Ejemplo n.º 1
0
    // Update is called once per frame
    void Update()
    {
        if (stateTwoCount > 0f)
        {
            stateTwoCount += Time.deltaTime;
        }
        if (stateThreeCount > 0f)
        {
            stateThreeCount += Time.deltaTime;
        }
        if (stateFourCounter > 0f)
        {
            stateFourCounter += Time.deltaTime;
        }

        // Debug.Log(stateTwoCount)
        if (state == 0)          /// driving/// start driving

        // we need to check if the driver car entered the collider

        {
            if (stopPoint.bounds.Contains(car.transform.position))
            {
                stateTwoCount = 0.01f;
                eyecontactSum = 0;
                //car.targetSpeed = 0;
                car.desiredSpeed = 0;
                state            = 1;
                transform.GetComponent <emergencyBreak>().setActive(false);
                Debug.Log("my target speed is:" + car.desiredSpeed);
                Debug.Log("Send the stop call waiting for eye site");
            }

            //if so we
            // first stop the car // Best speed ==0;
            // save current time to determin the 1-2 sec. delay in the next step.
        }
        else if (state == 1)             /// waiting

        //waiting for eyecontact
        //  delayed 1-2 sec.// start signaling crosswalk



        {
            RaycastHit hit;
            int        layer = 1 << 8;
            if (Physics.Raycast(playerHead.position, playerHead.forward, out hit, 150, layer))
            {
                Debug.DrawLine(playerHead.position, hit.point);
                //   Debug.Log("we are raycasting lets see where we hit" + hit.transform.name);
                if (hit.collider == carCollider || hit.collider == carCollider2)
                {
                    // we have eye contact

                    if (eyecontactLastFrame)
                    {
                        eyecontactSum += Time.deltaTime;
                        // Debug.Log("Gathering eye time"+ eyecontactSum);
                    }
                    else
                    {
                        eyecontactLastFrame = true;
                    }
                }
            }
            else
            {
                eyecontactLastFrame = false;
            }

            if (stateTwoCount > 5)
            {
                // we had not enough eye contact we consider no interaction... and go on;
                state         = 3;
                stateTwoCount = -1;
                Debug.Log("no contact proceding");
            }
            else if (eyecontactSum > 1)
            {
                Debug.Log("We got contact");
                state             = 2;
                previosuPlayerPos = playerHead.position;
                eyecontactSum     = 0;
                stateThreeCount   = 0.01f;

                startDisplay();
            }
            if (centerCollider.bounds.Contains(playerHead.transform.position))
            {
                startFollower();
                startDisplay();
                state = 4;
                //   enteredCenter = true;
            }
            //4 second bounds .. if after 4 seconds we still have less then 1 sec eye contact ray cast then we go to state=3; if at any point in time during these 4 secnds
            // we have 1> seconds of eye contact we jump to state=2;

            //here we need to check if the person looks at the car i.e. execute a ray cast from the player object if that hits the cars collider
            //store starting position of the person vector3 pastPlayerPos;
            //again store the time of the transition
        }
        else if (state == 2)            /// eyecontact established
        //
        //waiting for movment for max 2 sec

        {
            if (stateThreeCount > 6f)
            {
                Debug.Log("Waited for movment evaluating attempts");
                float distance = Mathf.Abs(playerHead.position.x - previosuPlayerPos.x);
                if (distance > 0.5)
                {
                    Debug.Log("Movement ... we wait");
                    state = 4;
                    startFollower();
                    enteredCenter = false;
                }
                else
                {
                    Debug.Log("No Movement ... so lets go");
                    state           = 3;
                    stateThreeCount = -1f;
                }
            }

            // once the timmer runs out we need to take a decision.
            // if the x-pos is less then .5 meters distance then the previousplayer.x then we say that the person did not started to move. go to state=3
            // start the car with a low speed
            // option: display a warning sign as in like I am about to go.

            // however if its more or equal to .5 meters the person started to move...  go to state 4
        }
        else if (state == 3)             //no movment //no eye contact // interaction done
        {
            Debug.Log("setting everything to go again");
            car.startTheCar();
            car.desiredSpeed = 6;

            stopDisplay();
            stopFollower();
            state = 5;
            transform.GetComponent <emergencyBreak>().setActive(true);

            //the car slowley drives towards the end of the street

            // once it leafes the avoidance collider it should speed up 10 -  15
        }
        else if (state == 4)    // movment



        {
            if (centerCollider.bounds.Contains(playerHead.position) && stateFourCounter <= 0)
            {
                if (!enteredCenter)
                {
                    enteredCenter = true;
                }
            }
            else
            {
                if (enteredCenter)
                {
                    //state = 3;
                    stateFourCounter = 0.01f;
                    enteredCenter    = false;
                }
            }
            if (stateFourCounter > 3)
            {
                if (centerCollider.bounds.Contains(playerHead.position))
                {
                    enteredCenter    = true;
                    stateFourCounter = -1;
                }
                else
                {
                    stateFourCounter = -1;
                    state            = 3;
                }
            }

            //keep displaying interaction pattern
            //turn on ids to indicate that they are aknowleged
            //wait untill they leave the center collider

            //1st chek if they have ever entered the center collider (use boolean)
            //2nd wait for the player to leave the center colider
            //3rd go to state 3 and start driving slowley
        }
        else if (state == 5)     // start driving slowly
        // indicate driving start
        //drive slowley
        {
            if (!centerCollider.bounds.Contains(car.transform.position))
            {
                car.desiredSpeed = 6;
                state            = 6;
            }
        }
        else if (state == 6)
        {
            //get up to speed and start up

            state               = 0;
            stateTwoCount       = -1;
            stateThreeCount     = -1;
            eyecontactLastFrame = false;
            eyecontactSum       = -1;
            previosuPlayerPos   = Vector3.zero;
            enteredCenter       = false;
        }
    }