public virtual void PrepareToSlot(Point pickup_point, Rack rack, int quantity) { _path = AStarPathfinding.FindPath(_location, pickup_point, out _noPath, true); _state = robot_state.slot; _order._rack = rack; _order._quantity = quantity; _destination_point = pickup_point; }
public virtual void ResumeActivityLastDay() { if (_backUpState != robot_state.free) { _state = _backUpState; _backUpState = robot_state.free; _path = AStarPathfinding.FindPath(_location, _destination_point, out _noPath); Program.Print("Resume: " + _id + " " + _backUpState + " " + _destination_point + "\n"); } }
public virtual void PrepareToPick(Point pickup_point, Rack rack, string product_id, int quantity) { _path = AStarPathfinding.FindPath(_location, pickup_point, out _noPath, true); _state = robot_state.pick; _order._rack = rack; _order._productID = product_id; _order._quantity = quantity; _destination_point = pickup_point; }
public void init() { GameObject[] _rbs = GameObject.FindGameObjectsWithTag("robot"); //get all the robots I am controlling my_robots = new List <Robot_behave>(); foreach (GameObject _rb in _rbs) { my_robots.Add(_rb.GetComponent <Robot_behave>()); } sg = GridsGenerator.instance.g; my_state = robot_state.defeat; }
public Robot(int x, int y, Byte id) { _id = id; _chargingPoint.X = x; _chargingPoint.Y = y; _location = _chargingPoint; _destination_point = _chargingPoint; _direction = Direction.Up; _actionString = ""; _backUpState = robot_state.free; _state = robot_state.free; _path = new Stack <Point>(); Warehouse.Map[y, x] = 1; _order = new Order(); _noPath = false; }
public void update_state(robot_state r, evador_behave target = null) { //robots current positions switch (r) { case robot_state.defeat: corner_target(target); return; case robot_state.cooperate: if (player_target.Count == 0) { create_target_list(); } refresh_target_list(); evador_behave target_evador = Find_target(player_target); corner_target(target_evador); return; } //target }
// Use this for initialization void Start() { my_state = robot_state.hang; }