コード例 #1
0
    public void Event_Translation_Gain(float g_t, Vector3 translationApplied)
    {
        if (state == LoggingState.logging)
        {
            //if (testing)
            //{
            //    g_t = 1;
            //    translationApplied = Vector2.up;
            //}

            sumOfInjectedTranslation               += translationApplied.magnitude;
            maxTranslationGain                      = Mathf.Max(maxTranslationGain, g_t);
            minTranslationGain                      = Mathf.Min(minTranslationGain, g_t);
            sumOfVirtualDistanceTravelled          += Mathf.Sign(g_t) * translationApplied.magnitude; // if gain is positive, redirection reference moves with the user, thus increasing the virtual displacement, and if negative, decreases
            virtualDistanceTravelledSinceLastReset += Mathf.Sign(g_t) * translationApplied.magnitude;
            //translationGainSamplesBuffer.Add(Mathf.Abs(g_t) * redirectionManager.userMovementManager.lastDeltaTime);
            // The proper way is using redirectionManager.userMovementManager.lastDeltaTime which is the true time the gain was applied for, but this causes problems when we have a long frame and then a short frame
            // But we'll artificially use this current delta time instead!
            //translationGainSamplesBuffer.Add(g_t * redirectionManager.userMovementManager.lastDeltaTime);
            //print("Translation Gain: " + g_t + "\tInterval: " + redirectionManager.getDeltaTime());
            translationGainSamplesBuffer.Add(g_t * simulationManager.GetDeltaTime());
            //injectedTranslationSamplesBuffer.Add(translationApplied.magnitude * redirectionManager.userMovementManager.lastDeltaTime);
            injectedTranslationSamplesBuffer.Add(translationApplied.magnitude * simulationManager.GetDeltaTime());
        }
    }
コード例 #2
0
    public void RotateIfNecessary(float rotationToTargetInDegrees, Vector3 userToTargetVectorFlat)
    {
        // Handle Rotation To Waypoint
        float rotationToApplyInDegrees = Mathf.Sign(rotationToTargetInDegrees) * Mathf.Min(simulationManager.GetDeltaTime() * rotationSpeed, Mathf.Abs(rotationToTargetInDegrees));

        // Only rotate if you have a reasonable distance to target
        // I'm not happy with this hack and I'm not sure how to explain the behavior because it keeps trying to rotate until the user faces southeast and then it stops!
        //if (!UserController.Approximately(userToWaypointVector2D, Vector2.zero))
        // Preventing Rotation When At Waypoint By Checking If Distance Is Sufficient
        //print("rotationToApplyInDegrees: " + rotationToApplyInDegrees);
        if (userToTargetVectorFlat.magnitude > MINIMUM_DISTANCE_TO_WAYPOINT_FOR_ROTATION)
        {
            transform.Rotate(Vector3.up, rotationToApplyInDegrees, Space.World);
        }
    }