// Use this for initialization void Start() { //position = transform.position; position = FE.EEPosition; //Vector3 position2 = transform.position; float P1 = position[0]; float P2 = position[1]; float P3 = position[2]; P.Add(P1, P2, P3); Time_Stamp.Add(DateTime.Now.ToString("HH:mm:ss:fffff")); //Debug.Log("Object Pos: "+position2+" Act Pos: "+ position); }
public void NewPosition(string department, string position) { Pos p; p.Department = this.Department; p.Position = this.Position; PosList.Add(p); Position = position; Department = department; }
//LifeMove関数 private void LifeMove() {//Lifeの動きを計算している。 World.CallLookEnv(); World.CallMove(); var actives = World.Actives(true); if (actives.Count >= 1) { PosList.Add(actives); } if (actives.Count < 1) { internalMove = false; Debug.Log("収束しました!\n是非再生しちゃってくだせえ!!"); } Treadmove = true; }
private void SetPointinfo() { PosList.Clear(); Vector3 dir = mDebugAABB.extents; if (dir.Equals(Vector3.zero)) { return; } float dirx = mDebugAABB.extents.x * 2; float diry = mDebugAABB.extents.y * 2; float dirz = mDebugAABB.extents.z * 2; Vector3 center = mDebugAABB.center; Vector3 pos1 = center - dir; Vector3 pos2 = center - dir + dirx * Vector3.right; Vector3 pos3 = center - dir + diry * Vector3.up; Vector3 pos4 = center - dir + dirz * Vector3.forward; Vector3 pos5 = center + dir; Vector3 pos6 = center + dir - dirx * Vector3.right; Vector3 pos7 = center + dir - diry * Vector3.up; Vector3 pos8 = center + dir - dirz * Vector3.forward; PosList.Add(pos1); PosList.Add(pos2); PosList.Add(pos7); PosList.Add(pos4); PosList.Add(pos1); PosList.Add(pos1); PosList.Add(pos3); PosList.Add(pos2); PosList.Add(pos8); PosList.Add(pos7); PosList.Add(pos5); PosList.Add(pos4); PosList.Add(pos6); PosList.Add(pos5); PosList.Add(pos6); PosList.Add(pos3); PosList.Add(pos8); PosList.Add(pos5); }