protected override AbstractBehaviour InitScript() { this.BName = "Call for bus"; AbstractBehaviour[] behaviours = new AbstractBehaviour[2]; GoToBehaviour behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Phone"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move"; behaviours [0] = behaviour; UseDeviceBehaviour uDBehaviour = gameObject.AddComponent(typeof(UseDeviceBehaviour)) as UseDeviceBehaviour; uDBehaviour.DeviceToUse = phone; uDBehaviour.BName = "Call"; behaviours [1] = uDBehaviour; // this.Behaviours = behaviours; Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence; sequence.Behaviours = behaviours; return(sequence); }
protected override AbstractBehaviour InitScript() { // if (RingPhone != null) // AudioSource.PlayClipAtPoint (RingPhone,phone.transform.position); PhoneDevice phoneDevice = phone.GetComponent <PhoneDevice>(); phoneDevice.Ring(); this.BName = "AnswerThePhone"; AbstractBehaviour[] behaviours = new AbstractBehaviour[2]; GoToBehaviour behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Phone"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move"; behaviours [0] = behaviour; UseDeviceBehaviour uDBehaviour = gameObject.AddComponent(typeof(UseDeviceBehaviour)) as UseDeviceBehaviour; uDBehaviour.DeviceToUse = phone; uDBehaviour.BName = "Answer"; behaviours [1] = uDBehaviour; // this.Behaviours = behaviours; Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence; sequence.Behaviours = behaviours; return(sequence); }
protected override AbstractBehaviour InitScript() { this.BName = "Clean bathroom"; if (smartHomeServer != null) { SensorsGUI gui = smartHomeServer.GetComponent <SensorsGUI> (); gui.SetDebugText(9, BName); gui.BehaviourTreeToShow = this; } AbstractBehaviour[] behaviours = new AbstractBehaviour[5]; GoToBehaviour behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Bathroom"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move"; behaviours [0] = behaviour; behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "WC"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Moveto WC"; behaviours [1] = behaviour; UseDeviceBehaviour uDBehaviour = gameObject.AddComponent(typeof(UseDeviceBehaviour)) as UseDeviceBehaviour; uDBehaviour.DeviceToUse = toilet; uDBehaviour.BName = "WC use"; behaviours [2] = uDBehaviour; behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Washbasin"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Moveto ashbasin"; behaviours [3] = behaviour; AtomicActivityBehaviour aABehaviour = gameObject.AddComponent(typeof(AtomicActivityBehaviour)) as AtomicActivityBehaviour; aABehaviour.duration = duration; aABehaviour.BName = "Clean"; behaviours [4] = aABehaviour; // this.Behaviours = behaviours; Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence; sequence.Behaviours = behaviours; return(sequence); }
private GoToBehaviour CreateGoToBehaviour(string roomToGo) { GoToBehaviour behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = roomToGo; behaviour.aStarGameObject = aStar; behaviour.BName = "Go to " + roomToGo; behaviour.smartHomeServer = smartHomeServer; return(behaviour); }
protected override AbstractBehaviour InitScript() { this.BName = "Put Stuff Into Ward Robe"; AbstractBehaviour[] behaviours = new AbstractBehaviour[4]; GoToBehaviour behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Entrance"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move"; behaviours [0] = behaviour; behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Wardrobe"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move"; behaviours [1] = behaviour; AtomicActivityBehaviour aABehaviour = gameObject.AddComponent(typeof(AtomicActivityBehaviour)) as AtomicActivityBehaviour; aABehaviour.duration = duration; aABehaviour.BName = "Clean"; behaviours [2] = aABehaviour; behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = "Livingroom"; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move"; behaviours [3] = behaviour; // this.Behaviours = behaviours; Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence; sequence.Behaviours = behaviours; return(sequence); }
protected override AbstractBehaviour InitScript() { this.BName = "Scenario1"; AbstractBehaviour[] behaviours = new AbstractBehaviour[3]; GoToBehaviour behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = roomToGo1; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move1"; behaviours [0] = behaviour; behaviour = gameObject.AddComponent(typeof(GoToBehaviour)) as GoToBehaviour; behaviour.avatarRigidbody = playerRigidbody; behaviour.roomToGo = roomToGo2; behaviour.aStarGameObject = aStar; // behaviour.PathInit (); behaviour.BName = "Move2"; behaviours [1] = behaviour; UseDeviceBehaviour uDBehaviour = gameObject.AddComponent(typeof(UseDeviceBehaviour)) as UseDeviceBehaviour; uDBehaviour.DeviceToUse = deviceToUse; uDBehaviour.BName = "Act"; behaviours [2] = uDBehaviour; // this.Behaviours = behaviours; Sequence sequence = gameObject.AddComponent(typeof(Sequence)) as Sequence; sequence.Behaviours = behaviours; return(sequence); // this.Run (); }