Exemple #1
0
    private AtomicActivityBehaviour CreateAtomicActivityBehaviour(string action, float duration)
    {
        AtomicActivityBehaviour aABehaviour = gameObject.AddComponent(typeof(AtomicActivityBehaviour)) as AtomicActivityBehaviour;

        aABehaviour.duration        = duration;
        aABehaviour.BName           = action;
        aABehaviour.smartHomeServer = smartHomeServer;
        return(aABehaviour);
    }
Exemple #2
0
    protected override AbstractBehaviour InitScript()
    {
        this.BName = "Clean bathroom";

        if (smartHomeServer != null)
        {
            SensorsGUI gui = smartHomeServer.GetComponent <SensorsGUI> ();
            gui.SetDebugText(9, BName);
            gui.BehaviourTreeToShow = this;
        }

        AbstractBehaviour[] behaviours = new AbstractBehaviour[5];
        GoToBehaviour       behaviour  = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour;

        behaviour.avatarRigidbody = playerRigidbody;
        behaviour.roomToGo        = "Bathroom";
        behaviour.aStarGameObject = aStar;
//		behaviour.PathInit ();
        behaviour.BName = "Move";
        behaviours [0]  = behaviour;

        behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour;
        behaviour.avatarRigidbody = playerRigidbody;
        behaviour.roomToGo        = "WC";
        behaviour.aStarGameObject = aStar;
//		behaviour.PathInit ();
        behaviour.BName = "Moveto WC";
        behaviours [1]  = behaviour;

        UseDeviceBehaviour uDBehaviour = gameObject.AddComponent(typeof(UseDeviceBehaviour)) as UseDeviceBehaviour;

        uDBehaviour.DeviceToUse = toilet;
        uDBehaviour.BName       = "WC use";
        behaviours [2]          = uDBehaviour;

        behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour;
        behaviour.avatarRigidbody = playerRigidbody;
        behaviour.roomToGo        = "Washbasin";
        behaviour.aStarGameObject = aStar;
//		behaviour.PathInit ();
        behaviour.BName = "Moveto ashbasin";
        behaviours [3]  = behaviour;

        AtomicActivityBehaviour aABehaviour = gameObject.AddComponent(typeof(AtomicActivityBehaviour)) as AtomicActivityBehaviour;

        aABehaviour.duration = duration;
        aABehaviour.BName    = "Clean";
        behaviours [4]       = aABehaviour;

//		this.Behaviours = behaviours;
        Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence;

        sequence.Behaviours = behaviours;

        return(sequence);
    }
Exemple #3
0
    protected override AbstractBehaviour InitScript()
    {
        this.BName = "Put Stuff Into Ward Robe";

        AbstractBehaviour[] behaviours = new AbstractBehaviour[4];
        GoToBehaviour       behaviour  = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour;

        behaviour.avatarRigidbody = playerRigidbody;
        behaviour.roomToGo        = "Entrance";
        behaviour.aStarGameObject = aStar;
        //		behaviour.PathInit ();
        behaviour.BName = "Move";
        behaviours [0]  = behaviour;

        behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour;
        behaviour.avatarRigidbody = playerRigidbody;
        behaviour.roomToGo        = "Wardrobe";
        behaviour.aStarGameObject = aStar;
        //		behaviour.PathInit ();
        behaviour.BName = "Move";
        behaviours [1]  = behaviour;

        AtomicActivityBehaviour aABehaviour = gameObject.AddComponent(typeof(AtomicActivityBehaviour)) as AtomicActivityBehaviour;

        aABehaviour.duration = duration;
        aABehaviour.BName    = "Clean";
        behaviours [2]       = aABehaviour;

        behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour;
        behaviour.avatarRigidbody = playerRigidbody;
        behaviour.roomToGo        = "Livingroom";
        behaviour.aStarGameObject = aStar;
        //		behaviour.PathInit ();
        behaviour.BName = "Move";
        behaviours [3]  = behaviour;

//		this.Behaviours = behaviours;
        Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence;

        sequence.Behaviours = behaviours;

        return(sequence);
    }