Beispiel #1
0
        public void NewGoal()
        {
            int        goalIndex  = color.Equals("Red") ? redGoals[gamepieceIndex].Count() : blueGoals[gamepieceIndex].Count();
            GameObject gameobject = new GameObject("Gamepiece" + gamepieceIndex.ToString() + "Goal" + goalIndex.ToString());
            BBoxShape  collider   = gameobject.AddComponent <BBoxShape>();
            BRigidBody rigid      = gameobject.AddComponent <BRigidBody>();

            rigid.collisionFlags = rigid.collisionFlags | BulletSharp.CollisionFlags.NoContactResponse | BulletSharp.CollisionFlags.StaticObject;
            Goal goal = gameobject.AddComponent <Goal>();

            collider.Extents = new UnityEngine.Vector3(0.5f, 0.5f, 0.5f);
            rigid.SetPosition(new UnityEngine.Vector3(0, 4, 0));
            goal.position = new UnityEngine.Vector3(0, 4, 0);
            goal.scale    = Vector3.one;
            goal.SetKeyword(FieldDataHandler.gamepieces[gamepieceIndex].name);
            goal.description = "New Goal";
            goal.color       = color;
            if (color.Equals("Red"))
            {
                redGoals[gamepieceIndex].Add(gameobject);
            }
            else
            {
                blueGoals[gamepieceIndex].Add(gameobject);
            }
            InitializeDisplay();
            WriteGoals();
        }
Beispiel #2
0
        /// <summary>
        /// Gets blue goals as list of list of Goal objects from field_data.xml
        /// </summary>
        private static List <List <GameObject> > getBlueGoals()
        {
            List <List <GameObject> > goals = new List <List <GameObject> >();

            foreach (XElement z in file.Root.Element("Goals").Element("BlueGoals").Elements())
            {
                List <GameObject> temp = new List <GameObject>();
                foreach (XElement e in z.Elements())
                {
                    GameObject g        = new GameObject("Gamepiece" + goals.Count().ToString() + "Goal" + temp.Count().ToString());
                    BBoxShape  collider = g.AddComponent <BBoxShape>();
                    BRigidBody rigid    = g.AddComponent <BRigidBody>();
                    rigid.collisionFlags = rigid.collisionFlags | BulletSharp.CollisionFlags.NoContactResponse | BulletSharp.CollisionFlags.StaticObject;
                    Goal goal = g.AddComponent <Goal>();
                    collider.Extents = new UnityEngine.Vector3(0.5f, 0.5f, 0.5f);
                    goal.pointValue  = int.Parse(e.Element("Points").Value);
                    goal.position    = new UnityEngine.Vector3(float.Parse(e.Element("Position").Attribute("x").Value), float.Parse(e.Element("Position").Attribute("y").Value), float.Parse(e.Element("Position").Attribute("z").Value));
                    rigid.SetPosition(goal.position);
                    goal.scale            = new UnityEngine.Vector3(float.Parse(e.Element("Scale").Attribute("x").Value), float.Parse(e.Element("Scale").Attribute("y").Value), float.Parse(e.Element("Scale").Attribute("z").Value));
                    collider.LocalScaling = goal.scale;
                    goal.gamepieceKeyword = e.Element("Keyword").Value;
                    goal.description      = e.Element("Description").Value;
                    goal.color            = e.Attribute("Color").Value;
                    temp.Add(g);
                }
                goals.Add(temp);
            }
            //increases depth of list to number of gamepieces for future goal writing
            while (goals.Count != gamepieces.Count)
            {
                goals.Add(new List <GameObject>());
            }
            return(goals);
        }
Beispiel #3
0
        /// <summary>
        /// Gets goals as list of list of Goal objects from field_data.xml, picking color from argument
        /// </summary>
        private static List <List <GameObject> > getGoals(string goalsName)
        {
            List <List <GameObject> > goals = new List <List <GameObject> >();

            foreach (XElement z in file.Root.Element("Goals").Element(goalsName).Elements())
            {
                List <GameObject> temp = new List <GameObject>();
                foreach (XElement e in z.Elements())
                {
                    GameObject g = new GameObject("Gamepiece" + goals.Count().ToString() + "Goal" + temp.Count().ToString());
                    g.transform.SetParent(GoalManager.GoalParent.transform);
                    BBoxShape  collider = g.AddComponent <BBoxShape>();
                    BRigidBody rigid    = g.AddComponent <BRigidBody>();
                    rigid.collisionFlags = rigid.collisionFlags | BulletSharp.CollisionFlags.NoContactResponse | BulletSharp.CollisionFlags.StaticObject;
                    Goal goal = g.AddComponent <Goal>();
                    collider.Extents = new UnityEngine.Vector3(0.5f, 0.5f, 0.5f);
                    goal.pointValue  = int.Parse(e.Element("Points").Value);
                    goal.SetKeepScored(bool.Parse(e.Element("KeepScored").Value));
                    goal.position = new UnityEngine.Vector3(float.Parse(e.Element("Position").Attribute("x").Value), float.Parse(e.Element("Position").Attribute("y").Value), float.Parse(e.Element("Position").Attribute("z").Value));
                    rigid.SetPosition(goal.position);
                    try
                    {
                        goal.rotation = new UnityEngine.Vector3(float.Parse(e.Element("Position").Attribute("i").Value), float.Parse(e.Element("Position").Attribute("j").Value), float.Parse(e.Element("Position").Attribute("k").Value));
                    }
                    catch (System.Exception)
                    {
                        goal.rotation = Vector3.zero;
                    }
                    rigid.SetRotation(Quaternion.Euler(goal.rotation));
                    goal.scale            = new UnityEngine.Vector3(float.Parse(e.Element("Scale").Attribute("x").Value), float.Parse(e.Element("Scale").Attribute("y").Value), float.Parse(e.Element("Scale").Attribute("z").Value));
                    collider.LocalScaling = goal.scale;
                    goal.gamepieceKeyword = e.Element("Keyword").Value;
                    goal.description      = e.Element("Description").Value;
                    goal.color            = e.Attribute("Color").Value;
                    try { goal.Sticky = bool.Parse(e.Element("Sticky").Value); } catch (Exception excep) { goal.Sticky = false; }
                    temp.Add(g);
                }
                goals.Add(temp);
            }
            //increases depth of list to number of gamepieces for future goal writing
            while (goals.Count != gamepieces.Count)
            {
                goals.Add(new List <GameObject>());
            }
            return(goals);
        }
Beispiel #4
0
        /// <summary>
        /// Updates the positions and rotations of each tracker's parent object according to the replay time.
        /// </summary>
        public override void LateUpdate()
        {
            if (dynamicCamera == null)
            {
                dynamicCamera = UnityEngine.Object.FindObjectOfType <DynamicCamera>();
                camera        = dynamicCamera.GetComponent <Camera>();
            }

            if (InputControl.GetButtonDown(Controls.buttons[0].cameraToggle))
            {
                dynamicCamera.ToggleCameraState(dynamicCamera.cameraState);
            }

            if (firstFrame)
            {
                firstFrame = false;
            }
            else if (Input.GetKeyDown(KeyCode.Space))
            {
                if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
                {
                    rewindTime   = Tracker.Lifetime;
                    playbackMode = PlaybackMode.Play;
                }
                else
                {
                    switch (playbackMode)
                    {
                    case PlaybackMode.Paused:
                        if (rewindTime == 0f)
                        {
                            rewindTime = Tracker.Lifetime;
                        }
                        playbackMode = PlaybackMode.Play;
                        break;

                    case PlaybackMode.Play:
                    case PlaybackMode.Rewind:
                        playbackMode = PlaybackMode.Paused;
                        break;
                    }
                }
            }

            switch (playbackMode)
            {
            case PlaybackMode.Rewind:
                rewindTime += Time.deltaTime;
                break;

            case PlaybackMode.Play:
                rewindTime -= Time.deltaTime;
                break;
            }

            if (Input.GetKey(KeyCode.LeftArrow))
            {
                rewindTime  += Time.deltaTime * (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl) ? 0.05f : 0.25f);
                playbackMode = PlaybackMode.Paused;
            }

            if (Input.GetKey(KeyCode.RightArrow))
            {
                rewindTime  -= Time.deltaTime * (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl) ? 0.05f : 0.25f);
                playbackMode = PlaybackMode.Paused;
            }

            if (rewindTime < 0.0f)
            {
                rewindTime   = 0.0f;
                playbackMode = PlaybackMode.Paused;
            }
            else if (rewindTime > Tracker.Lifetime)
            {
                rewindTime   = Tracker.Lifetime;
                playbackMode = PlaybackMode.Paused;
            }

            foreach (Tracker t in trackers)
            {
                float replayTime   = RewindFrame;
                int   currentIndex = (int)Math.Floor(replayTime);

                StateDescriptor lowerState = t.States[currentIndex];
                StateDescriptor upperState = currentIndex < t.States.Length - 1 ? t.States[currentIndex + 1] : lowerState;

                float percent = replayTime - currentIndex;

                BRigidBody rb = t.GetComponent <BRigidBody>();

                if (!rb.GetCollisionObject().IsActive)
                {
                    rb.GetCollisionObject().Activate();
                }

                rb.SetPosition(BulletSharp.Math.Vector3.Lerp(lowerState.Position, upperState.Position, percent).ToUnity());
                rb.SetRotation(BulletSharp.Math.Matrix.Lerp(lowerState.Rotation, upperState.Rotation, percent).GetOrientation().ToUnity());
            }
        }