示例#1
0
    // Use this for initialization
    void Start()
    {
        //position = transform.position;
        position = FE.EEPosition;
        //Vector3 position2 = transform.position;
        float P1 = position[0];
        float P2 = position[1];
        float P3 = position[2];

        P.Add(P1, P2, P3);
        Time_Stamp.Add(DateTime.Now.ToString("HH:mm:ss:fffff"));
        //Debug.Log("Object Pos: "+position2+" Act Pos: "+ position);
    }
示例#2
0
文件: Worker.cs 项目: sgrnet/Csharp
        public void NewPosition(string department, string position)
        {
            Pos p;

            p.Department = this.Department;
            p.Position   = this.Position;
            PosList.Add(p);
            Position   = position;
            Department = department;
        }
示例#3
0
        //LifeMove関数
        private void LifeMove()
        {//Lifeの動きを計算している。
            World.CallLookEnv();
            World.CallMove();
            var actives = World.Actives(true);

            if (actives.Count >= 1)
            {
                PosList.Add(actives);
            }
            if (actives.Count < 1)
            {
                internalMove = false;
                Debug.Log("収束しました!\n是非再生しちゃってくだせえ!!");
            }
            Treadmove = true;
        }
示例#4
0
    private void SetPointinfo()
    {
        PosList.Clear();
        Vector3 dir = mDebugAABB.extents;

        if (dir.Equals(Vector3.zero))
        {
            return;
        }
        float   dirx   = mDebugAABB.extents.x * 2;
        float   diry   = mDebugAABB.extents.y * 2;
        float   dirz   = mDebugAABB.extents.z * 2;
        Vector3 center = mDebugAABB.center;
        Vector3 pos1   = center - dir;
        Vector3 pos2   = center - dir + dirx * Vector3.right;
        Vector3 pos3   = center - dir + diry * Vector3.up;
        Vector3 pos4   = center - dir + dirz * Vector3.forward;
        Vector3 pos5   = center + dir;
        Vector3 pos6   = center + dir - dirx * Vector3.right;
        Vector3 pos7   = center + dir - diry * Vector3.up;
        Vector3 pos8   = center + dir - dirz * Vector3.forward;

        PosList.Add(pos1);
        PosList.Add(pos2);
        PosList.Add(pos7);
        PosList.Add(pos4);
        PosList.Add(pos1);

        PosList.Add(pos1);
        PosList.Add(pos3);
        PosList.Add(pos2);
        PosList.Add(pos8);

        PosList.Add(pos7);
        PosList.Add(pos5);
        PosList.Add(pos4);
        PosList.Add(pos6);

        PosList.Add(pos5);
        PosList.Add(pos6);
        PosList.Add(pos3);
        PosList.Add(pos8);
        PosList.Add(pos5);
    }