public void whichFiducial(string fiducial) { if (fiducial == "cup") { currentfiducialtracked = "cup"; } else if (fiducial == "orange") { currentfiducialtracked = "orange"; } if (currentfiducialtracked == lastfiducialtracked) { // Do nothing } else { lastCup = null; lastOrange = null; } // if (fiducial == "postit") { // currentfiducialtracked = "postit"; // } }
void Start() { lastCup = null; lastOrange = null; lastfiducialtracked = "null"; }
//CHANNEL ORANGE void FindClosestOrange() { orange northside; orange eastside; orange southside; orange westside; GameObject northWindow = GameObject.Find("orangeFiducial/orangeNorth"); GameObject eastWindow = GameObject.Find("orangeFiducial/orangeEast"); GameObject southWindow = GameObject.Find("orangeFiducial/orangeSouth"); GameObject westWindow = GameObject.Find("orangeFiducial/orangeWest"); northside = northWindow.GetComponent <orange>(); eastside = eastWindow.GetComponent <orange>(); southside = southWindow.GetComponent <orange>(); westside = westWindow.GetComponent <orange>(); // calculate closest distance float distanceToClosestOrange = Mathf.Infinity; orange closestEnemy = null; orange[] allEnemies = GameObject.FindObjectsOfType <orange>(); foreach (orange currentEnemy in allEnemies) { float distanceToEnemy = (currentEnemy.transform.position - this.transform.position).sqrMagnitude; if (distanceToEnemy < distanceToClosestOrange) { distanceToClosestOrange = distanceToEnemy; closestEnemy = currentEnemy; } } orange currentOrange = closestEnemy; if (currentOrange == lastOrange) { // GameObject mainCamera = GameObject.Find("Main Camera"); // AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); // glitchy.setGlitchboolean(false); } else { if (currentOrange == southside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("juicing", LoadSceneMode.Additive); print("HEY THIS IS SHOULD BE A GROWING TREE"); } if (currentOrange == northside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("GrowingTree", LoadSceneMode.Additive); print("ORANGE north"); } if (currentOrange == eastside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("OrangeCutting", LoadSceneMode.Additive); print("ORANGE east"); } if (currentOrange == westside) { GameObject mainCamera = GameObject.Find("Main Camera"); AnalogGlitch glitchy = mainCamera.GetComponent <AnalogGlitch> (); glitchy.setGlitchboolean(true); for (int i = 1; i < SceneManager.sceneCount; i++) { Scene currentscene = SceneManager.GetSceneAt(i); Debug.Log("Current SCENE is '" + currentscene.name + "'."); SceneManager.UnloadSceneAsync(currentscene.name); } SceneManager.LoadScene("RottingOrange", LoadSceneMode.Additive); print("ORANGE west"); } lastOrange = currentOrange; } }
// Constructor public Probes() { Yellow = new yellow(); Pink = new pink(); Orange = new orange(); YellowOrange = new yellowOrange(); YellowPink = new yellowPink(); }