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Onboarding of new SEE members #479
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good first issue
Good for newcomers
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Li-ID
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The user can toggle the marking on any node. A marked node will have a white sphere hovering above it.
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m4xxed
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Marker sphere placement needs to be fixed yet.
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m4xxed
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Relative positions and scales do not spawn marker spheres at required positions and with required sizes. Code needs adapting to relative scaling in Unity.
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Yvo02
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Added functionality for GameNodeMarker, MarkAction and MarkNetAction. Extended ActionStateType with a new spacebar action for marking an element.
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hlkuss
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…Onboarding-hannes # Conflicts: # Assets/SEE/Controls/Actions/MarkAction.cs
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Yvo02
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Co-authored-by: Falko <10247603+falko17@users.noreply.github.com>
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SchrammJonas
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all in one: create MarkAction.cs, MarkNetAction.cs and GameNodeMarker.cs, also add the mark action in ActionStateType.cs
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Co-authored-by: Falko <10247603+falko17@users.noreply.github.com>
koschke
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Marker sphere placement needs to be fixed yet.
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koschke
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Relative positions and scales do not spawn marker spheres at required positions and with required sizes. Code needs adapting to relative scaling in Unity.
koschke
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The user can toggle the marking on any node. A marked node will have a white sphere hovering above it.
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koschke
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all in one: create MarkAction.cs, MarkNetAction.cs and GameNodeMarker.cs, also add the mark action in ActionStateType.cs
koschke
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The marking sphere now appears on top of all children.
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SarahAugustinowski
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… selected. If the same node will clicked again, it will be unmarked. Fixes needed, because the unmarking doesn't work for the client yet
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…llRootTypesJustContainsAllRoots order corrected
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New SEE members should familiarize themselves with the basics of the SEE implementation by solving a simple task that touches most relevant pieces of code.
A new marking action is to be implemented. A user should be able to select an element in a code city (an inner node or a leaf in terms of the underlying graph) to mark it. When marking a node, the following should happen (marking works as a toggle):
Required implementations:
SEE.Controls.Actions.MarkAction
must be added (note our coding guidelines: the directory structure must reflect the namespace and filenames must be chosen reflecting the main class contained therein; thus, the code of this new class must be contained inAssets/SEE/Controls/Actions/MarkAction.cs
.) The new class must be derived from classAbstractPlayerAction
. All required methods must be implemented (Update
,Undo
,Redo
,CreateReversibleAction
,NewInstance
,GetActionStateType
,GetChangedObjects
). The duty of this class is to manage the user interaction and to provide undo/redo capabilities.SEE.Net.MarkNetAction
must be added. It must derive fromSEE.Net.AbstractNetAction
. Its purpose is to broadcast an action of the local player to all clients, that is, to replicate the action in all client code cities such that all players always have a consistent view of the SEE scenery.SEE.Game.SceneManipulation.GameNodeMarker
must be added. Its purpose is to provide the necessary functions to create and destroy the sphere for the marking. BothSEE.Controls.Actions.MarkAction
andSEE.Net.MarkNetAction
must essentially do the same thing: mark a node visually by a sphere.SEE.Controls.Actions.MarkAction
does this locally (for the player triggering this action) andSEE.Net.MarkNetAction
does this remotely. To avoid duplicated code, the shared code for the marking/unmarking is factored out into this new classSEE.Game.SceneManipulation.GameNodeMarker
.SEE.Controls.Actions.ActionStateTypes
must be extended by providing a new static property analogous to the other declarations in code regionStatic Types
. This new staticActionStateType
property must be returned by methodSEE.Controls.Actions.MarkAction.GetActionStateType
.Hints:
SEE.Controls.Actions.AddNodeAction
,SEE.Net.AddNodeNetAction
, andSEE.Game.SceneManipulation.GameNodeAdder
as an example.GameObjectExtensions.GetTop()
yields the world-space center position of a game object taking into account the antenna or other kinds of decoration on top of a block.The text was updated successfully, but these errors were encountered: