Exemple #1
0
    //takes actions bitflag to process various inputs
    void HandleActions()
    {
        if ((currentAction & action.forward) == action.forward)
        {
            MoveForwards(true);
        }

        if ((currentAction & action.backward) == action.backward)
        {
            MoveForwards(false);
        }

        if ((currentAction & action.left) == action.left)
        {
            MoveHorizontally(false);
        }

        if ((currentAction & action.right) == action.right)
        {
            MoveHorizontally(true);
        }

        if ((currentAction & action.up) == action.up)
        {
            MoveVertically(true);
        }

        if ((currentAction & action.down) == action.down)
        {
            MoveVertically(false);
        }

        if ((currentAction & action.turn_left) == action.turn_left)
        {
            transform.eulerAngles = new Vector3(transform.eulerAngles.x, (transform.eulerAngles.y + (Time.deltaTime * rotateSpeed)), transform.eulerAngles.z);
        }

        if ((currentAction & action.turn_right) == action.turn_right)
        {
            transform.eulerAngles = new Vector3(transform.eulerAngles.x, (transform.eulerAngles.y - (Time.deltaTime * rotateSpeed)), transform.eulerAngles.z);
        }
        //wait till its open/closed? nah
        if ((currentAction & action.toggle) == action.toggle)
        {
            if (currentGrabState == grabState.open)
            {
                currentGrabState = grabState.closed;
            }

            else if (currentGrabState == grabState.closed)
            {
                currentGrabState = grabState.open;
            }
            Grab();
        }
        currentAction = 0;
    }
Exemple #2
0
    // Start is called before the first frame update
    // Use this for initialization
    void Start()
    {
        currentMovementState = movementState_t.idle;

        startPosition = transform.localPosition;
        clawHinges    = new List <HingeJoint>();
        //ok grab all mandible and chuck them into vector
        foreach (var iter in GetComponentsInChildren <HingeJoint>())
        {
            clawHinges.Add(iter);
        }

        currentGrabState = grabState.open;
        Grab();

        //SetupCallbacks();
    }
Exemple #3
0
    public void Toggle()
    {
        //ok now set current toggle state and then call grab
        if (currentGrabState == grabState.closed)
        {
            currentGrabState = grabState.open;
            Grab();
            return;
        }

        else if (currentGrabState == grabState.open)
        {
            currentGrabState = grabState.closed;
            Grab();
            return;
        }
    }
Exemple #4
0
    public virtual void ChangeState(movementState_t newState)
    {
        currentMovementState = newState;
        switch (currentMovementState)
        {
        case movementState_t.idle:
        case movementState_t.forwards:
        case movementState_t.horizontally:
        case movementState_t.descending:
        {
            break;
        }

        case movementState_t.grabbing:
        {
            //open the crane, wait one second then start ascending
            currentGrabState = grabState.closed;
            Grab();
            //onGrab();
            break;
        }

        case movementState_t.ascending:
        {
            break;
        }

        case movementState_t.return_horizontally:
        {
            currentGrabState = grabState.open;
            Grab();
            break;
        }

        case movementState_t.return_backwards:
        {
            OnReturnProc(System.EventArgs.Empty);
            break;
        }
        }
    }