// Start is called before the first frame update void Start() { robot = GameObject.Find("Robot"); rb_script = robot.GetComponent <robotScript>(); // First point will be the position of the robot game object waypointList.Add(robot); //lineRenderer instantiation lineRenderer = gameObject.AddComponent <LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Sprites/Default")); lineRenderer.widthMultiplier = .1f; lineRenderer.positionCount = rb_script.path_segments + 1; lineRenderer.sortingOrder = 2; lineRenderer.useWorldSpace = true; // A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(c1, 0.0f), new GradientColorKey(c2, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } ); lineRenderer.colorGradient = gradient; }
// Start is called before the first frame update void Start() { //access robot object with preloaded robot = GameObject.Find("Robot"); rb_script = robot.GetComponent <robotScript>(); rb_body = rb_script.robot_body; //lineRenderer instantiation LineRenderer lineRenderer = gameObject.AddComponent <LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Sprites/Default")); lineRenderer.widthMultiplier = .1f; lineRenderer.positionCount = rb_script.path_segments + 1; lineRenderer.sortingOrder = 1; lineRenderer.useWorldSpace = true; // A simple 2 color gradient with a fixed alpha of 1.0f. float alpha = 1.0f; Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(c1, 0.0f), new GradientColorKey(c2, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(alpha, 0.0f), new GradientAlphaKey(alpha, 1.0f) } ); lineRenderer.colorGradient = gradient; }
private void saveCallback() { robotScript rb_Script = GameObject.Find("Robot").GetComponent <robotScript>(); rb_Script.setTrajectoryConstants(float.Parse(maxJerk.text), float.Parse(maxAcc.text), float.Parse(maxDeacc.text), float.Parse(maxVel.text)); rb_Script.setPathGenerationConstants(float.Parse(maxStepX.text), float.Parse(maxStepY.text), float.Parse(maxStepTheta.text), float.Parse(lookaheadDist.text)); rb_Script.setRobotConstants(float.Parse(driveRadius.text), float.Parse(driveWidth.text)); }
private void StartAlgo() { GameObject robot = (GameObject)Instantiate(robotPrefab); _robotScript = robot.GetComponent <robotScript>(); switch (StaticVars.algo) { case "BFS": graph.BFS(StaticVars.startRow, StaticVars.startCol, graph); break; case "DFS": graph.DFS(StaticVars.startRow, StaticVars.startCol, graph); break; default: throw new Exception("No Algo"); } }