コード例 #1
0
 public bool ResumeMovement()
 {
     if (curCondition == WaitingForTheContinuation)
     {
         curCondition = Movement;
         return(true);
     }
     return(false);
 }
コード例 #2
0
        public ConditionsPartEntry(Model model)
        {
            this.model = model;

            conditions tmpconditions = new conditions();

            conditions.Deserialize(model.conditionsPart.XML, out tmpconditions);
            conditions = tmpconditions;
        }
コード例 #3
0
 public bool CancelMovement()
 {
     if (curCondition == Movement || curCondition == WaitingForTheContinuation)
     {
         ClearResorces();
         curCondition = WaitingForRequest;
         return(true);
     }
     return(false);
 }
コード例 #4
0
 public bool InterruptMovement()
 {
     if (curCondition == Movement)
     {
         curCondition = WaitingForTheContinuation;
         return(true);
     }
     else
     {
         return(false);
     }
 }
コード例 #5
0
 //User defined calls (learn more about all of them in “Additional options” of “User’s guide.pdf” document)
 //>>>>
 public void ClearResorces()
 {
     if (way != null)
     {
         way.Clear();
     }
     if (LengthOfTheChords != null)
     {
         LengthOfTheChords.Clear();
     }
     totalLength  = 0;
     CurrOffset   = 0;
     prePointI    = 0;
     curCondition = WaitingForRequest;
 }
コード例 #6
0
 public bool MoveTo(Vector3 target)
 {
     if (curCondition == WaitingForRequest)
     {
         ClearResorces();
         spaceGraph.SetGoal(target);
         spaceGraph.SetStart(transform.position);
         finalPoint     = target;
         curCondition   = WaitingForAWay;
         AStarCoroutine = spaceGraph.GetWay(ProcessWay);
         if (automaticSearchStop)
         {
             StartCoroutine(KillSearch(stopTimer));
         }
         return(true);
     }
     else
     {
         return(false);
     }
 }
コード例 #7
0
 public bool CancelWaySearch()
 {
     if (curCondition == WaitingForAWay)
     {
         if (AStarCoroutine != null)
         {
             StopCoroutine(AStarCoroutine);
             gameObject.SendMessage("WaySearchingIsCanceled");
         }
         else
         {
             Debug.Log("Coroutine is not found");
         }
         curCondition = WaitingForRequest;
         return(true);
     }
     else
     {
         return(false);
     }
 }
コード例 #8
0
    //<<<<

    //Here all required trajectory transformations occur
    //before the game object starts the movement toward the target
    void ProcessWay(List <Vector3> InputWay)
    {
        //Add precise start and end coordinates to the found trajectory
        InputWay[InputWay.Count - 1] = finalPoint;
        InputWay.Insert(0, transform.position);

        //call optimization functions and smooth trajectory
        way = PathOptimization(InputWay);
        way = PathSmoothing(InputWay);

        //Record lengths of all chords of the trajectory in the list
        LengthOfTheChords = new List <float>(way.Count - 1);
        for (int i = 1; i <= way.Count - 1; i++)
        {
            LengthOfTheChords.Add(Vector3.Magnitude(way[i - 1] - way[i]));
            totalLength += LengthOfTheChords[i - 1];
        }

        //Trajectory drawing
        trace_way(way);

        //Assigning the method to the delegate
        curCondition = Movement;
    }
コード例 #9
0
ファイル: Googoo.cs プロジェクト: jrutschke/project
        public void changeCondition(String condition)
        {
            switch (condition)
            {
                case "PLAYER_NEAR": currentConditions = conditions.PLAYER_NEAR;
                    break;
                case "TIRED": currentConditions = conditions.TIRED;
                    break;
                case "PLAYER_FAR": currentConditions = conditions.PLAYER_FAR;
                    break;
                case "RESTED": currentConditions = conditions.RESTED;
                    break;

            }
        }
コード例 #10
0
 public ConditionViewModel(conditions condition)
 {
     this.Id   = condition.Id;
     this.Name = condition.name;
 }
コード例 #11
0
        /// <summary>
        /// Create OpenDoPE parts, including optionally, question part.
        /// </summary>
        public void process()
        {
            Microsoft.Office.Interop.Word.Document document = null;
            try
            {
                document = Globals.ThisAddIn.Application.ActiveDocument;
            }
            catch (Exception ex)
            {
                Mbox.ShowSimpleMsgBoxError("No document is open/active. Create or open a docx first.");
                return;
            }

            Model model = Model.ModelFactory(document);

            // Button shouldn't be available if this exists,
            // but ..
            if (model.conditionsPart == null)
            {
                conditions conditions    = new conditions();
                string     conditionsXml = conditions.Serialize();
                model.conditionsPart = addCustomXmlPart(document, conditionsXml);
            }

            if (model.componentsPart == null)
            {
                components components    = new components();
                string     componentsXml = components.Serialize();
                model.componentsPart = addCustomXmlPart(document, componentsXml);
            }

            // Add XPath
            xpaths xpaths = new xpaths();

            // Button shouldn't be available if this exists,
            // but ..
            if (model.xpathsPart != null)
            {
                xpaths.Deserialize(model.xpathsPart.XML, out xpaths);
            }
            int idInt = 1;

            foreach (Word.ContentControl cc in Globals.ThisAddIn.Application.ActiveDocument.ContentControls)
            {
                if (cc.XMLMapping.IsMapped)
                {
                    log.Debug("Adding xpath for " + cc.ID);
                    // then we need to add an XPath
                    string xmXpath = cc.XMLMapping.XPath;

                    xpathsXpath item = new xpathsXpath();
                    // I make no effort here to check whether the xpath
                    // already exists, since the part shouldn't already exist!

                    item.id = "x" + idInt;


                    xpathsXpathDataBinding db = new xpathsXpathDataBinding();
                    db.xpath       = xmXpath;
                    db.storeItemID = cc.XMLMapping.CustomXMLPart.Id;
                    if (!string.IsNullOrWhiteSpace(cc.XMLMapping.PrefixMappings))
                    {
                        db.prefixMappings = cc.XMLMapping.PrefixMappings;
                    }
                    item.dataBinding = db;

                    xpaths.xpath.Add(item);

                    // Write tag
                    TagData td = new TagData(cc.Tag);
                    td.set("od:xpath", item.id);
                    cc.Tag = td.asQueryString();

                    log.Debug(".. added for " + cc.ID);
                    idInt++;
                }
            }
            string xpathsXml = xpaths.Serialize();

            if (model.xpathsPart == null)
            {
                model.xpathsPart = addCustomXmlPart(document, xpathsXml);
            }
            else
            {
                CustomXmlUtilities.replaceXmlDoc(model.xpathsPart, xpathsXml);
            }


            Microsoft.Office.Tools.Word.Document extendedDocument
                = Globals.ThisAddIn.Application.ActiveDocument.GetVstoObject(Globals.Factory);

            //Microsoft.Office.Tools.CustomTaskPane ctp
            //    = Globals.ThisAddIn.createCTP(document, cxp, xpathsPart, conditionsPart, questionsPart, componentsPart);
            //extendedDocument.Tag = ctp;
            //// Want a 2 way association
            //WedTaskPane wedTaskPane = (WedTaskPane)ctp.Control;
            //wedTaskPane.associatedDocument = document;

            //extendedDocument.Shutdown += new EventHandler(
            //    Globals.ThisAddIn.extendedDocument_Shutdown);

            //taskPane.setupCcEvents(document);

            log.Debug("Done. Task pane now also open.");
        }
コード例 #12
0
    //Procedure of game object’s moving along the path
    void Move()
    {
        Vector3 prePosition = Vector3.zero;

        if (prePointI == way.Count - 1)
        {
            gameObject.SendMessage("PursuitIsFinished");
            curCondition = WaitingForRequest;
            return;
        }
        if (speed >= totalLength)
        {
            curCondition       = WaitingForRequest;
            prePosition        = transform.position;
            transform.position = way[way.Count - 1];
            gameObject.SendMessage("PursuitIsFinished");
            if (moveVectorOrientation)
            {
                FollowTheDirection(prePosition);
            }
            return;
        }
        if (Mathf.Abs(totalLength - CurrOffset) <= speed)
        {
            prePosition        = transform.position;
            transform.position = way[way.Count - 1];
            prePointI++;
            CurrOffset  += totalLength - CurrOffset;
            curCondition = WaitingForRequest;
            gameObject.SendMessage("PursuitIsFinished");
            if (moveVectorOrientation)
            {
                FollowTheDirection(prePosition);
            }
            return;
        }
        if (Vector3.Distance(transform.position, way[prePointI + 1]) > speed)
        {
            prePosition         = transform.position;
            transform.position += speed * (way[prePointI + 1] - transform.position).normalized;
            CurrOffset         += speed;
            if (moveVectorOrientation)
            {
                FollowTheDirection(prePosition);
            }
            return;
        }
        if (Vector3.Distance(transform.position, way[prePointI + 1]) == speed)
        {
            prePosition        = transform.position;
            transform.position = way[prePointI + 1];
            CurrOffset        += speed;
            prePointI++;
            if (moveVectorOrientation)
            {
                FollowTheDirection(prePosition);
            }
            return;
        }
        if (Vector3.Distance(transform.position, way[prePointI + 1]) < speed)
        {
            float   offset  = 0;
            Vector3 cur_pos = transform.position;
            while ((speed - offset) > Vector3.Distance(way[prePointI + 1], cur_pos))
            {
                offset += Vector3.Distance(way[prePointI + 1], cur_pos);
                prePointI++;
                cur_pos = way[prePointI];
                if (prePointI + 1 == way.Count)
                {
                    prePosition        = transform.position;
                    transform.position = cur_pos;
                    if (moveVectorOrientation)
                    {
                        FollowTheDirection(prePosition);
                    }
                    return;
                }
            }
            cur_pos           += (speed - offset) * (way[prePointI + 1] - way[prePointI]).normalized;
            prePosition        = transform.position;
            transform.position = cur_pos;
            CurrOffset        += speed;
            if (moveVectorOrientation)
            {
                FollowTheDirection(prePosition);
            }
            return;
        }
    }