// Use this for initialization void Awake() { Application.targetFrameRate = 77; QualitySettings.vSyncCount = 0; // Initialize the player EasyTTSUtil.Initialize(EasyTTSUtil.UnitedStates); // text to speech //EasyTTSUtil.OpenTTSSetting (); //playerRigidbody = GetComponent<Rigidbody>(); infoBrg = new TheInformationBridge(); agent = GetComponent <NavMeshAgent> (); source = GetComponent <AudioSource> (); rlc = new RoomLocationsConf(); playerStartingPoint = rlc.setStartingPoint(); start = "0,0,0"; //"Not defined yet"; end = "0,0,0"; //"Not defined yet"; colTime = Time.timeSinceLevelLoad; myCols = new ArrayList(); countColli = 0; countWrongStep = 0; endOfGame = false; isMoving = false; interTime = 1.0f; restartTime = 0.0f; instruct = ""; nearBy = ""; nearByQueue = new string[3]; source.clip = footSteps; source.volume = 1f; firstTimeHit = 0; correctDirection = ""; accessDirection = ""; isAllowMove = true; isReachTarget = false; trackPosition = new string[2]; justTurned = false; frameCount = 1; if (collisionText != null) { collisionText.text = "Collision count: " + countColli.ToString(); } }
// Use this for initialization void Start() { EasyTTSUtil.Initialize(EasyTTSUtil.UnitedStates); nextDir = new NextDirection(); rlc = new RoomLocationsConf(); infoBrg = new TheInformationBridge(); curVal = 0; startPoint = rlc.setStartingPoint(); endPoint = rlc.setEndingPoint(); agent.enabled = false; isFeet = false; player.transform.position = rlc.setStartingPoint(); //Debug.Log (player.position+"********************"); //player.transform.rotation = ; nextDir.setStart(rlc.setStartingPoint()); target.transform.position = rlc.setEndingPoint(); agent.enabled = true; path = agent.path; //nextDirection = ""; crntDirection = ""; fourDir = " "; //degree = 0; No longer used to get next direction to way point numWayPoint = path.corners.Length; elapsed = 0; isAutoGerneratePath = infoBrg.getAutoGenerateStates(); if (isAutoGerneratePath) { SaveJson(); } curMsg = "constantly redefined"; difMsg = "redefined only is curmsg changes"; //Debug.Log (player.position+"++++++++"); //for (int i = 0; i < path.corners.Length; i++) //Debug.Log (path.corners[i]); calculatePath(); adjustDirection(); summary(); /* * if (isAutoGerneratePath) { * if (rooms == null) * rooms = GameObject.FindGameObjectsWithTag ("Door"); * //Debug.Log (rooms.Length); * roomPosition = new Vector3[rooms.Length]; * int i = 0; * foreach (GameObject room in rooms) { * roomPosition [i] = new Vector3(room.transform.position.x, 2f, room.transform.position.z); * Debug.Log (roomPosition[i]); * i++; * } * * * Vector3[] a = new Vector3[2]; * for(int j = 0; j < roomPosition.Length; j++){ * for(int k = 0; k < roomPosition.Length; k++){ * if(j != k){ * Debug.Log ("start: " + roomPosition[j] + "End: " + roomPosition[k]); * * Debug.Log (totalRoomPassedBy (roomPosition[j],roomPosition[k]) + " rooms pass by. " + totalPossibleTurn (roomPosition[j],roomPosition[k]) + " turns include." + DifficultWeight (roomPosition[j],roomPosition[k]) + " turn weight." + totalDistance(roomPosition[j],roomPosition[k]) + " Distance." + (totalRoomPassedBy (roomPosition[j],roomPosition[k]) * 2 + totalPossibleTurn (roomPosition[j],roomPosition[k])* 2 + DifficultWeight (roomPosition[j],roomPosition[k]) * 10 + totalDistance(roomPosition[j],roomPosition[k])*0.1) + " DIfficutly."); + + difficulty = totalRoomPassedBy(roomPosition[j],roomPosition[k]) * 2 + totalPossibleTurn(roomPosition[j],roomPosition[k]) * 2 + DifficultWeight(roomPosition[j],roomPosition[k]) * 10 + (totalDistance(roomPosition[j],roomPosition[k]) * 0.1); + + //Debug.Log (difficulty); + if(difficulty < 20 && difficulty >= 0){ + Debug.Log ("add success"); + levelOne.Add(a); + //Debug.Log ("add success"); + } + if(difficulty < 50 && difficulty >= 20){ + levelTwo.Add(a); + } + if(difficulty < 80 && difficulty >= 50){ + levelThree.Add(a); + } + if(difficulty >= 80){ + levelFour.Add(a); + } + + } + + } + } + //json.Add ("Level one", levelOne.ToArray()); + + //Debug.Log(levelOne); + + //for (int j = 0; j < roomPosition.Length; j++) + //Debug.Log (roomPosition[j]); + }*/ }