// Use this for initialization
    void Start()
    {
        state = NBodySimulationState.Initialize;
        if(PlayerPrefs.HasKey("NBodyNumberOfRounds"))
            maxNumberOfRounds = PlayerPrefs.GetInt("NBodyNumberOfRounds");

        logger = manualLoggerObject.GetComponent<ManualLogger>();
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        state = NBodySimulationState.Initialize;
        if (PlayerPrefs.HasKey("NBodyNumberOfRounds"))
        {
            maxNumberOfRounds = PlayerPrefs.GetInt("NBodyNumberOfRounds");
        }

        logger = manualLoggerObject.GetComponent <ManualLogger>();
    }
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
            Application.Quit();

        switch (state)
        {
            case NBodySimulationState.Initialize:
                scoreHistory = new List<float>();
                numberOfRoundsCompleted = 0;
                targetInstance = null;
                logger.BeginLogging("NBody", ".dat");
                if (PlayFirstTimeInstructions)
                    state = NBodySimulationState.FirstTimeInstructions;
                else
                    state = NBodySimulationState.InitializeNewRound;
                break;
            case NBodySimulationState.FirstTimeInstructions:
                instructionAudioSource.clip = instructionAudioClips[4];
                instructionAudioSource.Play();

                if (targetInstance != null)
                        DestroyObject(targetInstance);
                targetLoc = new Vector3(targetLocationRangeXYZR.w/2, targetLocationRangeXYZR.w/2, targetLocationRangeXYZR.w/2);
                targetInstance = (GameObject)GameObject.Instantiate(TargetPrefab);
                targetInstance.transform.parent = NBodySimulationObject.transform;
                targetInstance.transform.localPosition = targetLoc;

                PlayerObject.transform.localPosition = Vector3.zero;
                VelocityMarkerObject.transform.localPosition = new Vector3(0f, 0f, 0.2f);

                state = NBodySimulationState.FTIWelcome;
                break;
            case NBodySimulationState.FTIWelcome:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[5];
                    instructionAudioSource.Play();
                    state = NBodySimulationState.FTIGoal;
                }
                break;
            case NBodySimulationState.FTIGoal:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[6];
                    instructionAudioSource.Play();

                    instructionArrowMarkerObject = (GameObject)GameObject.Instantiate(instructionArrowMarkerPrefab, new Vector3(targetInstance.transform.position.x, targetInstance.transform.position.y + 0.1f, targetInstance.transform.position.z), Quaternion.identity);

                    state = NBodySimulationState.FTITarget;
                }
                break;
            case NBodySimulationState.FTITarget:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[7];
                    instructionAudioSource.Play();

                    instructionArrowMarkerObject.GetComponent<VerticalBounce>().SetNewPosition(new Vector3(PlayerObject.transform.position.x, PlayerObject.transform.position.y + 0.1f, PlayerObject.transform.position.z));

                    state = NBodySimulationState.FTISpaceship;
                }
                break;
            case NBodySimulationState.FTISpaceship:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[8];
                    instructionAudioSource.Play();

                    instructionArrowMarkerObject.GetComponent<VerticalBounce>().SetNewPosition(new Vector3(VelocityMarkerObject.transform.position.x, VelocityMarkerObject.transform.position.y + 0.1f, VelocityMarkerObject.transform.position.z));

                    state = NBodySimulationState.FTITrajectory;
                }
                break;
            case NBodySimulationState.FTITrajectory:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[9];
                    instructionAudioSource.Play();

                    state = NBodySimulationState.FTITime;
                }
                break;
            case NBodySimulationState.FTITime:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[10];
                    instructionAudioSource.Play();
                    state = NBodySimulationState.FTIScore;
                }
                break;
            case NBodySimulationState.FTIScore:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[11];
                    instructionAudioSource.Play();
                    state = NBodySimulationState.FTIScorePolarity;
                }
                break;
            case NBodySimulationState.FTIScorePolarity:
                if (!instructionAudioSource.isPlaying)
                {
                    instructionAudioSource.clip = instructionAudioClips[2];
                    instructionAudioSource.Play();

                    instructionArrowMarkerObject.GetComponent<VerticalBounce>().SetNewPosition(new Vector3(nextButtonManagerObject.transform.position.x, nextButtonManagerObject.transform.position.y + 0.1f, nextButtonManagerObject.transform.position.z));

                    state = NBodySimulationState.FTIWait;
                }
                break;
            case NBodySimulationState.FTIWait:
                if (userStateAdvance())
                {
                    DestroyObject(instructionArrowMarkerObject);
                    state = NBodySimulationState.InitializeNewRound;
                }
                break;
            case NBodySimulationState.InitializeNewRound:
                PlayerObject.transform.parent = PlayerPlacementBoundry.transform;
                VelocityMarkerObject.transform.parent = TargetPlacementBoundry.transform;
                VelocityMarkerObject.SetActive(true);
                PlayerPlacementBoundry.SetActive(true);
                TargetPlacementBoundry.SetActive(true);
                PlayerPlacementBoundry.GetComponent<MeshRenderer>().enabled= true;
                TargetPlacementBoundry.GetComponent<MeshRenderer>().enabled = false;
                PlayerObject.GetComponent<TrailRenderer>().enabled = false;
                GameObject.Destroy(NBodySimulationObject);
                NBodySimulationObject = (GameObject)GameObject.Instantiate(NBodySimulationPrefab);
                NBodySimulationObject.GetComponent<NBodySimulation>().playerPrefab = PlayerObject;
                NBodySimulationObject.GetComponent<NBodySimulation>().playerTarget = VelocityMarkerObject;
                instructionAudioSource.clip = instructionAudioClips[0];
                instructionAudioSource.Play();

                if(targetInstance != null)
                    DestroyObject(targetInstance);
                targetLoc = (UnityEngine.Random.insideUnitSphere * targetLocationRangeXYZR.w) + new Vector3(targetLocationRangeXYZR.x, targetLocationRangeXYZR.y, targetLocationRangeXYZR.z);
                targetInstance = (GameObject)GameObject.Instantiate(TargetPrefab);
                targetInstance.transform.parent = NBodySimulationObject.transform;
                targetInstance.transform.localPosition = targetLoc;
                scoreMin = float.MaxValue;

                stopwatch = new Stopwatch();

                state = NBodySimulationState.ResetObjectPositions;
                break;
            case NBodySimulationState.ResetObjectPositions:
                PlayerObject.transform.localPosition = Vector3.zero;
                VelocityMarkerObject.transform.localPosition = new Vector3(0f, 0f, 0.2f);
                state = NBodySimulationState.WaitForShipPlacementTrigger;
                break;
            case NBodySimulationState.WaitForShipPlacementTrigger:
                if (userStateAdvance())
                {
                    PlayerPlacementBoundry.GetComponent<MeshRenderer>().enabled = false;
                    TargetPlacementBoundry.GetComponent<MeshRenderer>().enabled = true;

                    instructionAudioSource.clip = instructionAudioClips[1];
                    instructionAudioSource.Play();

                    state = NBodySimulationState.WaitForVelocityMarkerPlacementTrigger;
                }
               break;
            case NBodySimulationState.WaitForVelocityMarkerPlacementTrigger:
               if (userStateAdvance())
               {
                   PlayerPlacementBoundry.GetComponent<MeshRenderer>().enabled = false;
                   TargetPlacementBoundry.GetComponent<MeshRenderer>().enabled = false;

                   instructionAudioSource.clip = instructionAudioClips[2];
                   instructionAudioSource.Play();

                   state = NBodySimulationState.WaitForRoundStartTrigger;
               }
               break;
            case NBodySimulationState.WaitForRoundStartTrigger:
                if (userStateAdvance())
                {
                    stopwatch.Reset();
                    stopwatch.Start();
                    PlayerPlacementBoundry.SetActive(false);
                    TargetPlacementBoundry.SetActive(false);

                    TrainRendererExtensions.Reset(PlayerObject.GetComponent<TrailRenderer>(), this);
                    PlayerObject.GetComponent<TrailRenderer>().enabled = true;
                    NBodySimulationObject.GetComponent<NBodySimulation>().StartSimulation();
                    state = NBodySimulationState.WaitForRoundToComplete;
                }
                break;
            case NBodySimulationState.WaitForRoundToComplete:
                currentScore = Vector3.Distance(PlayerObject.transform.localPosition, targetLoc);
                if (currentScore < scoreMin) scoreMin = currentScore;
                accuracyFeedbackSlider.GetComponent<UnityEngine.UI.Slider>().value = (stopwatch.ElapsedMilliseconds/roundDurationInMilliseconds);
                textDisplayObject.GetComponent<UnityEngine.UI.Text>().text = "Current Distance: " + currentScore.ToString("0.0000") + "\nCurrent Score: " + scoreMin.ToString("0.0000");
                if (stopwatch.ElapsedMilliseconds >= roundDurationInMilliseconds)
                {
                    stopwatch.Stop();
                    state = NBodySimulationState.ScoreRound;
                }
                break;
            case NBodySimulationState.ScoreRound:
                scoreHistory.Add(scoreMin);
                numberOfRoundsCompleted++;
                NBodySimulationObject.GetComponent<NBodySimulation>().pauseSimulation = true;
                UnityEngine.Debug.Log("Round: " + numberOfRoundsCompleted + ", Score: " + scoreMin);

                logger.Write("Round: " + numberOfRoundsCompleted + ", Score: " + scoreMin + "\n");

                instructionAudioSource.clip = instructionAudioClips[3];
                instructionAudioSource.Play();

                state = NBodySimulationState.WaitForContinueTrigger;
                break;
            case NBodySimulationState.WaitForContinueTrigger:
                if (userStateAdvance())
                {
                    if (numberOfRoundsCompleted < maxNumberOfRounds)
                        state = NBodySimulationState.InitializeNewRound;
                    else
                    {
                        instructionAudioSource.clip = instructionAudioClips[12];
                        instructionAudioSource.Play();
                        state = NBodySimulationState.Shutdown;
                    }
                }
                break;
            case NBodySimulationState.Shutdown:
                logger.Finish();
                //Do whatever shutdown procedure may be appropriate
                break;
        }
    }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        switch (state)
        {
        case NBodySimulationState.Initialize:
            scoreHistory            = new List <float>();
            numberOfRoundsCompleted = 0;
            targetInstance          = null;
            logger.BeginLogging("NBody", ".dat");
            if (PlayFirstTimeInstructions)
            {
                state = NBodySimulationState.FirstTimeInstructions;
            }
            else
            {
                state = NBodySimulationState.InitializeNewRound;
            }
            break;

        case NBodySimulationState.FirstTimeInstructions:
            instructionAudioSource.clip = instructionAudioClips[4];
            instructionAudioSource.Play();

            if (targetInstance != null)
            {
                DestroyObject(targetInstance);
            }
            targetLoc      = new Vector3(targetLocationRangeXYZR.w / 2, targetLocationRangeXYZR.w / 2, targetLocationRangeXYZR.w / 2);
            targetInstance = (GameObject)GameObject.Instantiate(TargetPrefab);
            targetInstance.transform.parent        = NBodySimulationObject.transform;
            targetInstance.transform.localPosition = targetLoc;

            PlayerObject.transform.localPosition         = Vector3.zero;
            VelocityMarkerObject.transform.localPosition = new Vector3(0f, 0f, 0.2f);

            state = NBodySimulationState.FTIWelcome;
            break;

        case NBodySimulationState.FTIWelcome:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[5];
                instructionAudioSource.Play();
                state = NBodySimulationState.FTIGoal;
            }
            break;

        case NBodySimulationState.FTIGoal:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[6];
                instructionAudioSource.Play();

                instructionArrowMarkerObject = (GameObject)GameObject.Instantiate(instructionArrowMarkerPrefab, new Vector3(targetInstance.transform.position.x, targetInstance.transform.position.y + 0.1f, targetInstance.transform.position.z), Quaternion.identity);

                state = NBodySimulationState.FTITarget;
            }
            break;

        case NBodySimulationState.FTITarget:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[7];
                instructionAudioSource.Play();

                instructionArrowMarkerObject.GetComponent <VerticalBounce>().SetNewPosition(new Vector3(PlayerObject.transform.position.x, PlayerObject.transform.position.y + 0.1f, PlayerObject.transform.position.z));

                state = NBodySimulationState.FTISpaceship;
            }
            break;

        case NBodySimulationState.FTISpaceship:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[8];
                instructionAudioSource.Play();

                instructionArrowMarkerObject.GetComponent <VerticalBounce>().SetNewPosition(new Vector3(VelocityMarkerObject.transform.position.x, VelocityMarkerObject.transform.position.y + 0.1f, VelocityMarkerObject.transform.position.z));

                state = NBodySimulationState.FTITrajectory;
            }
            break;

        case NBodySimulationState.FTITrajectory:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[9];
                instructionAudioSource.Play();

                state = NBodySimulationState.FTITime;
            }
            break;

        case NBodySimulationState.FTITime:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[10];
                instructionAudioSource.Play();
                state = NBodySimulationState.FTIScore;
            }
            break;

        case NBodySimulationState.FTIScore:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[11];
                instructionAudioSource.Play();
                state = NBodySimulationState.FTIScorePolarity;
            }
            break;

        case NBodySimulationState.FTIScorePolarity:
            if (!instructionAudioSource.isPlaying)
            {
                instructionAudioSource.clip = instructionAudioClips[2];
                instructionAudioSource.Play();

                instructionArrowMarkerObject.GetComponent <VerticalBounce>().SetNewPosition(new Vector3(nextButtonManagerObject.transform.position.x, nextButtonManagerObject.transform.position.y + 0.1f, nextButtonManagerObject.transform.position.z));

                state = NBodySimulationState.FTIWait;
            }
            break;

        case NBodySimulationState.FTIWait:
            if (userStateAdvance())
            {
                DestroyObject(instructionArrowMarkerObject);
                state = NBodySimulationState.InitializeNewRound;
            }
            break;

        case NBodySimulationState.InitializeNewRound:
            PlayerObject.transform.parent         = PlayerPlacementBoundry.transform;
            VelocityMarkerObject.transform.parent = TargetPlacementBoundry.transform;
            VelocityMarkerObject.SetActive(true);
            PlayerPlacementBoundry.SetActive(true);
            TargetPlacementBoundry.SetActive(true);
            PlayerPlacementBoundry.GetComponent <MeshRenderer>().enabled = true;
            TargetPlacementBoundry.GetComponent <MeshRenderer>().enabled = false;
            PlayerObject.GetComponent <TrailRenderer>().enabled          = false;
            GameObject.Destroy(NBodySimulationObject);
            NBodySimulationObject = (GameObject)GameObject.Instantiate(NBodySimulationPrefab);
            NBodySimulationObject.GetComponent <NBodySimulation>().playerPrefab = PlayerObject;
            NBodySimulationObject.GetComponent <NBodySimulation>().playerTarget = VelocityMarkerObject;
            instructionAudioSource.clip = instructionAudioClips[0];
            instructionAudioSource.Play();

            if (targetInstance != null)
            {
                DestroyObject(targetInstance);
            }
            targetLoc      = (UnityEngine.Random.insideUnitSphere * targetLocationRangeXYZR.w) + new Vector3(targetLocationRangeXYZR.x, targetLocationRangeXYZR.y, targetLocationRangeXYZR.z);
            targetInstance = (GameObject)GameObject.Instantiate(TargetPrefab);
            targetInstance.transform.parent        = NBodySimulationObject.transform;
            targetInstance.transform.localPosition = targetLoc;
            scoreMin = float.MaxValue;

            stopwatch = new Stopwatch();

            state = NBodySimulationState.ResetObjectPositions;
            break;

        case NBodySimulationState.ResetObjectPositions:
            PlayerObject.transform.localPosition         = Vector3.zero;
            VelocityMarkerObject.transform.localPosition = new Vector3(0f, 0f, 0.2f);
            state = NBodySimulationState.WaitForShipPlacementTrigger;
            break;

        case NBodySimulationState.WaitForShipPlacementTrigger:
            if (userStateAdvance())
            {
                PlayerPlacementBoundry.GetComponent <MeshRenderer>().enabled = false;
                TargetPlacementBoundry.GetComponent <MeshRenderer>().enabled = true;

                instructionAudioSource.clip = instructionAudioClips[1];
                instructionAudioSource.Play();

                state = NBodySimulationState.WaitForVelocityMarkerPlacementTrigger;
            }
            break;

        case NBodySimulationState.WaitForVelocityMarkerPlacementTrigger:
            if (userStateAdvance())
            {
                PlayerPlacementBoundry.GetComponent <MeshRenderer>().enabled = false;
                TargetPlacementBoundry.GetComponent <MeshRenderer>().enabled = false;

                instructionAudioSource.clip = instructionAudioClips[2];
                instructionAudioSource.Play();

                state = NBodySimulationState.WaitForRoundStartTrigger;
            }
            break;

        case NBodySimulationState.WaitForRoundStartTrigger:
            if (userStateAdvance())
            {
                stopwatch.Reset();
                stopwatch.Start();
                PlayerPlacementBoundry.SetActive(false);
                TargetPlacementBoundry.SetActive(false);

                TrainRendererExtensions.Reset(PlayerObject.GetComponent <TrailRenderer>(), this);
                PlayerObject.GetComponent <TrailRenderer>().enabled = true;
                NBodySimulationObject.GetComponent <NBodySimulation>().StartSimulation();
                state = NBodySimulationState.WaitForRoundToComplete;
            }
            break;

        case NBodySimulationState.WaitForRoundToComplete:
            currentScore = Vector3.Distance(PlayerObject.transform.localPosition, targetLoc);
            if (currentScore < scoreMin)
            {
                scoreMin = currentScore;
            }
            accuracyFeedbackSlider.GetComponent <UnityEngine.UI.Slider>().value = (stopwatch.ElapsedMilliseconds / roundDurationInMilliseconds);
            textDisplayObject.GetComponent <UnityEngine.UI.Text>().text         = "Current Distance: " + currentScore.ToString("0.0000") + "\nCurrent Score: " + scoreMin.ToString("0.0000");
            if (stopwatch.ElapsedMilliseconds >= roundDurationInMilliseconds)
            {
                stopwatch.Stop();
                state = NBodySimulationState.ScoreRound;
            }
            break;

        case NBodySimulationState.ScoreRound:
            scoreHistory.Add(scoreMin);
            numberOfRoundsCompleted++;
            NBodySimulationObject.GetComponent <NBodySimulation>().pauseSimulation = true;
            UnityEngine.Debug.Log("Round: " + numberOfRoundsCompleted + ", Score: " + scoreMin);

            logger.Write("Round: " + numberOfRoundsCompleted + ", Score: " + scoreMin + "\n");

            instructionAudioSource.clip = instructionAudioClips[3];
            instructionAudioSource.Play();

            state = NBodySimulationState.WaitForContinueTrigger;
            break;

        case NBodySimulationState.WaitForContinueTrigger:
            if (userStateAdvance())
            {
                if (numberOfRoundsCompleted < maxNumberOfRounds)
                {
                    state = NBodySimulationState.InitializeNewRound;
                }
                else
                {
                    instructionAudioSource.clip = instructionAudioClips[12];
                    instructionAudioSource.Play();
                    state = NBodySimulationState.Shutdown;
                }
            }
            break;

        case NBodySimulationState.Shutdown:
            logger.Finish();
            //Do whatever shutdown procedure may be appropriate
            break;
        }
    }