public void AddList(Pedestrian t) { if (!pedestrians.Contains(t)) { pedestrians.Add(t); } }
public IEnumerator PedestrianFullWalkTest() { DisableLoops(); DisableVehicles(); foreach (Pedestrian p in GameObject.FindObjectsOfType <Pedestrian>()) { GameObject.Destroy(p); } foreach (PedestrianCrossing pedestrianCrossing in PedestrianManager.GetInstance().GetPedestrianCrossings()) { pedestrianCrossing.SetAllowCrossing(true); } PedestrianFactory pedestrianFactory = GameObject.FindObjectOfType <PedestrianFactory>(); pedestrianFactory.SpawnPedestrian(); yield return(new WaitForSeconds(1)); Pedestrian pedestrian = GameObject.FindObjectOfType <Pedestrian>(); pedestrian.GetComponent <NavMeshAgent>().speed = 5; pedestrian.SetAllowCrossing(true); while (true) { yield return(new WaitForSeconds(1)); if (pedestrian == null) { break; } else { pedestrian.GetComponent <NavMeshAgent>().speed = 5; } } }
public void RemoveList(Pedestrian t) { if (pedestrians.Contains(t)) { pedestrians.Remove(t); } }
private void spawnPedestrians() { float place = Random.value * rdHeight - rdHeight / 2; Vector3 spawnPt = new Vector3(spawnPtPad + (rdWidth / 2), place, 0); if (Pedestrian.spawnClock > Pedestrian.spawnNext) { Pedestrian.spawnClock -= Pedestrian.spawnNext; GameObject go = new GameObject(); go.transform.parent = enemyFolder.transform; go.transform.position = spawnPt; Pedestrian pedestrian = go.AddComponent <Pedestrian>(); if (dropped) { pedestrian.init(this, true); } else { pedestrian.init(this, false); } Pedestrian.spawnNext = (Pedestrian.minTimeBase + Pedestrian.minTimeAggro * aggro) + (Pedestrian.spreadTimeBase + Pedestrian.spreadTimeAggro * aggro) * Random.value; } Pedestrian.spawnClock += Time.deltaTime; }
private static void StartCrossWalk(PictureBox car_pictureBox, PictureBox frontPedestrian_pb, PictureBox trafficLight_pb, PictureBox ambulance_pb, Panel panel) { panel.Invoke(new MethodInvoker(() => panel.Visible = true)); //panel.Visible = true; TrafficLight trafficLight = new TrafficLight(); Pedestrian pedestrian = new Pedestrian(); Car car = new Car(); //переключение светофора Thread SwitchTrafficThread = new Thread(new ParameterizedThreadStart(trafficLight.CheckTrafficLight)); trafficLight_pb.Invoke(new MethodInvoker(() => trafficLight_pb.Visible = true)); //trafficLight_pb.Visible = true; SwitchTrafficThread.Start(trafficLight_pb); ////движение машины Thread moveCarThread = new Thread(new ParameterizedThreadStart(Utils.MoveObjectCar)); ClassForMove myObject1Car = new ClassForMove(car, car_pictureBox, trafficLight, frontPedestrian_pb, pedestrian); moveCarThread.Start(myObject1Car); ////движение пешехода переднего Thread frontPedestrianThread = new Thread(new ParameterizedThreadStart(Utils.MoveObjectFrontPedestrian)); ClassForMove myObject2Pedestrian = new ClassForMove(pedestrian, frontPedestrian_pb, trafficLight, car_pictureBox, car); frontPedestrianThread.Start(myObject2Pedestrian); //аварийный случай Thread ambulanceThread = new Thread(new ParameterizedThreadStart(Utils.CheckEmergencyCase)); ClassForMove myObject3Ambulance = new ClassForMove(ambulance_pb, pedestrian, car); ambulanceThread.Start(myObject3Ambulance); }
public void ActivateShield() { if (shields > 0) { shields--; abilities--; GetComponent <AudioSource>().clip = immuneSound; GetComponent <AudioSource>().Play(); if (maxSpeed < baseMaxSpeed) { maxSpeed = baseMaxSpeed; } Camera.main.GetComponentInChildren <CameraOverlay>().ShowOverlay(); //Check all pedestrians for negative ones, and destroy them. GameObject[] allPedestrians = GameObject.FindGameObjectsWithTag("Pedestrian"); foreach (GameObject pedestrianObject in allPedestrians) { Pedestrian pedestrian = pedestrianObject.GetComponent <Pedestrian>(); if (pedestrian.GetRole() == Role.Stink || pedestrian.GetRole() == Role.Chunky || pedestrian.GetRole() == Role.Dazer) { Destroy(pedestrian.gameObject); } } effectsAnimator.SetTrigger("Norm"); } }
public Customer(Interactable _target, Pedestrian _pedestrian, NavMeshAgent _agent, Animator _anim) { target = _target; pedestrian = _pedestrian; agent = _agent; anim = _anim; }
public IEnumerator PedestrianAllowCrossingMaskTest() { DisableLoops(); DisableVehicles(); int roadAreaMask = 1 << NavMesh.GetAreaFromName(PedestrianManager.ROAD_AREA); int walkableAreaMask = 1 << NavMesh.GetAreaFromName(PedestrianManager.WALKABLE_AREA); int pedestrianCrossingAreaMask = 1 << NavMesh.GetAreaFromName(PedestrianManager.PEDESTRIAN_CROSSING_AREA); PedestrianFactory pedestrianFactory = GameObject.FindObjectOfType <PedestrianFactory>(); pedestrianFactory.SpawnPedestrian(); yield return(new WaitForSeconds(1)); Pedestrian pedestrian = GameObject.FindObjectOfType <Pedestrian>(); pedestrian.SetAllowCrossing(true); NavMeshAgent navMeshAgent = pedestrian.GetComponent <NavMeshAgent>(); navMeshAgent.speed = 0; yield return(new WaitForSeconds(1)); Assert.IsTrue(navMeshAgent.areaMask == (walkableAreaMask | pedestrianCrossingAreaMask) || navMeshAgent.areaMask == (roadAreaMask | walkableAreaMask | pedestrianCrossingAreaMask)); pedestrian.SetAllowCrossing(false); yield return(new WaitForSeconds(1)); Assert.IsTrue(navMeshAgent.areaMask == (walkableAreaMask) || navMeshAgent.areaMask == (roadAreaMask | walkableAreaMask)); }
public ClassForMove(Car car, PictureBox pictureBox, TrafficLight trafficLight, PictureBox emergency, Pedestrian pedestrian) { Car = car; PictureBox = pictureBox; TrafficLight = trafficLight; EmergencyCauseBox = emergency; Pedestrian = pedestrian; }
public ClassForMove(Pedestrian pedestrian, PictureBox pictureBox, TrafficLight trafficLight, PictureBox emergency, Car car) { Pedestrian = pedestrian; PictureBox = pictureBox; TrafficLight = trafficLight; EmergencyCauseBox = emergency; Car = car; }
public ClassForMove(PictureBox pictureBox, Pedestrian pedestrian, Car car, int number, int nearestNumber) { PictureBox = pictureBox; Pedestrian = pedestrian; Car = car; Number = number; NearestNumber = nearestNumber; }
public MifareCard(Pedestrian pedestrian) { establishContext(); ConsoleLogListReader(); this.pedestrian = pedestrian; this.acr123u = new Acr123U(); }
public void CreateSpecificRole(Role newRole) { if (transform.position.y > 0) { // Determine start and end positions for pedestrian float startY = 2.2f; float endY = -3f; // Create pedestrian Vector3 streetcarPosition = GameObject.FindGameObjectWithTag("Streetcar").transform.position; Vector3 spawnPosition = new Vector3(streetcarPosition.x + 3, startY, 0); GameObject newPedestrian = Instantiate(pedestrianPrefab, spawnPosition, Quaternion.identity) as GameObject; newPedestrian.transform.SetParent(pedestrianContainer); // Set Role Pedestrian pedestrianScript = newPedestrian.GetComponent <Pedestrian> (); pedestrianScript.SetRole(newRole); pedestrianScript.SetMoveSpeed(1f); pedestrianScript.SetMoveDelayTime(1f); // Set Sprite switch (newRole) { case Role.Coin: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = pedestrianSprites [0]; break; case Role.Stink: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = pedestrianSprites [Random.Range(0, pedestrianSprites.Length)]; break; case Role.Chunky: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = chunkySprites [Random.Range(0, chunkySprites.Length)]; break; case Role.Inspector: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = inspectorSprites [Random.Range(0, inspectorSprites.Length)]; break; case Role.Dazer: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = dazerSprites [Random.Range(0, dazerSprites.Length)]; break; case Role.Officer: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = officerSprites [Random.Range(0, officerSprites.Length)]; break; case Role.Raver: newPedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = pedestrianSprites [Random.Range(0, pedestrianSprites.Length)]; break; } // Set destination Vector3 newDestination = new Vector3(streetcarPosition.x + 3, endY, 0); pedestrianScript.SetDestination(newDestination); } }
public override int GetHashCode() { int hash = 1; if (unknown_ != null) { hash ^= Unknown.GetHashCode(); } if (unknownMovable_ != null) { hash ^= UnknownMovable.GetHashCode(); } if (unknownUnmovable_ != null) { hash ^= UnknownUnmovable.GetHashCode(); } if (car_ != null) { hash ^= Car.GetHashCode(); } if (van_ != null) { hash ^= Van.GetHashCode(); } if (truck_ != null) { hash ^= Truck.GetHashCode(); } if (bus_ != null) { hash ^= Bus.GetHashCode(); } if (cyclist_ != null) { hash ^= Cyclist.GetHashCode(); } if (motorcyclist_ != null) { hash ^= Motorcyclist.GetHashCode(); } if (tricyclist_ != null) { hash ^= Tricyclist.GetHashCode(); } if (pedestrian_ != null) { hash ^= Pedestrian.GetHashCode(); } if (trafficcone_ != null) { hash ^= Trafficcone.GetHashCode(); } if (MaxDimChangeRatio != 0F) { hash ^= MaxDimChangeRatio.GetHashCode(); } return(hash); }
void generatePedestrain() { for (int i = 0; i < numberOfPedestrians; i++) { if (pedestrians[i] == null) { Pedestrian tempPed; GameObject tempPedObject; int pos = Random.Range(0, 4); Vector3 tempGoal; switch (pos) { case 0: tempPed = new Pedestrian(7, 52); tempPed.lane = 1; tempGoal = new Vector3(7f, 1f, 5f); break; case 1: tempPed = new Pedestrian(10, 52); tempPed.lane = 2; tempGoal = new Vector3(10f, 1f, 5f); break; case 2: tempPed = new Pedestrian(13, 52); tempPed.lane = 3; tempGoal = new Vector3(13f, 1f, 5f); break; case 3: tempPed = new Pedestrian(16, 52); tempPed.lane = 4; tempGoal = new Vector3(16f, 1f, 5f); break; default: tempPed = null; tempGoal = new Vector3(0f, 0f, 0f); break; } List <Move> pattern = generatePattern(0, 47, 0, 2); tempPedObject = Instantiate(pedestrian, tempPed.position, Quaternion.identity); tempPed.goal = tempGoal; tempPed.pattern = pattern; foreach (var j in pattern) { Debug.Log(j.pattern); } tempPed.speed = speed; pedestrians [i] = tempPed; pedestrianObjectHolder [i] = tempPedObject; tempPedObject.tag = "wall"; tempPedObject.transform.parent = pedestrianHolder.transform; //Pedestrain tempPed = new Pedestrain (); } } }
IEnumerator RespawnNPCTimer(Pedestrian _pedestrian) { Debug.Log("Wait"); yield return(new WaitForSeconds(5)); Debug.Log("Done with wait"); _pedestrian.transform.position = _pedestrian.GetRandomExit().transform.position; _pedestrian.gameObject.SetActive(true); }
public ClassForMove(Pedestrian pedestrian, PictureBox pictureBox, TrafficLight trafficLight, PictureBox emergency, Car car, int number, int nearestNumber) { Pedestrian = pedestrian; PictureBox = pictureBox; TrafficLight = trafficLight; EmergencyCauseBox = emergency; Car = car; Number = number; NearestNumber = nearestNumber; }
private void OnTriggerEnter(Collider collider) { Pedestrian pedestrian = collider.gameObject.GetComponent <Pedestrian>(); if (pedestrian != null) { pedestriansCurrentlyInCrossingArea.Add(pedestrian); pedestrian.SetAllowCrossing(allowCrossing); } }
IEnumerator stop(Pedestrian p, Move j) { p.wait = true; int waitTime = Random.Range(1, 4); yield return(new WaitForSeconds(waitTime)); p.wait = false; j.finished = true; }
void Start() { Tick.Setup(Time.fixedDeltaTime); a = Create("A", aColor, aRadius, aPosition.ToCell(), aVelocity.ToCell()); b = Create("B", bColor, bRadius, bPosition.ToCell(), bVelocity.ToCell()); grid = new Grid(10, 1); grid.Add(a.shape); grid.Add(b.shape); }
public void StopWaiting(Pedestrian p) { if(obstaclePedestrians.Contains(p)) { obstaclePedestrians.Remove(p); if(obstaclePedestrians.Count == 0) { waitingForPedestrian = false; } } }
/// <summary> /// Add a new pedestrian to the simulation. /// </summary> /// <param name="ped">The pedestrian to add.</param> public void AddPed(Pedestrian ped) { RigidBody body = ped.Body; world.AddBody(body); PedestrianController controller = new PedestrianController(world, body); world.AddConstraint(controller); ped.Controller = controller; }
static void Main(string[] args) { //User client = new User(); Plane plane = new Plane(); Car car = new Car(); Pedestrian pedestrian = new Pedestrian(); plane.Move(1500); car.Move(1500); }
void Start() { Tick.Setup(Time.fixedDeltaTime); grid = new Grid(20, 0.75); follower = new Node("Follower").AddBehavior(new Pedestrian()); follower.shape.radius = radius; grid.Add(follower.shape); follower.shape.CreateView(); }
private void OnTriggerExit(Collider collider) { Pedestrian pedestrian = collider.gameObject.GetComponent <Pedestrian>(); if (pedestrian != null) { pedestriansCurrentlyInCrossingArea.Remove(pedestrian); if (FindObjectsOfType <PedestrianCrossing>().Count(p => p.pedestriansCurrentlyInCrossingArea.Contains(pedestrian)) == 0) { pedestrian.SetAllowCrossing(true); } } }
private void ApiSignIn(string username, string password) { var APIUrl = Properties.Resources.LoginAPIURL; SignInRequest signInRequest = new SignInRequest(username, password); string sent_param = JsonConvert.SerializeObject(signInRequest); DataResponseArray response = (DataResponseArray)restApi.post(this.ip_address_server, APIUrl, false, sent_param); if (response != null) { switch (response.Status) { case 201: try { switch (Properties.Settings.Default.GateType.ToLower()) { case "in": this.passKadeIn = new PassKadeIn(this); this.passKadeIn.Show(); break; case "out": this.cashier = new Cashier(this); this.cashier.Show(); break; default: this.pedestrian = new Pedestrian(this); this.pedestrian.Show(); break; } Hide(); } catch (Exception) { notifyIcon.ShowBalloonTip(Constant.NOTIFICATION_TRAY_TIMEOUT, "Error", Constant.ERROR_MESSAGE_FAIL_TO_CONNECT_WEBCAM, ToolTipIcon.Error); return; } break; default: notifyIcon.ShowBalloonTip(Constant.NOTIFICATION_TRAY_TIMEOUT, "Error", response.Message, ToolTipIcon.Error); break; } } else { notifyIcon.ShowBalloonTip(Constant.NOTIFICATION_TRAY_TIMEOUT, "Error", Constant.ERROR_MESSAGE_FAIL_TO_CONNECT_SERVER, ToolTipIcon.Error); } }
void GetNewRole(GameObject pedestrian) { float randomValue = Random.Range(0, raverPercentage + officerPercentage + dazerPercentage + inspectorPercentage + chunkyPercentage + stinkPercentage + coinPercentage); Pedestrian pedestrianScript = pedestrian.GetComponent <Pedestrian>(); if (randomValue < coinPercentage) { pedestrianScript.SetRole(Role.Coin); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = pedestrianSprites [Random.Range(0, pedestrianSprites.Length)]; } else if (randomValue < stinkPercentage + coinPercentage) { pedestrianScript.SetRole(Role.Stink); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = pedestrianSprites [Random.Range(0, pedestrianSprites.Length)]; } else if (randomValue < chunkyPercentage + stinkPercentage + coinPercentage) { pedestrianScript.SetRole(Role.Chunky); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = chunkySprites [Random.Range(0, chunkySprites.Length)]; } else if (randomValue < inspectorPercentage + chunkyPercentage + stinkPercentage + coinPercentage) { pedestrianScript.SetRole(Role.Inspector); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = inspectorSprites [Random.Range(0, inspectorSprites.Length)]; } else if (randomValue < dazerPercentage + inspectorPercentage + chunkyPercentage + stinkPercentage + coinPercentage) { pedestrianScript.SetRole(Role.Dazer); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = dazerSprites [Random.Range(0, dazerSprites.Length)]; } else if (randomValue < officerPercentage + dazerPercentage + inspectorPercentage + chunkyPercentage + stinkPercentage + coinPercentage) { pedestrianScript.SetRole(Role.Officer); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = officerSprites [Random.Range(0, officerSprites.Length)]; } else if (randomValue < raverPercentage + officerPercentage + dazerPercentage + inspectorPercentage + chunkyPercentage + stinkPercentage + coinPercentage) { pedestrianScript.SetRole(Role.Raver); } else { pedestrianScript.SetRole(Role.Norm); pedestrian.GetComponentInChildren <SpriteRenderer> ().sprite = pedestrianSprites [Random.Range(0, pedestrianSprites.Length)]; } if (pedestrianScript.GetRole() != Role.Norm) { pedestrianScript.SetMoveSpeed(2); } }
// Update is called once per frame void Update() { try { if (greenLight && Bike != null) { Bike.StartEngine(); Bike = null; } } catch { } try { if (greenLight && Car != null) { Car.StartEngine(); Car2.StartEngine(); Car2 = null; Car = null; } } catch { } try { if (greenLight && Pedestrian != null) { Pedestrian.StartEngine(); Pedestrian = null; } } catch { } try { if (greenLight && Boat != null) { Boat.StartEngine(); Boat = null; } } catch { } }
// Smoke Human Interaction void SmokeToHuman() { Vector3 position = this.gameObject.transform.position; int X = Mathf.RoundToInt(position.x) + (domainWidth / 2); int Y = Mathf.RoundToInt(position.z) + (domainLength / 2); int T = SmokeToHumanTime; if (current_time >= SmokeToHumanTime + 1) { SmokeToHumanTime += 1; } int index = ((domainWidth + 1) * (domainLength + 1)) * T + (domainWidth + 1) * Y + X; if (T <= SimTime) { float Density = EffectiveTimeDensity[index]; // Then use this density to do sth float damage = (Density / MaxDensity) * 10; // Let's set damage in this way for now // if it is a player: // 1. reduce its health // 2. change the interface accordingly if (this.tag == "Player") { DensityText.text = Density.ToString(); Player PlayerInfo = this.GetComponent <Player>(); PlayerInfo.Health -= damage; // if dead, go to evaluation scene; if (PlayerInfo.Health <= 0) { PlayerDeath(); } HealthText.text = PlayerInfo.Health.ToString(); HealthBar.transform.localScale = new Vector3(PlayerInfo.Health / 100, 1, 1); } else if (this.tag == "Pedestrian") { Pedestrian PedInfo = this.GetComponent <Pedestrian>(); PedInfo.Health -= damage; // if dead, destroy the pedestrian and maybe do something else if (PedInfo.Health <= 0) { PedestrianDeath(); } } } }
public static void ChangePedestrianModel(Pedestrian ped, int newModelId) { // model id range: 9 - 288 if (-1 == newModelId) { newModelId = Random.Range(9, 289); } if (newModelId < 9 || newModelId > 288) { return; } ped.Load(newModelId); }
public GTA2Game(string mapName, string styleName) { map = new Map.Map(mapName, styleName); map.CalcCoord(); _physics = new WorldSimulation(map); sprites = new Sprites(); GameObject.spriteAtlas = sprites; pedList = new List <Pedestrian>(); Pedestrian ped = new Pedestrian(new Vector3(65, 178, 5)); pedList.Add(ped); _physics.AddPed(ped); debugDraw = false; }
public void WaitForPedestrian(Pedestrian p) { obstaclePedestrians.Add(p); waitingForPedestrian = true; }
private void ReadPedestrianSection() { Peds = new List<Pedestrian>(); ReadLine(); //# of pedsubs int nbrPeds = ReadLineAsInt(); for (int i = 0; i < nbrPeds; i++) { Pedestrian ped = new Pedestrian(); ped.RefNumber = ReadLineAsInt(); int nbrInstructions = ReadLineAsInt(); ped.InitialInstruction = ReadLineAsInt() -1; //1-based for (int j = 0; j < nbrInstructions; j++) { string type = ReadLine(); if (type == "point") { PedestrianInstruction instruction = new PedestrianInstruction(); instruction.Position = ReadLineAsVector3(); if (instruction.Position.Y > 500) { instruction.Position.Y -= PEDESTRIAN_AUTO_Y_FLAG; instruction.AutoY = true; } ped.Instructions.Add(instruction); } else if (type == "reverse") { ped.Instructions[ped.Instructions.Count - 1].Reverse = true; if (ped.InitialInstruction >= j) ped.InitialInstruction--; } else { } } Peds.Add(ped); } }