// Use this for initialization void Start() { // Create matrix of ranges .. Normally, this would come in from the field // but for simulation sake, just calculate magnitude between each anchor. if (UseAnchorIds == false) { AnchorIds.Clear(); } if (Simulate) { foreach (GameObject g1 in Anchors) { AnchorScript g1as = g1.GetComponent <AnchorScript> (); foreach (GameObject g2 in Anchors) { //TODO: Use sqrMagnitude for quicker math later float dist = (g1.transform.position - g2.transform.position).magnitude; AnchorDistance ad = new AnchorDistance(); ad.anchor = g2.GetComponent <AnchorScript> (); ad.distance = dist; g1as.AnchorDistances.Add(ad); ad.anchor.IsSurveyed = false; } } } else { Anchors.Clear(); OriginAnchor = null; } // Create the group to hold the markers markerGroup = new GameObject(); markerGroup.name = "Markers"; markerGroup.transform.position = Vector3.zero; markerGroup.transform.rotation = Quaternion.identity; tcpServerScript = GetComponent <TcpServer> (); bitstormScript = GetComponent <BitStormAPI>(); if (!Simulate && AnchorIds.Count == 0 && bitstormScript != null) { StartCoroutine(DoRetrieveAnchors()); } }
// Use this for initialization void Start() { surveyScript = GetComponent <Survey> () as Survey; engineScript = GetComponent <LocationEngine2D> () as LocationEngine2D; clientScript = GetComponent <TcpClient> () as TcpClient; apiScript = GetComponent <BitStormAPI> () as BitStormAPI; if (Simulate) { Debug.Log("Running simulation .. Starting in 2 seconds."); simScript = GetComponent <Simulation> () as Simulation; Invoke("LaunchSimulation", 2); } else { Debug.Log("Running LIVE .. Starting in 2 seconds."); Invoke("LaunchLive", 2); } }
// Use this for initialization void Start() { tcpServerScript = GetComponent <TcpServer> (); bitstormScript = GetComponent <BitStormAPI>(); }