Exemple #1
0
    // Update is called once per frame
    void Update()
    {
#if UNITY_EDITOR
        var activateGameObject = UnityEditor.Selection.activeGameObject;
        if (activateGameObject)
        {
            if (activateGameObject.activeInHierarchy)
            {
                var agent = UnityEditor.Selection.activeGameObject.GetComponentInChildren <ProfileController>();
                if (agent)
                {
                    GraphOverlay.Plot("Curvature", agent.curvature);
                    GraphOverlay.Plot("Camber", agent.camber);
                    GraphOverlay.Plot("Inclination", agent.inclination);
                }
            }
        }
#endif
    }
    void Update()
    {
#if UNITY_EDITOR
        var activateGameObject = UnityEditor.Selection.activeGameObject;
        if (activateGameObject)
        {
            if (activateGameObject.activeInHierarchy)
            {
                var pathFinder = UnityEditor.Selection.activeGameObject.GetComponentInChildren <ProfileAgent>();
                if (pathFinder)
                {
                    GraphOverlay.Plot("Profile", pathFinder.profile.Select(x => x.speed));
                    GraphOverlay.Plot("Speed", pathFinder.profile.Select(x => x.actual));
                    GraphOverlay.Plot("Traction", pathFinder.profile.Select(x => x.traction ? 1f : 0f));
                    GraphOverlay.Plot("Error", pathFinder.profile.Select(x => x.error));
                    GraphOverlay.Plot("Drift", pathFinder.profile.Select(x => x.sideslip));
                    GraphOverlay.Cursor(pathFinder.currentNode);
                }
            }
        }
#endif
    }
Exemple #3
0
    private void FixedUpdate()
    {
        var activateGameObject = UnityEditor.Selection.activeGameObject;

        if (activateGameObject)
        {
            if (activateGameObject.activeInHierarchy)
            {
                var navigator = UnityEditor.Selection.activeGameObject.GetComponent <PathNavigator>();
                if (navigator)
                {
                    if (Curvature.Length != numObservations)
                    {
                        Curvature   = new float[numObservations];
                        Camber      = new float[numObservations];
                        Inclination = new float[numObservations];
                        Distance    = new float[numObservations];
                    }

                    for (int i = 0; i < numObservations; i++)
                    {
                        var d = navigator.Distance + i * pathInterval;
                        var q = navigator.waypoints.Query(d);
                        Camber[i]      = q.Camber;
                        Curvature[i]   = q.Curvature;
                        Inclination[i] = q.Inclination;
                        Distance[i]    = d;
                    }

                    GraphOverlay.Plot("Curvature", Curvature);
                    GraphOverlay.Plot("Camber", Camber);
                    GraphOverlay.Plot("Inclination", Inclination);
                }
            }
        }
    }