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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class MapRenderer : MonoBehaviour
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{
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[SerializeField]
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public SceneManager sceneManager;
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[SerializeField]
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private SpriteRenderer underlayTemplate;
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[SerializeField]
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private SpriteRenderer overlayTemplate;
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[SerializeField]
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public bool interactable = true;
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public Color minColor;
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public Color maxColor;
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private Vector3 startPos;
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private Vector3 startScale;
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public SpriteRenderer underlay;
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private Dictionary<string, SpriteRenderer> overlay = new Dictionary<string, SpriteRenderer>();
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private Dictionary<string, Image> overlay2 = new Dictionary<string, Image>();
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private bool first = true;
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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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startPos = transform.position;
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startScale = transform.localScale;
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Load();
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interactable = true;
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}
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void Update()
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{
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if (first)
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{
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first = false;
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// Get source directory
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string sourceDirectory = sceneManager.mapSourceDirectory;
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// Get file with asset relative positions
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TextAsset output = Resources.Load<TextAsset>($"{sourceDirectory}/output");
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if (output == null)
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{
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Debug.Log($"Layout file missing at {sourceDirectory}/output.csv. Returning.");
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return;
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}
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string[] lines = output.ToString().Split('\n');
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List<string> filenamesTMP = new List<string>();
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for (int i = 0; i < lines.Length; i++)
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{
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lines[i] = lines[i].Trim();
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if (lines[i].Length != 0 && !lines[i].StartsWith("//"))
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filenamesTMP.Add(lines[i]);
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}
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lines = filenamesTMP.ToArray();
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for (int i = 0; i < lines.Length; i++)
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{
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var split = lines[i].Split(';');
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// Parse name minus the extension
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// X - percent offset from left btm corner
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// Y - percent offset from left btm corner
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var name = split[0].Substring(0, split[0].Length - 4);
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var xoff = float.Parse(split[1]);
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var yoff = float.Parse(split[2]);
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var img = overlay[name];
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if (img != null)
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{
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var bounds = underlay.bounds;
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var imgbounds = img.bounds;
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var xshift = -bounds.size.x / 2 + imgbounds.size.x / 2 + bounds.size.x * (xoff / 100);
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var yshift = -bounds.size.y / 2 + imgbounds.size.y / 2 + bounds.size.y * (yoff / 100);
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img.gameObject.transform.position = bounds.center + new Vector3(xshift, yshift, 0);
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}
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else
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{
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Debug.Log($"Error: Missing sprite {name}!");
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}
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}
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}
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}
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/// <summary>
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/// Loads map resources from an annotated directory
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/// A "layout.txt" file with directory annotation is required
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/// Creates the underlay map and building overlays addressable by their name as per the layout file
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/// </summary>
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/// <param name="sourceDirectory">Path to the source directory</param>
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public void Load()
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{
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// Get source directory
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string sourceDirectory = sceneManager.mapSourceDirectory;
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// Load directory layout
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// Read filenames
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// First filename is the underlay
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// All the others are the overlays, names as their respective building codes
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TextAsset layout = Resources.Load<TextAsset>($"{sourceDirectory}/layout");
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if (layout == null)
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{
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Debug.Log($"Layout file missing at {sourceDirectory}/layout.txt. Returning.");
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return;
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}
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string[] filenames = layout.ToString().Split('\n');
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// A map must contain at least an underlay
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if (filenames.Length < 1)
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{
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Debug.Log("Attempted to load an empty map. Returning.");
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return;
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}
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// Trim filenames (line breaks), remove empty line breaks and comments
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List<string> filenamesTMP = new List<string>();
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for (int i = 0; i < filenames.Length; i++)
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{
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filenames[i] = filenames[i].Trim();
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if (filenames[i].Length != 0 && !filenames[i].StartsWith("//"))
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filenamesTMP.Add(filenames[i]);
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}
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filenames = filenamesTMP.ToArray();
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// Load underlay sprite
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Sprite underlaySprite = Resources.Load<Sprite>($"{sourceDirectory}/{filenames[0]}");
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if (underlaySprite == null)
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{
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Debug.LogError($"Underlay sprite does not exist at path \"{sourceDirectory}/{filenames[0]}.png\". Returning.");
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return;
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}
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// Load overlay sprites
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Sprite[] overlaySprites = new Sprite[filenames.Length - 1];
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for (int i = 1; i < filenames.Length; i++)
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{
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overlaySprites[i-1] = Resources.Load<Sprite>($"{sourceDirectory}/{filenames[i]}");
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if (overlaySprites[i - 1] == null)
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{
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Debug.LogError($"Overlay sprite does not exist at path \"{sourceDirectory}/{filenames[i]}.png\". Returning.");
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return;
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}
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}
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// Create game objects
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underlay = Instantiate(underlayTemplate, transform);
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underlay.name = "Underlay";
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underlay.sprite = underlaySprite;
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for (int i = 1; i < filenames.Length; i++)
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{
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overlay[filenames[i]] = Instantiate(overlayTemplate, transform);
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overlay[filenames[i]].name = filenames[i];
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overlay[filenames[i]].sprite = overlaySprites[i - 1];
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overlay[filenames[i]].sortingOrder = i;
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}
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// Get references to remaining building sprites
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BuildingTag[] images = (FindObjectsOfType(typeof(BuildingTag)) as BuildingTag[]);
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foreach (var building in images)
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{
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overlay2[building.builidngName] = building.GetComponent<Image>();
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//Debug.Log(building.builidngName);
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}
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}
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public void SetColors(double[] predictions)
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{
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var buildings = Buildings.buildings;
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if (predictions.Length != buildings.Length)
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{
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Debug.LogError("Mismatch in prediction and building count.");
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return;
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}
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for (int i = 0; i < buildings.Length; i++)
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{
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if (predictions[i] < 0)
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{
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// TODO set different material
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}
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else
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{
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if (overlay.ContainsKey(buildings[i]))
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{
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float a = overlay[buildings[i]].color.a;
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var c = Color.Lerp(minColor, maxColor, (float)predictions[i] / 100f);
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c.a = a;
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overlay[buildings[i]].color = c;
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}
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else if (overlay2.ContainsKey(buildings[i]))
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{
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RectTransform rt = overlay2[buildings[i]].GetComponent(typeof(RectTransform)) as RectTransform;
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rt.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, 25 + ( 200 * ((float)predictions[i] / 100f)));
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rt.ForceUpdateRectTransforms();
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float a = overlay2[buildings[i]].color.a;
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var c = Color.Lerp(minColor, maxColor, (float)predictions[i] / 100f);
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c.a = a;
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overlay2[buildings[i]].color = c;
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}
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}
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}
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}
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}
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