Пример #1
0
    public void Run()
    {
        UpdateCurrentUserState();
        CalculateStateChanges();

        // BACK UP IN CASE UNITY TRIGGERS FAILED TO COMMUNICATE RESET (Can happen in high speed simulations)
        if (resetter != null && !inReset && resetter.IsUserOutOfBounds())
        {
            Debug.LogWarning("Reset Aid Helped!");
            OnResetTrigger();
        }

        if (inReset)
        {
            if (resetter != null)
            {
                resetter.ApplyResetting();
                //Debug.LogWarning("Reset Calledddd!");
            }
        }
        else
        {
            if (redirector != null)
            {
                redirector.ApplyRedirection();
                //Debug.LogWarning("Redirection Calledddd!");
            }
        }

        this.simulationManager.statisticsLogger.UpdateStats();

        UpdatePreviousUserState();

        UpdateBodyPose();
    }
Пример #2
0
    void LateUpdate()
    {
        //Debug.Log("Hi im starting to Late update");
        simulatedTime += 1.0f / targetFPS;

        //if (MOVEMENT_CONTROLLER == MovementController.AutoPilot)
        //    simulatedWalker.WalkUpdate();

        UpdateCurrentUserState();
        CalculateStateChanges();

        // BACK UP IN CASE UNITY TRIGGERS FAILED TO COMMUNICATE RESET (Can happen in high speed simulations)
        if (resetter != null && !inReset && resetter.IsUserOutOfBounds())
        {
            Debug.LogWarning("Reset Aid Helped!");
            OnResetTrigger();
        }

        if (inReset)
        {
            if (resetter != null)
            {
                resetter.ApplyResetting();
            }
        }
        else
        {
            if (redirector != null)
            {
                //Debug.Log("Hi im about to apply redirection");
                redirector.ApplyRedirection();
                //Debug.Log("Hi i just applied redirection");
            }
        }

        statisticsLogger.UpdateStats();

        UpdatePreviousUserState();

        UpdateBodyPose();
        //Debug.Log("Hi im finishing ");
    }
Пример #3
0
    protected virtual void LateUpdate()
    {
        simulatedTime += 1.0f / targetFPS;

        //if (MOVEMENT_CONTROLLER == MovementController.AutoPilot)
        //    simulatedWalker.WalkUpdate();

        UpdateCurrentUserState();
        CalculateStateChanges();

        // BACK UP IN CASE UNITY TRIGGERS FAILED TO COMMUNICATE RESET (Can happen in high speed simulations)
        if (resetter != null && !inReset && resetter.IsUserOutOfBounds())
        {
            //Debug.LogWarning("Reset Aid Helped!");
            OnResetTrigger();
        }

        if (inReset)
        {
            if (resetter != null)
            {
                resetter.ApplyResetting();
            }
        }
        else
        {
            if (redirector != null)
            {
                redirector.ApplyRedirection();
            }
        }

        statisticsLogger.UpdateStats();

        UpdatePreviousUserState();

        // DISABLED: What is the point of this function? Headfollower already does this
        //UpdateBodyPose();
    }