Exemple #1
0
    // Use this for initialization
    void Start()
    {
        turnScript = Player.GetComponent <Turning>();

        kinectSensor = KinectSensor.GetDefault();

        if (kinectSensor != null)
        {
            //몇 명있는지
            bodyCount = kinectSensor.BodyFrameSource.BodyCount;
            //무엇을 하는지
            bodyFrameReader = kinectSensor.BodyFrameSource.OpenReader();
            //put the body in array make skeleton data out of it
            bodies = new Body[bodyCount];

            //creating new list of gesture
            gestureDetectorList = new List <GestureDetector>();

            for (int bodyIndex = 0; bodyIndex < bodyCount; bodyIndex++)
            {
                gestureDetectorList.Add(new GestureDetector(kinectSensor));
            }

            kinectSensor.Open();
        }
        else
        {
            //kinect sensor not connected
        }
    }
Exemple #2
0
 // Use this for initialization
 void Start()
 {
     distance        = 2.5f;
     turning         = GetComponentInParent <Turning>();
     sounds          = GetComponents <AudioSource>();
     collect         = sounds[0];
     winning         = sounds[1];
     img_basket      = GameObject.FindGameObjectWithTag("basket_img");
     img_coconut1    = GameObject.FindGameObjectWithTag("coconut_img");
     img_coconut2    = GameObject.FindGameObjectWithTag("coconut_img2");
     img_orange      = GameObject.FindGameObjectWithTag("orange_img");
     img_blackberry1 = GameObject.FindGameObjectWithTag("blackberry_img");
     img_blackberry2 = GameObject.FindGameObjectWithTag("blackberry_img2");
     bubble_box      = GameObject.FindGameObjectWithTag("bubble_box");
     character       = GameObject.FindGameObjectWithTag("character");
     text            = bubble_box.GetComponentInChildren <Text>();
     bubble_box.SetActive(false);
     character.SetActive(false);
     img_basket.SetActive(false);
     img_coconut1.SetActive(false);
     img_coconut2.SetActive(false);
     img_orange.SetActive(false);
     img_blackberry1.SetActive(false);
     img_blackberry2.SetActive(false);
     text.enabled    = false;
     pickup          = true;
     basket          = false;
     orange          = false;
     coconut         = false;
     coconutCount    = 2;
     blackberry      = false;
     blackberryCount = 2;
     win             = false;
     StartCoroutine(ShowMessage("Trace the Code", 3));
 }
    public override NodeResult Execute()
    {
        int     direction = Random.Range(0, 3);
        Turning newTurn   = Turning.STRAIGHT;

        switch (direction)
        {
        case 0:
        {
            newTurn = Turning.STRAIGHT;
            break;
        }

        case 1:
        {
            newTurn = Turning.LEFT;
            break;
        }

        case 2:
        {
            newTurn = Turning.RIGHT;
            break;
        }
        }
        SwarmLeaderAI leaderAI = (SwarmLeaderAI)tree.GetValue(leaderAIKey);

        leaderAI.SetValue("TurnRequested", newTurn);
        return(NodeResult.SUCCESS);
    }
Exemple #4
0
 // Use this for initialization
 void Start()
 {
     distance         = 3.5f;
     turning          = GetComponentInParent <Turning>();
     sounds           = GetComponents <AudioSource>();
     collect          = sounds[0];
     winning          = sounds[1];
     bubble_box       = GameObject.FindGameObjectWithTag("bubble_box");
     character        = GameObject.FindGameObjectWithTag("character");
     code_snippet     = GameObject.FindGameObjectWithTag("code_snippet");
     mobile           = GameObject.FindGameObjectWithTag("mobile");
     rope             = GameObject.FindGameObjectWithTag("rope");
     flashlight       = GameObject.FindGameObjectWithTag("flashlight");
     brown_img        = GameObject.FindGameObjectWithTag("broown");
     red_img          = GameObject.FindGameObjectWithTag("rod");
     black_img        = GameObject.FindGameObjectWithTag("blackberry_img");
     text             = bubble_box.GetComponentInChildren <Text>();
     code_snippetText = code_snippet.GetComponentInChildren <Text>();
     bubble_box.SetActive(false);
     character.SetActive(false);
     code_snippet.SetActive(false);
     mobile.SetActive(false);
     rope.SetActive(false);
     flashlight.SetActive(false);
     brown_img.SetActive(false);
     red_img.SetActive(false);
     black_img.SetActive(false);
     text.enabled = false;
     pickup       = true;
     //backpack = false;
     red   = false;
     brown = false;
     black = false;
     win   = false;
 }
    private void Awake()
    {
        movementController = GetComponent <Movement>();
        turningController  = GetComponent <Turning>();

        attack = GetComponent <IAttack>();
    }
Exemple #6
0
 // Use this for initialization
 void Start()
 {
     distance   = 3.5f;
     turning    = GetComponentInParent <Turning>();
     sounds     = GetComponents <AudioSource>();
     collect    = sounds[0];
     winning    = sounds[1];
     back_img   = GameObject.FindGameObjectWithTag("basket_img");
     brown_img  = GameObject.FindGameObjectWithTag("brown_img");
     red_img    = GameObject.FindGameObjectWithTag("red_img");
     black_img  = GameObject.FindGameObjectWithTag("black_img");
     bubble_box = GameObject.FindGameObjectWithTag("bubble_box");
     character  = GameObject.FindGameObjectWithTag("character");
     mobile     = GameObject.FindGameObjectWithTag("mobile");
     rope       = GameObject.FindGameObjectWithTag("rope");
     flashlight = GameObject.FindGameObjectWithTag("flashlight");
     text       = bubble_box.GetComponentInChildren <Text>();
     bubble_box.SetActive(false);
     character.SetActive(false);
     mobile.SetActive(false);
     rope.SetActive(false);
     flashlight.SetActive(false);
     back_img.SetActive(false);
     brown_img.SetActive(false);
     red_img.SetActive(false);
     black_img.SetActive(false);
     text.enabled = false;
     pickup       = true;
     backpack     = false;
     red          = false;
     brown        = false;
     black        = false;
     win          = false;
     StartCoroutine(ShowMessage("Trace the Code", 3));
 }
Exemple #7
0
 protected override void Update()
 {
     if (firstRun)
     {
         biting = RegisterInteraction <Biting>();
         eyes   = RegisterInteraction <Eyesight>();
         move   = RegisterInteraction <MoveForward>();
         turn   = RegisterInteraction <Turning>();
     }
 }
 //RoboSnake Turning Actions Left & Right
 public void TurnTo(int turn)
 {
     //1 turns left, -1 turns right
     if (turn == 1)
     {
         dir = Turning.LEFT;
     }
     else if (turn == 2)
     {
         dir = Turning.RIGHT;
     }
 }
Exemple #9
0
 // Use this for initialization
 void Start()
 {
     distance   = 3f;
     turning    = GetComponentInParent <Turning>();
     sounds     = GetComponents <AudioSource>();
     collect    = sounds[0];
     winning    = sounds[1];
     bubble_box = GameObject.FindGameObjectWithTag("bubble_box");
     text       = bubble_box.GetComponentInChildren <Text>();
     pickup     = true;
     win        = false;
 }
Exemple #10
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    public void TurnTo(Compas c)
    {
        int dirDiff = Mod(c - compas, 4);

        if (dirDiff == 1)
        {
            dir = Turning.RIGHT;
        }
        else if (dirDiff == 3)
        {
            dir = Turning.LEFT;
        }
    }
    // Use this for initialization
    void Start()
    {
        //   list[0].SetActive(false);

        turnScript = Player.GetComponent <Turning>();
        // get the sensor object

        this.kinectSensor = KinectSensor.GetDefault();

        if (this.kinectSensor != null)
        {
            this.bodyCount = this.kinectSensor.BodyFrameSource.BodyCount;

            // color reader
            this.colorFrameReader = this.kinectSensor.ColorFrameSource.OpenReader();

            // create buffer from RGBA frame description
            var desc = this.kinectSensor.ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba);


            // body data
            this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader();

            // body frame to use
            this.bodies = new Body[this.bodyCount];

            // initialize the gesture detection objects for our gestures
            this.gestureDetectorList = new List <GestureDetector>();
            for (int bodyIndex = 0; bodyIndex < this.bodyCount; bodyIndex++)
            {
                //PUT UPDATED UI STUFF HERE FOR NO GESTURE
                // GestureTextGameObject.text = "none";
                //this.bodyText[bodyIndex] = "none";
                this.gestureDetectorList.Add(new GestureDetector(this.kinectSensor));
            }

            // start getting data from runtime
            this.kinectSensor.Open();
        }
        else
        {
            //kinect sensor not connected
        }
    }
Exemple #12
0
    // called from ParabolaController
    public void EndOfTurn()
    {
        isTurning        = false;
        currentDirection = nextDirection;
        nextDirection    = Vector2.zero;

        // recenter car's rotation after the turn
        if (currentDirection == Vector2.up || currentDirection == Vector2.down)
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 90f);
        }
        else
        {
            transform.rotation = Quaternion.Euler(0f, 0f, 0f);
        }

        turningDirection = Turning.None;
        isAccelerating   = true;
    }
    // Use this for initialization
    void Start()
    {
        turnScript = Player.GetComponent<Turning>();
        // get the sensor object
        
        this.kinectSensor = KinectSensor.GetDefault();

        if (this.kinectSensor != null)
        {
            this.bodyCount = this.kinectSensor.BodyFrameSource.BodyCount;

            // color reader
            this.colorFrameReader = this.kinectSensor.ColorFrameSource.OpenReader();

            // create buffer from RGBA frame description
            var desc = this.kinectSensor.ColorFrameSource.CreateFrameDescription(ColorImageFormat.Rgba);


            // body data
            this.bodyFrameReader = this.kinectSensor.BodyFrameSource.OpenReader();

            // body frame to use
            this.bodies = new Body[this.bodyCount];

            // initialize the gesture detection objects for our gestures
            this.gestureDetectorList = new List<GestureDetector>();
            for (int bodyIndex = 0; bodyIndex < this.bodyCount; bodyIndex++)
            {
                //PUT UPDATED UI STUFF HERE FOR NO GESTURE
                GestureTextGameObject.text = "none";
                //this.bodyText[bodyIndex] = "none";
                this.gestureDetectorList.Add(new GestureDetector(this.kinectSensor));
            }

            // start getting data from runtime
            this.kinectSensor.Open();
        }
        else
        {
            //kinect sensor not connected
        }
    }
Exemple #14
0
 // Use this for initialization
 void Start()
 {
     distance     = 3f;
     turning      = GetComponentInParent <Turning>();
     sounds       = GetComponents <AudioSource>();
     collect      = sounds[0];
     winning      = sounds[1];
     bubble_box   = GameObject.FindGameObjectWithTag("bubble_box");
     character    = GameObject.FindGameObjectWithTag("character");
     code_snippet = GameObject.FindGameObjectWithTag("code_snippet");
     c            = GameObject.FindGameObjectWithTag("coconut_count");
     text         = bubble_box.GetComponentInChildren <Text>();
     c_count      = c.GetComponentInChildren <Text>();
     bubble_box.SetActive(false);
     character.SetActive(false);
     code_snippet.SetActive(false);
     text.enabled = false;
     coconut      = false;
     win          = false;
     pickup       = true;
 }
Exemple #15
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    public override void PreGameStep()
    {
        ms = MoveScore.MOVE;

        switch (dir)
        {
        case Turning.FORWARD:
            break;

        case Turning.LEFT:
            compas = (Compas)Mod((int)compas - 1, 4);
            turns++;
            break;

        case Turning.RIGHT:
            compas = (Compas)Mod((int)compas + 1, 4);
            turns++;
            break;
        }
        dir = Turning.FORWARD;
    }
Exemple #16
0
 // Use this for initialization
 void Start()
 {
     distance   = 3f;
     turning    = GetComponentInParent <Turning>();
     sounds     = GetComponents <AudioSource>();
     collect    = sounds[0];
     winning    = sounds[1];
     bubble_box = GameObject.FindGameObjectWithTag("bubble_box");
     character  = GameObject.FindGameObjectWithTag("character");
     b          = GameObject.FindGameObjectWithTag("blackberry_count");
     c          = GameObject.FindGameObjectWithTag("coconut_count");
     text       = bubble_box.GetComponentInChildren <Text>();
     b_count    = b.GetComponentInChildren <Text>();
     c_count    = c.GetComponentInChildren <Text>();
     bubble_box.SetActive(false);
     character.SetActive(false);
     text.enabled = false;
     coconut      = false;
     blackberry   = false;
     win          = false;
     pickup       = true;
     StartCoroutine(ShowMessage("Trace the Code", 3));
 }
    // Update is called once per frame
    void Update()
    {
        float h = Input.GetAxisRaw("Horizontal");
        float v = Input.GetAxisRaw("Vertical");

        Command turning  = new Turning();
        Command movement = new Movement();
        Command jump     = new Jump();

        animation(h, v);
        movement.execute(this.gameObject);

        anim.SetBool("isjumping", isjumping);

        if (Input.GetButtonDown("Jump"))
        {
            if (isjumping == false)
            {
                isjumping = true;
                jump.execute(this.gameObject);
            }
        }
    }
Exemple #18
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 public Aim(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
 {
     _velocityLimit = Entity.GetBehaviors <VelocityLimit>().FirstOrDefault();
     _thrust        = Entity.GetBehavior <Thruster>();
     _turning       = Entity.GetBehavior <Turning>();
 }
Exemple #19
0
 private void Form1_KeyDown(object sender, KeyEventArgs e)
 {
     switch (e.KeyCode)
     {
         case Keys.Up:
             acc = Accelerating.Naprej;
             break;
         case Keys.Down:
             acc = Accelerating.Nazaj;
             break;
         case Keys.Left:
             Turn = Turning.Levo;
             break;
         case Keys.Right:
             Turn = Turning.Desno;
             break;
         case Keys.Space:
             fastForward = !fastForward;
             if (!fastForward) LoopFactor = DefaultLoopFactor;
             break;
         case Keys.Escape:
             end = true;
             break;
     }
 }
Exemple #20
0
 private void Form1_KeyUp(object sender, KeyEventArgs e)
 {
     if ((e.KeyCode == Keys.Up) || (e.KeyCode == Keys.Down))
         acc = Accelerating.Ne;
     if ((e.KeyCode == Keys.Left) || (e.KeyCode == Keys.Right))
         Turn = Turning.Ne;
 }
Exemple #21
0
 public VelocityMatch(GameContext context, Entity entity, ControllerData controllerData) : base(context, entity, controllerData)
 {
     _context = context;
     _thrust  = Entity.GetBehavior <Thruster>();
     _turning = Entity.GetBehavior <Turning>();
 }
 void Start()
 {
     turning     = this.GetComponent <Turning>();
     player_Jump = this.GetComponent <Player_Jump>();
     player      = transform.GetChild(0);
 }
Exemple #23
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    public override NodeResult Execute()
    {
        Turning dir = (Turning)tree.GetValue("TurnRequested");

        if (dir != Turning.STRAIGHT)
        {
            // are we at a crossover node on the track?
            // if so, then turn to the other track, in the correct direction requested.
            // who sets the Turning value? The player does via keydown in another module.
            GameObject waypoint = (GameObject)tree.GetValue("Waypoint");
            int        wpi      = (int)tree.GetValue("Index");
            // is this a crossover point? (i.e is it on another track?
            TrackManager tm         = (TrackManager)tree.GetValue("TrackManager");
            int          trackIndex = (int)tree.GetValue("TrackIndex");
            // are we at a potential crossover on our track?
            Vector3 pos = waypoint.transform.position;
            for (int i = 0; i < 16; i++)
            {
                if (pos == tm.splines[trackIndex].points[i])
                {
                    // yes we are.  Now is it on the other tracks?, and if so, which one, and where on the track?
                    for (int s = 0; s < tm.splines.Length; s++)
                    {
                        if (s == trackIndex)
                        {
                            continue;
                        }
                        for (int j = 0; j < 16; j++)
                        {
                            if (pos == tm.splines[s].points[j])
                            {
                                // we have a winner - player requested to turn, and is at a waypoint that crosses
                                // track s at control point J
                                // cross product and 8 if statements to manage the turn.
                                Vector3 a1      = pos;
                                Vector3 b1      = pos;
                                Vector3 a2      = tm.splines[trackIndex].lanes[1, (wpi + 1) % 320];
                                Vector3 b2      = tm.splines[s].lanes[1, (j * 20 + 1) % 320]; //  middle lane, add one to crossover
                                Vector3 AV      = a2 - a1;
                                Vector3 BV      = b2 - b1;
                                float   angleAB = Vector3.SignedAngle(AV, BV, Vector3.up);
                                int     ADir    = (int)tree.GetValue("Direction");
                                int     NDir    = 1;
                                // 8 ifs now...
                                if (dir == Turning.LEFT)
                                {
                                    //Debug.Log("LEFT. ADIR: " + ADir + " angle:" + angleAB);
                                    if (ADir == 1 && angleAB > 0)
                                    {
                                        NDir = -1;
                                    }
                                    else if (ADir == 1 && angleAB <= 0)
                                    {
                                        NDir = +1;
                                    }
                                    else if (ADir == -1 && angleAB > 0)
                                    {
                                        NDir = +1;
                                    }
                                    else if (ADir == -1 && angleAB <= 0)
                                    {
                                        NDir = -1;
                                    }
                                    //Debug.Log("LEFT:NDIR: " + NDir);
                                }
                                else // must be going right
                                {
                                    //Debug.Log("Right. ADIR: " + ADir + " angle:" + angleAB);
                                    if (ADir == 1 && angleAB > 0)
                                    {
                                        NDir = 1;
                                    }
                                    else if (ADir == 1 && angleAB <= 0)
                                    {
                                        NDir = -1;
                                    }
                                    else if (ADir == -1 && angleAB > 0)
                                    {
                                        NDir = -1;
                                    }
                                    else if (ADir == -1 && angleAB <= 0)
                                    {
                                        NDir = 1;
                                    }
                                    //Debug.Log("Right:NDIR: " + NDir);
                                }
                                // now that we have a new direction, a new start point (j * 20+1)%320, and a spline to follow (index s, actual tm.splines[s];
                                // we can update the blackboard
                                // and return sucess
                                //Debug.Log("changing from " + trackIndex + " To " + s);
                                //Debug.Log("direction from: " + ADir + " to "+ NDir);
                                tree.SetValue("Direction", NDir);
                                tree.SetValue("TrackIndex", s);
                                tree.SetValue("Waypoints", tm.splines[s].sp);
                                tree.SetValue("Waypoint", tm.splines[s].sp[(j * 20 + NDir + 320) % 320]);
                                tree.SetValue("Index", (j * 20 + NDir + 320) % 320);
                                //Debug.Log("Back to straight now that we have turned");
                                tree.SetValue("TurnRequested", Turning.STRAIGHT);
                                return(NodeResult.SUCCESS);
                            }
                        }
                    }
                }
            }
        }
        return(NodeResult.SUCCESS);
    }
Exemple #24
0
 // Start is called before the first frame update
 void Start()
 {
     // Road Check needs a reference to a Movement Script and Turning Script
     movement = gameObject.GetComponent <Movement>();
     turning  = gameObject.GetComponent <Turning>();
 }