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HDRobotics/Assets/Scripts/View/PointManagerView.cs

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C#
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2025-10-30 09:31:05 +09:00
using System.Collections.Generic;
using UnityEngine;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̽<EFBFBD>
public interface IPointManagerView
{
void CreatePoint(RobotData pose);
void UpdatePointPosition(int index, RobotData pose);
void DeletePoint(int index);
void RedrawPoints(List<RobotData> poses); // (RobotProgram.Steps<70><73><EFBFBD><EFBFBD> <20><>ȯ)
}
public class PointManagerView : MonoBehaviour, IPointManagerView
{
[SerializeField] private GameObject pointPrefab; // <20>ν<EFBFBD><CEBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><CDBF><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
private List<GameObject> activePoints = new List<GameObject>();
public void CreatePoint(RobotData pose)
{
Vector3 position = new Vector3(pose.x, pose.y, pose.z);
GameObject pointObj = Instantiate(pointPrefab, position, Quaternion.identity, this.transform);
activePoints.Add(pointObj);
// (<28><><EFBFBD><EFBFBD>: <20><> pointObj<62><6A> 'InteractionView'<27><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20>ִ<EFBFBD> <20>ݶ<EFBFBD><DDB6>̴<EFBFBD><CCB4><EFBFBD> <20><>ũ<EFBFBD><C5A9>Ʈ<EFBFBD><C6AE> <20>־<EFBFBD><D6BE><EFBFBD> <20><>)
}
public void UpdatePointPosition(int index, RobotData pose)
{
if (index < 0 || index >= activePoints.Count) return;
activePoints[index].transform.position = new Vector3(pose.x, pose.y, pose.z);
}
public void DeletePoint(int index)
{
if (index < 0 || index >= activePoints.Count) return;
Destroy(activePoints[index]);
activePoints.RemoveAt(index);
}
public void RedrawPoints(List<RobotData> poses)
{
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
foreach (var point in activePoints) Destroy(point);
activePoints.Clear();
// <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>Ʈ <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
foreach (var pose in poses) CreatePoint(pose);
}
}