Example #1
0
    private void OnTriggerEnter(Collider agent)
    {
        agentState = agent.GetComponent <CollisionSensorState>();

        // update agent's state and entire agents' list information
        if (agent.tag == "Observer")
        {
            collisionSignal = true;
            agents.Add(agent);
            agentsInfo.Add(agentState);
        }
    }
Example #2
0
    private void OnTriggerExit(Collider agent)
    {
        agentState = agent.GetComponent <CollisionSensorState>();

        if (agent.tag == "Observer")
        {
            agents.Remove(agent);
            agentsInfo.Remove(agentState);
            collisionSignal = false;
            collisionTime   = 0;
            gameObject.GetComponentInParent <RescuerObserver>().highPriority = false;
        }
    }
    private void GetUnionList(CollisionSensorState currentAgent)
    {
        Queue <CollisionSensorState> tmpQueue = new Queue <CollisionSensorState>();

        CollisionList = new List <CollisionSensorState>();

        tmpQueue.Enqueue(currentAgent);

        while (tmpQueue.Count > 0)
        {
            CollisionSensorState agent = tmpQueue.Dequeue();

            foreach (var item in agent.GetComponent <Sensor>().agentsInfo)
            {
                if (!CollisionList.Contains(item))
                {
                    CollisionList.Add(item);
                    tmpQueue.Enqueue(item);
                }
            }
        }
    }