void Start() { List <Sensor> allSensors = new List <Sensor>(); // Agregamos los sensores de aromas for (int i = 0; i < smellSensors.Length; i++) { allSensors.Add(smellSensors[i].sensor); } // Agregamos los sensores de sonidos for (int i = 0; i < soundSensors.Length; i++) { allSensors.Add(soundSensors[i].sensor); } // Agregamos los sensores de vision for (int i = 0; i < sightSensors.Length; i++) { allSensors.Add(sightSensors[i].sensor); } // Creamos el sense manager con los sensores dados senseManager = new RegionalSenseManager(allSensors); }
void Update() { manager = compManager.senseManager; // Enviamos la sennal cada frame manager.AddSignal(signal); }
// Use this for initialization void Start() { talk = false; senseManager = GameObject.Find("Sense Manager").GetComponent <RegionalSenseManager>(); hear = new HearModality(); target = Vector3.zero; message = GameObject.Find("Scream"); }
private void Awake() { if (SenseManager == null) { SenseManager = this; } else { Destroy(this.gameObject); } notificationQueue = new List <Notification>(); }
void Update() { // Buscamos el manejador manager = compManager.senseManager; // Calculamos la intensidad del sonido que enviaremos float strength = kinCharacter.velocity.magnitude * 2; // Creamos una nueva sennal signal = new Signal(strength, transform, modality); // Enviamos la sennal cada frame manager.AddSignal(signal); }
// Use this for initialization void Start() { scent = false; newScent = false; senseManager = GameObject.Find("Sense Manager").GetComponent <RegionalSenseManager>(); smell = new SmellModality(); secondsForSmell = 20f; secondsForNewSignal = 60f; newSignal = DateTime.Now; //Hide sprites when starting sushiSprite = GetComponent <SpriteRenderer>(); ramenSprite = GameObject.Find("Ramen").GetComponent <SpriteRenderer>(); sushiSprite.enabled = false; ramenSprite.enabled = false; }