void FixedUpdate() { //Debug.Log("Time " + (Time.time/speedUP)); simulateToTime(simulator, (Time.time / speedUP)); //simulateToTime(simulator, 0); float val; for (int i = 0; i < fmuVarRefs.Count; i++) { val = getRealValueForVarRef(simulator, fmuVarRefs[i]); //Debug.Log("get "+val.ToString()+" for var reference " + fmuVarRefs[i].ToString()); FMUshapeBehaviour shapeGO = GameObject.Find(goIDs[i]).GetComponent <FMUshapeBehaviour>(); shapeGO.setVarAttribute(attrIDs[i], val); } for (int i = 0; i < allFMUShapes.Count; i++) { FMUshapeBehaviour shapeGO = GameObject.Find(allFMUShapes[i]).GetComponent <FMUshapeBehaviour>(); shapeGO.updateShapes(); } }
void analyseShapeAttribute(GameObject shapeGO, XmlNode nodeIn, string shapeName, int attr) { // the vraiables attributes have to be put in the simulator FMU_Simulation fmuSim = simulatorGO.GetComponent <FMU_Simulation>(); // the constant attributes have to go in the gameObject directly FMUshapeBehaviour fmuShape = shapeGO.GetComponent <FMUshapeBehaviour>(); if (nodeIn.Name == "exp") { float val = Single.Parse(nodeIn.InnerText); //Debug.Log("constant exp "+attr.ToString()+" VAL: "+val.ToString()); fmuShape.setVarAttribute(attr, val); } else if (nodeIn.Name == "cref") { fmuSim.goIDs.Add(shapeName); fmuSim.attrIDs.Add(attr); fmuSim.varNames.Add(nodeIn.InnerText); //FMU_Simulation.varAttr v = new FMU_Simulation.varAttr(shapeName,attr, nodeIn.InnerText, -1); //Debug.Log("THE VARATTR " + v1.debugString()); } }