Esempio n. 1
0
        bool LoadChair()
        {
            StaticMeshScript.ClearHintLocators();

            GameObject[] chairs = StaticMeshScript.GetSemanticObjects(SceneUnderstandingObjectType.CHAIR);

            if (chairs.Length == 0)
            {
                return(false);
            }

            for (int i = 0; i < chairs.Length; i++)
            {
                GameObject go = chairs[i];
                ViveSR_Experience_Chair chair             = go.AddComponent <ViveSR_Experience_Chair>();
                ViveSR_SceneUnderstanding.SceneObject obj = ViveSR_SceneUnderstanding.GetCorrespondingSceneObject(go.name);
                if (obj.objTypeID == SceneUnderstandingObjectType.NONE)
                {
                    Debug.Log("[SemanticSegmentation] Cannot find corresponding game object.");
                    return(false);
                }
                chair.CreateChair(obj.positions[0], obj.forward); //move chair
                MR_Chairs.Add(chair);
            }

            return(true);
        }
Esempio n. 2
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        public void StartAnimationSequence_ChairNotFound(ViveSR_Experience_Chair facingChair)//turn and look at player
        {
            ActionSequence = ViveSR_Experience_ActionSequence.CreateActionSequence(gameObject);

            ActionSequence.AddAction(() => Walk(new Vector3(facingChair.transform.position.x, 0, facingChair.transform.position.z) + facingChair.transform.forward * 2, ActionSequence.ActionFinished));
            ActionSequence.AddAction(() => Turn(-facingChair.transform.forward, ActionSequence.ActionFinished));

            ActionSequence.StartSequence();
        }
Esempio n. 3
0
        public void StartAnimationSequence_ChairFound(ViveSR_Experience_Chair chair)//go sit on chair
        {
            this.chair = chair;

            ResetCharacter();

            Vector3 FloorPosition = new Vector3(chair.transform.position.x, 0f, chair.transform.position.z) + chair.transform.forward * 0.5f;

            FloorPosition = new Vector3(FloorPosition.x, 0f, FloorPosition.z); // clear height

            ActionSequence = ViveSR_Experience_ActionSequence.CreateActionSequence(gameObject);

            //  if (Vector3.Distance(FloorPosition, NPCRef.transform.position) > 0.1f)
            //      ActionSequence.AddAction(() => Turn((FloorPosition - NPCRef.transform.position) / Vector3.Distance(FloorPosition, NPCRef.transform.position), ActionSequence.ActionFinished));
            ActionSequence.AddAction(() => Walk(FloorPosition, ActionSequence.ActionFinished));
            ActionSequence.AddAction(() => Turn(chair.transform.forward, ActionSequence.ActionFinished));
            ActionSequence.AddAction(() => Sit(chair.transform.position, ActionSequence.ActionFinished));

            ActionSequence.StartSequence();
        }
        void AssignClosestChair(ViveSR_Experience_NPCAnimationRef NPCRef, ViveSR_Experience_Chair OldChair = null)
        {
            if (NPCRef.NPCAnimController.isActing)
            {
                return;
            }

            float minDist = 999;
            ViveSR_Experience_Chair targetChair = null;

            for (int i = 0; i < Chairs.Count; i++)
            {
                bool isChairOccupied = Chairs[i].Occupier != ViveSR_Experience_Chair.OccupierType.None;
                if (isChairOccupied)
                {
                    continue;
                }

                float distToNpc = Vector3.Distance(NPCRef.transform.position, Chairs[i].transform.position);

                if (distToNpc < minDist)
                {
                    minDist     = distToNpc;
                    targetChair = Chairs[i];
                }
            }

            if (targetChair != null)
            {
                targetChair.AssignFairyAsOccupier(NPCRef);
                NPCRef.NPCAnimController.StartAnimationSequence_ChairFound(targetChair);
            }
            else
            {
                if (OldChair != null)
                {
                    NPCRef.NPCAnimController.StartAnimationSequence_ChairNotFound(OldChair);
                }
            }
        }
        void LoadChair()
        {
            foreach (ViveSR_Experience_Chair MR_Chair in MR_Chairs)
            {
                Destroy(MR_Chair.gameObject);
            }
            MR_Chairs.Clear();

            foreach (GameObject go in HintLocators)
            {
                Destroy(go);
            }
            HintLocators.Clear();

            List <SceneUnderstandingObjects.Element> ChairElements = StaticMeshScript.GetSegmentationInfo(SceneUnderstandingObjectType.CHAIR);

            for (int i = 0; i < ChairElements.Count; i++)
            {
                GameObject go = new GameObject("MR_Chair" + i, typeof(ViveSR_Experience_Chair));
                ViveSR_Experience_Chair chair = go.GetComponent <ViveSR_Experience_Chair>();
                chair.CreateChair(new Vector3(ChairElements[i].position[0].x, ChairElements[i].position[0].y, ChairElements[i].position[0].z), new Vector3(ChairElements[i].forward.x, ChairElements[i].forward.y, ChairElements[i].forward.z));
                MR_Chairs.Add(chair);
            }
        }
        void YieldToPlayer()
        {
            //Player walks away from a chair;
            if (PlayersChair != null && Vector3.Distance(ViveSR_Experience.instance.PlayerHeadCollision.transform.position, PlayersChair.transform.position) > 1)
            {
                PlayersChair.RemoveOccupier();
                PlayersChair = null;
            }

            //player find a closet chair within a distance
            float minDist = 999;
            ViveSR_Experience_Chair targetChair = null;

            for (int i = 0; i < Chairs.Count; i++)
            {
                Vector3 chairPos      = Chairs[i].transform.position;
                Vector3 playerHeadPos = ViveSR_Experience.instance.PlayerHeadCollision.transform.position;

                float dist = Vector3.Distance(playerHeadPos, new Vector3(chairPos.x, playerHeadPos.y, chairPos.z));
                if (dist < minDist)
                {
                    minDist = dist;
                }
                else
                {
                    continue;  // this chair isn't the closest
                }
                if (minDist >= 1f)
                {
                    continue;                // the closest chair is too far
                }
                if (PlayersChair == Chairs[i])
                {
                    continue;                            // player is already using the closet chair.
                }
                targetChair = Chairs[i];
            }

            if (targetChair == null)
            {
                return;
            }

            //NPC on the chair yields to the player
            if (targetChair.OccupyingNPC != null)
            {
                if (targetChair.OccupyingNPC.NPCAnimController.isActing)
                {
                    return;
                }
                if (PlayersChair != null)
                {
                    PlayersChair.RemoveOccupier();
                }

                ViveSR_Experience_NPCAnimationRef NPCToYield = targetChair.OccupyingNPC;
                PlayersChair = targetChair;
                PlayersChair.AssignPlayerAsOccupier();
                NPCToYield.NPCAnimController.Stand(() => AssignClosestChair(NPCToYield, targetChair));
            }
            else
            {
                if (PlayersChair != null)
                {
                    PlayersChair.RemoveOccupier();
                }
                PlayersChair = targetChair;
                PlayersChair.AssignPlayerAsOccupier();
            }
        }