//---------------------------------- void Update() { currPosition = transform.position; currRotation = transform.rotation; // Stimulate for starting check and trainning time check var theClient = GameObject.Find("PressController").GetComponent <ForPress>(); signal = theClient.signal; //-------------------------------------------------------------------------- if (signal[0] < BeginningCommmand || signal[0] > FinalCommmand) { // If exception, than default case. And checking the default command(protocol == 0). command = 0; } else { for (int i = BeginningCommmand; i <= FinalCommmand; i++) { if (signal[0] >= i && signal[0] < (i + 1)) // If it was 1, then (1 <= x < 2). { command = i; break; } } } //-------------------------------------------------------------------------- if (command == 0) { Speed1p = 2; } else if (command == 1) { Speed1p = 2.5f; } else if (command == 2) { Speed1p = 3.0f; } else if (command == 3) { Speed1p = 3.3f; } else if (command == 4) { Speed1p = 3.7f; } else if (command == 5) { Speed1p = 4.0f; } else if (command == 6) { Speed1p = 4.2f; } else if (command == 7) { Speed1p = 4.3f; } else if (command == 8) { Speed1p = 4.5f; } else if (command == 9) { Speed1p = 4.8f; } else { Speed1p = 5.0f; } if (waypointIndex < waypoints.Length) { // moving forward //transform.position = Vector3.MoveTowards(currPosition, waypoints[waypointIndex], speed); // calculating rotation angle Vector3 standard = new Vector3(currPosition.x, currPosition.y, currPosition.z + 20); /* * double angle = Meas_Angle( standard, currPosition, waypoints[waypointIndex]); * if ( waypoints[waypointIndex].x - currPosition.x < 0) * angle = 360 - angle; */ Quaternion Right = Quaternion.identity; //Right.eulerAngles = new Vector3(0, (float)angle, 0); Quaternion Current = Quaternion.identity; /* * if (transform.eulerAngles.y != 0f) * { * angle2 = transform.eulerAngles.y; * }*/ angle2 = transform.eulerAngles.y; Current.eulerAngles = new Vector3(0, angle2, 0); float kh_angle = kh_get_angle(currPosition, standard, waypoints[waypointIndex]); kh_angle = Mathf.Round(kh_angle * Mathf.Pow(10, 4)) * 0.0001f; if (waypoints[waypointIndex].x - currPosition.x < 0) { kh_angle = 360.0f - kh_angle; // reverse? } angle2 = Mathf.Round(angle2 * Mathf.Pow(10, 4)) * 0.0001f; Right.eulerAngles = new Vector3(0, kh_angle, 0); //transform.rotation = Quaternion.Slerp(Current, Right, Time.deltaTime * 6.0f); transform.Translate(new Vector3(0, 0, (int)Speed1p)); // move forward (only z-axis) var dir_right = Quaternion.Euler(0, 55.0f, 0) * transform.forward; var dir_left = Quaternion.Euler(0, -55.0f, 0) * transform.forward; Ray ray = new Ray(this.transform.position, this.transform.forward); /* * Ray ray_right = new Ray(this.transform.position, (this.transform.right + this.transform.forward).normalized); * Ray ray_left = new Ray(this.transform.position, (this.transform.forward - this.transform.right).normalized); */ Ray ray_right = new Ray(this.transform.position, dir_right); Ray ray_left = new Ray(this.transform.position, dir_left); //transform.ri RaycastHit hit_forward; // forward RaycastHit hit_right; RaycastHit hit_left; float diff_distance = 0; Physics.Raycast(ray, out hit_forward, 1000); Physics.Raycast(ray_right, out hit_right, 1000); Physics.Raycast(ray_left, out hit_left, 1000); diff_distance = hit_left.distance - hit_right.distance; // ------------------ Wheel direction control using Unity Raycast features // Raycast shoots layser to the assigned direction and measrues distance // Raycast information: forward, forward + right, and forward + left // Case: // - when left distance is shorter than right distance // : turn right // - when right distance is shorter than left distance // : turn left // now turning step is optimized in case of speed=3 (normalization is done in terms of 3) if (diff_distance > 15.0f) // control sensitivity level { transform.Rotate(new Vector3(0, -1.2f * (int)Speed1p / 3.0f, 0)); // turn left with fine steps } else if (diff_distance < -15.0f) // control sensitivity level { transform.Rotate(new Vector3(0, 1.2f * (int)Speed1p / 3.0f, 0)); // turn right with fine steps } /* * Debug.Log("forward:"+ hit_forward.distance+" left:" + hit_left.distance + " right:" + hit_right.distance + " diff:" + * diff_distance+ " speed: "+speed); */ if (Vector3.Distance(waypoints[waypointIndex], currPosition) <= 0.01f) { waypointIndex++; if (waypointIndex == 21) { waypointIndex = 0; } } Marker1.transform.position = new Vector3(this.transform.position.x, -1290, this.transform.position.z); SpeedobarConverter1.ShowSpeed((int)Speed1p, 0, 10); } }
// Use this for initialization void Start() { Speedobar = this; }