Example #1
0
    //threatening's motor schema. When the target crowd acrosses the threaten line, the selected UAV will become aggrasive and if the crowd
    //keeps going forward and reaches the block line, the UAV will trigger the blocking
    public Dictionary<GameObject, bool> threatenMS(GameObject target, GameObject UAV, Dictionary<GameObject,bool> block)
    {
        GameObject blockLine = GameObject.Find ("Block Line");
        GameObject threatenLine = GameObject.Find ("Threaten Line");
        GameObject approachLine = GameObject.Find ("Approach Line");
        GameObject safeLine = GameObject.Find ("Safe Line");
        GameObject backWallR = GameObject.Find ("Wall_Back1");
        GameObject backWallL = GameObject.Find ("Wall_Back2");
        float UAVrange = 0.5f;

        float leftLimit = UAVrange + backWallL.transform.position.x + backWallL.transform.localScale.z/2.0f;
        float rightLimit = backWallR.transform.position.x - backWallL.transform.localScale.z/2.0f - UAVrange;

        float Tx = target.transform.position.x;    //target's position
        float Ty = target.transform.position.y;
        float Tz = target.transform.position.z;

        float Ux = UAV.transform.position.x;       //UAV's position
        float Uy = UAV.transform.position.y;
        float Uz = UAV.transform.position.z;

        float diffx = Tx - Ux;                   //differences between x,y,z of Target and UAV
        float diffy = Ty - Uy;
        float diffz = Tz - Uz;
        float blockL = Uz - blockLine.transform.position.z;	       //block limit
        float threatenL = Uz - threatenLine.transform.position.z;
        float approachL = Uz - approachLine.transform.position.z;
        float safeL = Uz - safeLine.transform.position.z;

        float followDistance = 0.3f;
        float movement = 0.0f;
        float moveSpeed = 2.0f;
        float eyelevel = 1.5f;
        float watchStay = 2.0f;

        float dBetweenUandT = Mathf.Abs (diffz);

        if (dBetweenUandT > blockL && dBetweenUandT <= threatenL) {     //UAV is aggresive at beginning
            Debug.Log ("Threaten");
            Time.timeScale = 3.0f;
            StayInDoorRange stay = new StayInDoorRange();
            if (stay.stayInDoorRange(Ux,Uy,Uz)){
                if (diffx < -followDistance) {
                    movement = Time.deltaTime * -moveSpeed;
                } else if (diffx > followDistance) {
                    movement = Time.deltaTime * moveSpeed;
                } else {
                    movement = 0.0f;
                }
                UAV.transform.Translate (movement, 0, 0, target.transform);
            } else {
                if (Ux >= rightLimit) {
                    movement = Time.deltaTime * -0.5f;
                    UAV.transform.Translate (movement, 0, 0, target.transform);
                } else if (Ux <= leftLimit) {
                    movement = Time.deltaTime * 0.5f;
                    UAV.transform.Translate (movement, 0, 0, target.transform);
                }
            }
        //			StayInDoorRange stay = new StayInDoorRange();
            if (stay.stayInDoorRange(Ux,Uy,Uz)){
                float mX = Time.deltaTime * UnityEngine.Random.Range (-2.0F, 2.0F);
                float mY = Time.deltaTime * UnityEngine.Random.Range (-2.0F, 2.0F);
                UAV.transform.Translate (mX, mY, 0, target.transform);
            }
        } else if (dBetweenUandT <= blockL){   //block the crowd when it passes the block limit
            Debug.Log("BLOOOOOOOOCK!");
            block[target] = true;

        }
        return block;
    }
Example #2
0
    //coordinate function, combining watching, approaching and threatening.
    private void coordinate(GameObject target, GameObject UAV)
    {
        GameObject blockLine = GameObject.Find ("Block Line");
                GameObject threatenLine = GameObject.Find ("Threaten Line");
                GameObject approachLine = GameObject.Find ("Approach Line");
                GameObject watchLine = GameObject.Find ("Watch Line");
                GameObject safeLine = GameObject.Find ("Safe Line");
                float Ix = 12.0f;
                float Iy = 3.0f;
                float Iz = 4155.0f;

                float Tx = target.transform.position.x; //target's position
                float Ty = target.transform.position.y;
                float Tz = target.transform.position.z;

                float Ux = UAV.transform.position.x;       //UAV's position
                float Uy = UAV.transform.position.y;
                float Uz = UAV.transform.position.z;

                float diffx = Tx - Ux;
                float diffy = Ty - Uy;
                float diffz = Tz - Uz;

                float blockL = Uz - blockLine.transform.position.z;
                float threatenL = Uz - threatenLine.transform.position.z;
                float approachL = Uz - approachLine.transform.position.z;
                float watchL = Uz - watchLine.transform.position.z;
                float safeL = Uz - safeLine.transform.position.z;

                float movement = 0.0f;
                float moveSpeed = 2.0f;
                float eyelevel = 1.5f;
                float watchStay = 2.0f;

                float dBetweenUandT = Mathf.Abs (diffz);
        if (dBetweenUandT > watchL && dBetweenUandT <= safeL) {
        //			Debug.Log ("Above Eye Level");
            if (Uy <= eyelevel) {
                movement = Time.deltaTime * moveSpeed;
            } else if (Uy > eyelevel && Uy <= watchStay) {
                movement = Time.deltaTime * moveSpeed;
            } else {
                movement = 0.0f;
            }
            UAV.transform.Translate (0, movement, 0, target.transform);
        }else if (dBetweenUandT > approachL && dBetweenUandT <= watchL) {
            Watching watchMS = new Watching ();
            watchMS.watchMS (target, UAV);
        }else if (dBetweenUandT > threatenL && dBetweenUandT <= approachL) {

            Approaching approachMS = new Approaching ();
            approachMS.approachMS (target, UAV);
        }else if (dBetweenUandT <= threatenL) {
            Threatening threatenMS = new Threatening ();
            block = threatenMS.threatenMS (target, UAV, block);
        //			Debug.Log(block[target]);
        }else {
            StayInDoorRange stay = new StayInDoorRange();
            if (stay.stayInDoorRange(Ux,Uy,Uz)){
                float mX = Time.deltaTime * UnityEngine.Random.Range (-5.0F, 5.0F);
                                float mY = Time.deltaTime * UnityEngine.Random.Range (-5.0F, 5.0F);
                                float mZ = Time.deltaTime * UnityEngine.Random.Range (-5.0F, 5.0F);
                                UAV.transform.Translate (mX, mY, 0, target.transform);
            } else {
                float mX = Time.deltaTime * (Ix - Ux) * 5.0f;
                float mY = Time.deltaTime * (Iy - Uy) * 5.0f;
                float mZ = Time.deltaTime * (Iz - Uz) * 5.0f;
                UAV.transform.Translate (mX, mY, 0, target.transform);
            }
        }
    }
Example #3
0
    //approaching's motor schema. When the target crowd passes the approaching line, the UAV will follow it in X direction.
    public void approachMS(GameObject target, GameObject UAV)
    {
        GameObject threatenLine = GameObject.Find ("Threaten Line");
        GameObject approachLine = GameObject.Find ("Approach Line");
        GameObject backWallR = GameObject.Find ("Wall_Back1");
        GameObject backWallL = GameObject.Find ("Wall_Back2");
        float UAVrange = 0.5f;

        float leftLimit = UAVrange + backWallL.transform.position.x + backWallL.transform.localScale.z/2.0f;
        float rightLimit = backWallR.transform.position.x - backWallL.transform.localScale.z/2.0f - UAVrange;

        float Ix = 12.0f;
        float Iy = 3.0f;
        float Iz = 4155.0f;

        float Tx = target.transform.position.x; //target's position
        float Ty = target.transform.position.y;
        float Tz = target.transform.position.z;

        float Ux = UAV.transform.position.x;       //UAV's position
        float Uy = UAV.transform.position.y;
        float Uz = UAV.transform.position.z;

        float diffx = Tx - Ux;
        float diffy = Ty - Uy;
        float diffz = Tz - Uz;

        float threatenL = Uz - threatenLine.transform.position.z;
        float approachL = Uz - approachLine.transform.position.z;

        float followDistance = 0.2f;
        float movement = 0.0f;
        float moveSpeed = 2.0f;
        float eyelevel = 1.5f;
        float watchStay = 2.0f;

        float dBetweenUandT = Mathf.Abs (diffz);

        if (dBetweenUandT > threatenL && dBetweenUandT <= approachL) {
            Debug.Log ("Approach");
            StayInDoorRange stay = new StayInDoorRange();
            if (stay.stayInDoorRange(Ux,Uy,Uz)){
                if (diffx < -followDistance) {
                    movement = Time.deltaTime * -moveSpeed;
                } else if (diffx > followDistance) {
                    movement = Time.deltaTime * moveSpeed;
                } else {
                    movement = 0.0f;
                }
                UAV.transform.Translate (movement, 0, 0, target.transform);
            } else {
            if (Ux >= rightLimit) {
                movement = Time.deltaTime * -0.5f;
                UAV.transform.Translate (movement, 0, 0, target.transform);
            } else if (Ux <= leftLimit) {
                movement = Time.deltaTime * 0.5f;
                UAV.transform.Translate (movement, 0, 0, target.transform);
            }
            }
        if (Uy > eyelevel) {
                movement = Time.deltaTime * -moveSpeed;
            } else if (Uy < eyelevel) {
                movement = Time.deltaTime * moveSpeed;
            } else {
                movement = 0.0f;
            }
            UAV.transform.Translate (0, movement, 0, target.transform);

        }
    }