Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (statusSimulation != States.done)
        {
            timer += Time.deltaTime;
        }

        if (startSimulation /*Input.GetKeyDown("space")*/ && statusSimulation == States.done)
        {
            startSimulation  = false;
            statusSimulation = States.init;
            roboticHand.NewDestination(pendulum.GetBall());
            for (int i = 0; i < 5; i++)
            {
                fingers[i].GetComponent <FingerManager>().CloseHand();
            }
        }

        if (statusSimulation == States.init && timer > timeToStartSimulation) //empieza movimiento pendulo con la mano
        {
            pendulum.SetMove(true);
            roboticHand.perfFollow = true;
            timer            = 0;
            statusSimulation = States.simulationHandFollow;
        }

        if (statusSimulation == States.simulationHandFollow && timer > timeToStopHandFollow - 0.2f && !openedHands) //la mano empieza a soltar la bola
        {
            openedHands = true;
            for (int i = 0; i < 5; i++)
            {
                fingers[i].GetComponent <FingerManager>().OpenHand();
            }
        }

        if (statusSimulation == States.simulationHandFollow && timer > timeToStopHandFollow) //la mano deja de seguir al pendulo
        {
            roboticHand.perfFollow = false;
            target.position        = defHandPos.position;
            roboticHand.NewDestination(target);
            statusSimulation = States.simulationNoHand;
        }

        if (statusSimulation == States.simulationNoHand && timer > timeToStopSimulation) //la mano se dirige a la posicion predict
        {
            bool reachable = false;

            Vector3Class tPos        = pendulum.CalculateFuturePosition(timeToPredictStopPosition);
            Vector3Class baseHandPos = new Vector3Class(roboticHand.transform.position);
            while (!reachable)
            {
                tPos = pendulum.CalculateFuturePosition(timeToPredictStopPosition);

                if (tPos.Distance(tPos, baseHandPos) < 2.2f)
                {
                    reachable = true;
                }
                else
                {
                    timeToPredictStopPosition += 0.5f;
                }
            }
            target.position = tPos.GetValues();
            roboticHand.NewDestination(target);
            timer            = 0;
            statusSimulation = States.closeHand;
        }

        if (statusSimulation == States.closeHand && timer > timeToPredictStopPosition - 0.3f) //se empiezan a cerrar las manos
        {
            statusSimulation = States.stopPendulum;
            for (int i = 0; i < 5; i++)
            {
                fingers[i].GetComponent <FingerManager>().CloseHand();
            }
        }

        if (statusSimulation == States.stopPendulum && timer > timeToPredictStopPosition) //se para el pendulo
        {
            pendulum.SetMove(false);
            canvas.AllowInputP(true);
            timeToPredictStopPosition = initStopTime;
            statusSimulation          = States.done;
            openedHands = false;
        }
    }