItemComponent)component).UpdateFromModel(model);
        }
    }
    public static BIWEntity CreateSmartItemEntity(BIWEntityHandler entityHandler, ParcelScene scene, SmartItemComponent.Model model = null)
    {
        if (model == null)
        {
            model = new SmartItemComponent.Model();
        }

        BIWEntity entity = entityHandler.CreateEmptyEntity(scene, Vector3.zero, Vector3.zero);

        scene.EntityComponentCreateOrUpdateWithModel(entity.rootEntity.entityId, CLASS_ID_COMPONENT.SMART_ITEM, model);

        return(entity);
    }
Example #4
0
    public void SmartItemComponent()
    {
        SmartItemComponent.Model model = new SmartItemComponent.Model();

        string testFloatKey = "TestFloat";
        float  testFloat    = 20f;

        string intKey  = "Speed";
        int    testInt = 10;

        string stringKey  = "TextExample";
        string testString = "unit test example";

        string onClickKey = "OnClick";


        Dictionary <object, object> onClickDict = new Dictionary <object, object>();

        onClickDict.Add(testFloatKey, testFloat);

        model.values = new Dictionary <object, object>();
        model.values.Add(intKey, testInt);
        model.values.Add(testFloatKey, testFloat);
        model.values.Add(stringKey, testString);
        model.values.Add(onClickKey, onClickDict);

        SmartItemComponent smartItemComponent = null;

        scene.EntityComponentCreateOrUpdateWithModel(ENTITY_ID, CLASS_ID_COMPONENT.SMART_ITEM, model);

        if (scene.entities[ENTITY_ID].TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out IEntityComponent baseComponent))
        {
            //Note (Adrian): We can't wait to set the component 1 frame in production, so we set it like production
            smartItemComponent = ((SmartItemComponent)baseComponent);
            smartItemComponent.UpdateFromModel(model);
        }
        else
        {
            Assert.Fail("Smart Component not found");
        }

        Assert.AreEqual(testInt, smartItemComponent.GetValues()[intKey]);
        Assert.AreEqual(testFloat, smartItemComponent.GetValues()[testFloatKey]);
        Assert.AreEqual(testString, smartItemComponent.GetValues()[stringKey]);

        Dictionary <object, object> onClickDictFromComponent = (Dictionary <object, object>)smartItemComponent.GetValues()[onClickKey];

        Assert.AreEqual(testFloat, onClickDictFromComponent[testFloatKey]);
    }
    public void EntityDeselected()
    {
        if (currentEntity == null)
        {
            return;
        }

        if (currentEntity.rootEntity.TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out BaseComponent component))
        {
            SmartItemComponent       smartItemComponent = (SmartItemComponent)component;
            SmartItemComponent.Model modelo             = smartItemComponent.model;
            modelo.ToString();
            OnSmartItemComponentUpdate?.Invoke(currentEntity);
        }
    }
    private void AddSmartItemComponent(DCLBuilderInWorldEntity entity)
    {
        SmartItemComponent.Model model = new SmartItemComponent.Model();
        model.values = new Dictionary <object, object>();

        string jsonModel = JsonUtility.ToJson(model);

        //Note (Adrian): This shouldn't work this way, we should have a function to create the component from Model directly
        sceneToEdit.EntityComponentCreateOrUpdateFromUnity(entity.rootEntity.entityId, CLASS_ID_COMPONENT.SMART_ITEM, jsonModel);

        //Note (Adrian): We can't wait to set the component 1 frame, so we set it
        if (entity.rootEntity.TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out BaseComponent baseComponent))
        {
            ((SmartItemComponent)baseComponent).SetModel(model);
        }
    }
Example #7
0
    private void AddSmartItemComponent(BIWEntity entity)
    {
        //Note (Adrian): This will disable the smart item component until it is implemented in kernel
        //TODO: After the implementation in kernel of smart items, we should eliminate this return
        return;

        SmartItemComponent.Model model = new SmartItemComponent.Model();
        model.values = new Dictionary <object, object>();

        sceneToEdit.EntityComponentCreateOrUpdateWithModel(entity.rootEntity.entityId, CLASS_ID_COMPONENT.SMART_ITEM, model);

        //Note (Adrian): We can't wait to set the component 1 frame, so we set it
        if (entity.rootEntity.TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out IEntityComponent component))
        {
            ((SmartItemComponent)component).UpdateFromModel(model);
        }
    }
Example #8
0
    public void BuilderInWorldEntityComponents()
    {
        string entityId = "1";

        TestHelpers.CreateSceneEntity(scene, entityId);

        DCLBuilderInWorldEntity biwEntity = Utils.GetOrCreateComponent <DCLBuilderInWorldEntity>(scene.entities[entityId].gameObject);

        biwEntity.Init(scene.entities[entityId], null);

        Assert.IsTrue(biwEntity.entityUniqueId == scene.sceneData.id + scene.entities[entityId].entityId, "Entity id is not created correctly, this can lead to weird behaviour");

        SmartItemComponent.Model model = new SmartItemComponent.Model();
        string jsonModel = JsonUtility.ToJson(model);

        scene.EntityComponentCreateOrUpdateFromUnity(entityId, CLASS_ID_COMPONENT.SMART_ITEM, jsonModel);

        Assert.IsTrue(biwEntity.HasSmartItemComponent());

        DCLName name = (DCLName)scene.SharedComponentCreate(Guid.NewGuid().ToString(), Convert.ToInt32(CLASS_ID.NAME));

        scene.SharedComponentAttach(biwEntity.rootEntity.entityId, name.id);

        DCLName dclName = biwEntity.rootEntity.TryGetComponent <DCLName>();

        Assert.IsNotNull(dclName);

        string newName = "TestingName";

        dclName.ForceSetNewName(newName);
        Assert.AreEqual(newName, biwEntity.GetDescriptiveName());


        DCLLockedOnEdit entityLocked = (DCLLockedOnEdit)scene.SharedComponentCreate(Guid.NewGuid().ToString(), Convert.ToInt32(CLASS_ID.LOCKED_ON_EDIT));

        scene.SharedComponentAttach(biwEntity.rootEntity.entityId, entityLocked.id);

        DCLLockedOnEdit dclLockedOnEdit = biwEntity.rootEntity.TryGetComponent <DCLLockedOnEdit>();

        Assert.IsNotNull(dclLockedOnEdit);

        bool isLocked = true;

        dclLockedOnEdit.SetIsLocked(isLocked);
        Assert.AreEqual(biwEntity.IsLocked, isLocked);
    }
    DCLBuilderInWorldEntity CreateSceneObject(SceneObject sceneObject, bool autoSelect = true, bool isFloor = false)
    {
        if (sceneObject.asset_pack_id == BuilderInWorldSettings.ASSETS_COLLECTIBLES && BuilderInWorldNFTController.i.IsNFTInUse(sceneObject.id))
        {
            return(null);
        }

        IsInsideTheLimits(sceneObject);

        //Note (Adrian): This is a workaround until the mapping is handle by kernel

        LoadParcelScenesMessage.UnityParcelScene data = sceneToEdit.sceneData;
        data.baseUrl = BuilderInWorldSettings.BASE_URL_CATALOG;

        foreach (KeyValuePair <string, string> content in sceneObject.contents)
        {
            ContentServerUtils.MappingPair mappingPair = new ContentServerUtils.MappingPair();
            mappingPair.file = content.Key;
            mappingPair.hash = content.Value;
            bool found = false;
            foreach (ContentServerUtils.MappingPair mappingPairToCheck in data.contents)
            {
                if (mappingPairToCheck.file == mappingPair.file)
                {
                    found = true;
                    break;
                }
            }

            if (!found)
            {
                data.contents.Add(mappingPair);
            }
        }

        Environment.i.world.sceneController.UpdateParcelScenesExecute(data);


        DCLName         name         = (DCLName)sceneToEdit.SharedComponentCreate(Guid.NewGuid().ToString(), Convert.ToInt32(CLASS_ID.NAME));
        DCLLockedOnEdit entityLocked = (DCLLockedOnEdit)sceneToEdit.SharedComponentCreate(Guid.NewGuid().ToString(), Convert.ToInt32(CLASS_ID.LOCKED_ON_EDIT));

        DCLBuilderInWorldEntity entity = builderInWorldEntityHandler.CreateEmptyEntity(sceneToEdit, currentActiveMode.GetCreatedEntityPoint(), editionGO.transform.position);

        entity.isFloor = isFloor;

        if (entity.isFloor)
        {
            entityLocked.SetIsLocked(true);
        }
        else
        {
            entityLocked.SetIsLocked(false);
        }

        if (sceneObject.asset_pack_id == BuilderInWorldSettings.ASSETS_COLLECTIBLES)
        {
            NFTShape nftShape = (NFTShape)sceneToEdit.SharedComponentCreate(sceneObject.id, Convert.ToInt32(CLASS_ID.NFT_SHAPE));
            nftShape.model         = new NFTShape.Model();
            nftShape.model.color   = new Color(0.6404918f, 0.611472f, 0.8584906f);
            nftShape.model.src     = sceneObject.model;
            nftShape.model.assetId = sceneObject.id;

            sceneToEdit.SharedComponentAttach(entity.rootEntity.entityId, nftShape.id);
        }
        else
        {
            GLTFShape mesh = (GLTFShape)sceneToEdit.SharedComponentCreate(sceneObject.id, Convert.ToInt32(CLASS_ID.GLTF_SHAPE));
            mesh.model         = new LoadableShape.Model();
            mesh.model.src     = sceneObject.model;
            mesh.model.assetId = sceneObject.id;
            sceneToEdit.SharedComponentAttach(entity.rootEntity.entityId, mesh.id);
        }

        sceneToEdit.SharedComponentAttach(entity.rootEntity.entityId, name.id);
        sceneToEdit.SharedComponentAttach(entity.rootEntity.entityId, entityLocked.id);

        builderInWorldEntityHandler.SetEntityName(entity, sceneObject.name);

        if (sceneObject.IsSmartItem())
        {
            SmartItemComponent.Model model = new SmartItemComponent.Model();
            model.actions    = sceneObject.actions;
            model.parameters = sceneObject.parameters;

            string jsonModel = JsonUtility.ToJson(model);

            sceneToEdit.EntityComponentCreateOrUpdateFromUnity(entity.rootEntity.entityId, CLASS_ID_COMPONENT.SMART_ITEM, jsonModel);

            //Note (Adrian): This shouldn't work this way, we can't wait a frame to set the data of the component so we force it to update

            entity.rootEntity.TryGetBaseComponent(CLASS_ID_COMPONENT.SMART_ITEM, out BaseComponent baseComponent);
            ((SmartItemComponent)baseComponent).ForceUpdate(jsonModel);
        }

        if (sceneObject.asset_pack_id == BuilderInWorldSettings.VOXEL_ASSETS_PACK_ID)
        {
            entity.isVoxel = true;
        }

        if (autoSelect)
        {
            builderInWorldEntityHandler.DeselectEntities();
            builderInWorldEntityHandler.Select(entity.rootEntity);
        }

        entity.gameObject.transform.eulerAngles = Vector3.zero;

        currentActiveMode.CreatedEntity(entity);
        if (!isAdvancedModeActive)
        {
            Utils.LockCursor();
        }
        lastSceneObjectCreated = sceneObject;

        builderInWorldEntityHandler.NotifyEntityIsCreated(entity.rootEntity);
        InputDone();
        OnSceneObjectPlaced?.Invoke();

        return(entity);
    }