private void insertSmellPos(GameObject go, DateTime dt) { CartesianPos cPos = new CartesianPos(go.transform.position.x, go.transform.position.y, go.transform.position.z); SmellProperties auxSmellProperties = go.GetComponent <SmellProperties>(); OdorComposition smellType = new OdorComposition(0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f, 0f); if (auxSmellProperties != null) { smellType = auxSmellProperties.odorComposition; } RobotSmell rs = new RobotSmell( dt, // the event occurs now cPos, // source position smellType); // it is a putrid odor try // Try to access a resource. { rs.insert(); // using dotNetRDF library inserts the information in the triple store } catch (Exception e) { Debug.Log("System>>> " + e.Message); // change for your: LogError(e); // Call a custom error logging procedure. } }
public override void OnInspectorGUI() { SmellProperties smellProperties = (SmellProperties)target; DrawDefaultInspector(); if (GUILayout.Button("Apply")) { //smellProperties.applyValues(); } }
public string getStringSmellInformation() { string str = ""; foreach (GameObject obj in odorInSmell) { str += SEPARATOR; str += "\nPosition: " + obj.transform.position; SmellProperties auxSmellProperties = obj.GetComponent <SmellProperties>(); if (auxSmellProperties != null) { str += "\n" + auxSmellProperties.getSmellStatus(); } else { str += "Smell Type: " + OlfactoryAttribute.noSmell.ToString(); } str += "\n"; } foreach (GameObject obj in knowObjInSmell) { str += "\n-----------------------"; str += "\nID: " + uIDD.getID(obj); SmellProperties auxSmellProperties = obj.GetComponent <SmellProperties>(); if (auxSmellProperties != null) { str += "\n" + auxSmellProperties.getSmellStatus(); } else { str += "Smell Type: None"; } str += "\n"; } return(str); }
private void insertSmellID(GameObject go, DateTime dt) { SmellProperties auxSmellProperties = go.GetComponent <SmellProperties>(); OlfactoryAttribute smellType = OlfactoryAttribute.noSmell; if (auxSmellProperties != null) { smellType = auxSmellProperties.getSmellType(); } RobotSmell rs = new RobotSmell( dt, // the event occurs now uIDD.getID(go), // source position smellType); // it is a putrid odor try // Try to access a resource. { rs.insert(); // using dotNetRDF library inserts the information in the triple store } catch (Exception e) { Debug.Log("System>>> " + e.Message); // change for your: LogError(e); // Call a custom error logging procedure. } }
private string buildPropertiesString(GameObject gO) { string sensesProperty = ""; string especificProperty = ""; string emotionProperty = ""; SmellProperties auxSmellProperties = gO.GetComponent <SmellProperties>(); if (auxSmellProperties != null) { sensesProperty += auxSmellProperties.getSmellStatus(); } TasteProperties auxTasteProperties = gO.GetComponent <TasteProperties>(); if (auxTasteProperties != null) { sensesProperty += "\n" + auxTasteProperties.getTasteStatus(); } HearingProperties auxHearingProperties = gO.GetComponent <HearingProperties>(); if (auxHearingProperties != null) { sensesProperty += "\n" + auxHearingProperties.getHearingStatus(); } TouchProperties auxTouchProperties = gO.GetComponent <TouchProperties>(); if (auxTouchProperties != null) { sensesProperty += "\n" + auxTouchProperties.getTouchStatus(); } VisionProperties auxVisionProperties = gO.GetComponent <VisionProperties>(); if (auxVisionProperties != null) { sensesProperty += "\n" + auxVisionProperties.getVisionStatus(); } EmotionStatus auxEmotionStatus = gO.GetComponent <EmotionStatus>(); if (auxEmotionStatus != null) { emotionProperty = auxEmotionStatus.getEmotion().ToString(); } Status auxStatus = gO.GetComponent <Status>(); if (auxStatus != null) { especificProperty = auxStatus.getStringStatus(); } string auxText = "ID: " + gO.GetInstanceID() + "\n" + gO.tag + ": " + gO.name + "\nPosition: " + gO.transform.position; if (!sensesProperty.Equals("None")) { auxText += "\n" + sensesProperty; } if (emotionProperty.Equals("")) { emotionProperty = "None"; } if (especificProperty.Equals("")) { especificProperty = "None"; } auxText += "\nStatus: " + especificProperty; auxText += "\nEmotion: " + emotionProperty; return(auxText); }