void Awake()
 {
     if (instance == null)
     {
         instance = this;
         DontDestroyOnLoad(this.gameObject);
     }
 }
示例#2
0
    // Start is called before the first frame update
    void Start()
    {
        var udpSarlInterface = FindObjectsOfType(typeof(UdpSarlInterface)) as UdpSarlInterface[];

        if (udpSarlInterface.Length != 0)
        {
            udpSarlInterface[0].PhysicalInfluenceReceived += physicalInfluence =>
            {
                var id = physicalInfluence.Id;

                UnityMainThreadDispatcher.Instance().Enqueue(() =>
                {
                    // Instantiate the body if it doesn't exist (later we will remove this part)
                    if (!BodiesRepository.Instance().Bodies.ContainsKey(id))
                    {
                        var bodyGameObject = BodiesRepository.Instance().Spawn(id);

                        // TODO Position is randomized (the concept of spawners must be introduced)
                        bodyGameObject.transform.position = new Vector3(Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f));
                    }

                    // TODO In a first time we just apply the force of the influence (PoC)
                    BodiesRepository.Instance().Bodies[id].GetComponent <Rigidbody>().AddRelativeForce(physicalInfluence.Force, ForceMode.Force);
                    //bodies[id].GetComponent<Rigidbody>().AddForceAtPosition(physicalInfluence.Force, physicalInfluence.ForceLocation);
                    //bodies[id].GetComponent<Rigidbody>().AddTorque(physicalInfluence.AngularForce);
                });

                //influences.Add(id, physicalInfluence);
            };

            udpSarlInterface[0].SimulationControlReceived += simulationControl =>
            {
                if (simulationControl.Type == SimulationControl.ActionType.CreateBody)
                {
                    UnityMainThreadDispatcher.Instance().Enqueue(() =>
                    {
                        var id = simulationControl.Data;

                        Debug.Log("Creating body: " + id);

                        if (!BodiesRepository.Instance().Bodies.ContainsKey(id))
                        {
                            var bodyGameObject = BodiesRepository.Instance().Spawn(id);
                            // TODO Position is randomized (the concept of spawners must be introduced)
                            bodyGameObject.transform.position = new Vector3(Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f), Random.Range(-10.0f, 10.0f));
                        }
                    });
                }
            };
        }
    }
示例#3
0
    /// <summary>
    /// Trigger a simulation step
    /// </summary>
    void Step()
    {
        UnityMainThreadDispatcher.Instance().Enqueue(() =>
        {
            // Trigger the phyics simulation
            Physics.Simulate(deltaTime);

            // Compute the perceptions for all bodies if they have a perceiver component
            foreach (var agentBody in BodiesRepository.Instance().Bodies)
            {
                var perceiver = agentBody.Value.GetComponent(typeof(Perceiver)) as Perceiver;
                if (perceiver != null)
                {
                    var perceptions = perceiver.PerceivedObjets;
                    this.sarlInterface.EmitPerceptions(new PerceptionList(agentBody.Key, perceptions));
                }
            }
        });
    }
 void OnDestroy()
 {
     instance = null;
 }