Exemplo n.º 1
0
 // Start is called before the first frame update
 void Start()
 {
     ifIdle        = true;
     physics       = this.GetComponent <Rigidbody>();
     flyPose       = this.GetComponent <TiltSimulator>();
     rotation      = this.GetComponent <RotationSimulator>();
     propellerAcce = 5.0f; // 测试用,forceMag can be modified by users
     demoGraph     = this.GetComponent <RRTDrawer>();
 }
 public GridMap()
 {
     demoGraph = GameObject.FindGameObjectWithTag("Player").GetComponent <RRTDrawer>();
     map       = new int[450, 350];
     for (int i = 5; i <= 45; i++)
     {
         for (int j = 5; j <= 45; j++)
         {
             map[i, j] = CHECKED;
             demoGraph.drawCheckedArea(i + 25, j + 50);
         }
     }
 }
    // Start is called before the first frame update
    void Start()
    {
        distanceCounter = this.gameObject.GetComponent <DistanceCounter>();
        rotation        = this.gameObject.GetComponent <RotationSimulator>();
        demoGraph       = this.gameObject.GetComponent <RRTDrawer>();
        map             = this.gameObject.GetComponent <MapBuilder>();
        drone           = this.gameObject.GetComponent <PowerfulEngine>();
        root            = new RRTNode(50, 75);
        theRRT          = new List <RRTNode>();
        theRRT.Add(root);
        demoGraph.addRootNode(root);

        minDisNode  = root;
        requestList = new LinkedList <(RRTNode, Vector3)>();
        b           = true;
    }
Exemplo n.º 4
0
 void Start()
 {
     map       = new GridMap();
     demoGraph = this.gameObject.GetComponent <RRTDrawer>();
 }
    // connect matrix, show if two nodes connect with each other
    // =0, two nodes are not connected
    // =1, two nodes are connected
    // =2, two nodes are strong-connected (directly link to each other)

    // Start is called before the first frame update
    void Start()
    {
        demoGraph = GameObject.FindGameObjectWithTag("Player").GetComponent <RRTDrawer>();
        children  = GetComponentsInChildren <Transform>();
        resetMaze();
    }