Exemple #1
0
    private void UnlightPath(int idCall)
    {
        Call call = null;

        foreach (Call c in callsInTransmission)
        {
            if (c.id == idCall)
            {
                call = c;
            }
        }
        if (call != null && call.status == Call.Status.inCall)
        {
            foreach (Transform edgeTransform in ListeEdgesMenu.transform)
            {
                EdgeController edge = edgeTransform.GetComponent <EdgeController>();
                if (edge.gameObject.activeSelf)
                {
                    if (edge.idMessage == call.id)
                    {
                        edge.TakePath(-1);
                    }
                }
            }

            foreach (Transform edgeTransform in ListeEdges.transform)
            {
                EdgeController edge = edgeTransform.GetComponent <EdgeController>();
                if (edge.gameObject.activeSelf)
                {
                    if (edge.idMessage == call.id)
                    {
                        edge.TakePath(-1);
                    }
                }
            }

            /*NodeController actualNode = call.caller;
             *
             * //chercher prochain node
             * int iter=0;
             * while(actualNode!=call.reciever && iter<100){
             *  iter++;
             *  foreach(EdgeController edge in actualNode.neighborhoodList){
             *      if(edge.idMessage == call.id){
             *          edge.TakePath(-1);
             *          actualNode = edge.KnowOtherSide(actualNode);
             *
             *      }
             *  }
             * }*/
        }
    }
Exemple #2
0
    public void AddNodeToTrajectory(NodeController node)
    {
        //vérifier que le node n'a jamais été ajouté, et qu'une trajectoire est en cours
        if (actualTrajectory.Count > 0 && /*!actualTrajectory.Contains(node)*/ !isAlreadyUsed(node, actualTrajectory[actualTrajectory.Count - 1], actualTrajectory[0].call.id)) //todo à changer
        {
            //vérifier si on respecte les edges
            if (node.IsConnectedTo(actualTrajectory[actualTrajectory.Count - 1]))
            {
                actualTrajectory.Add(node);
                soundManager.PlaySound(SoundManager.SoundList.LINK_NODE, false);
                Debug.Log("Add " + node.name);

                Call call = null;
                foreach (Call c in callsInTransmission)
                {
                    if (c.caller == actualTrajectory[0] || c.reciever == actualTrajectory[0])
                    {
                        call = c;
                    }
                }

                EdgeController actualEdge = node.edge(actualTrajectory[actualTrajectory.Count - 2]);

                if (actualEdge.IsTaken())
                {
                    alreadyUsedEdges.Add(actualEdge);
                    idUsedEdges.Add(actualEdge.idMessage);
                }
                //changer couleur du edge en question
                //node.edge(actualTrajectory[actualTrajectory.Count - 2]).ChangeColor(new Color(1,0,0));
                actualEdge.TakePath(call.id);

                //si c'est un node obligatoire, alors il devient "utilisé"
                if (call.node_obligatory == node)
                {
                    node.isUsed = true;
                }
            }
        }
    }