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+using UnityEngine;
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+using UnityEngine.UI;
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+using UnityEngine.AI;
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+using System.Collections.Generic;
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+using System.IO;
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+using System;
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+
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+[DefaultExecutionOrder(40)]
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+[RequireComponent(typeof(InstantiatePrefab), typeof(WriteInCSV), typeof(ReadFromCSV))]
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+public class SpatialTimeSimulation : MonoBehaviour
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+{
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+ // Waypoints and Rotations
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+ public Tuple<List<float>, List<Vector3>, List<Quaternion>, List<float>>[][] timePosRotList;
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+
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+ // Private Journey Settings
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+ private int currentStartPoint;
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+ private float startTime;
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+
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+ // Global GameObjects
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+ private GameObject[][] humansGO;
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+
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+ // Playback variables
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+ private int[] maxIJ;
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+ private int indexChangeRate;
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+ [HideInInspector]
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+ public bool rewind, pause, play; //PlaybackController
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+
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+ // Slider Settings
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+ public Slider slider;
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+ private float prevSliderValue;
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+
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+ // Thief Settings
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+ private Vector3 stealHere;
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+
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+ // Testing
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+ public float thickness = 0.1f;
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+
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+ private void Start()
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+ {
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+ // Get information from InstatiatePrefab
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+ humansGO = gameObject.GetComponent<InstantiatePrefab>().humanGameObject;
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+ NavMeshAgent[][] humansNMA = gameObject.GetComponent<InstantiatePrefab>().humanNavMeshAgent;
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+ stealHere = gameObject.GetComponent<ControllingThief>().stealHere;
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+
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+ // Read from CSV file and save time, position, rotation in matrix
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+ int index = gameObject.GetComponent<WriteInCSV>().index;
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+ string dir = Directory.GetCurrentDirectory();
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+ string reference = @"\Assets\Data_position\Walk" + index + ".csv";
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+ timePosRotList = gameObject.GetComponent<ReadFromCSV>().ReadFromCSVFile(dir + reference);
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+
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+ // Set initial position and rotation
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+ currentStartPoint = 0;
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+ for (int i = 0; i < humansGO.Length; ++i)
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+ {
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+ for (int j = 0; j < humansGO[i].Length; ++j)
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+ {
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+ humansGO[i][j].SetActive(false);
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+
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+ humansNMA[i][j].enabled = false;
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+ }
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+ }
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+
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+ // Set the Slider settings
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+ if (slider == null)
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+ {
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+ Debug.Log("No Slider instance attached");
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+ return;
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+ }
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+ maxIJ = GetHumanWithLongestScreenTime();
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+ float maxTime = (float)Math.Round(timePosRotList[maxIJ[0]][maxIJ[1]].Item1[timePosRotList[maxIJ[0]][maxIJ[1]].Item1.Count - 1], 2);
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+ slider.minValue = 0;
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+ slider.maxValue = (maxTime / Time.deltaTime);
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+ slider.wholeNumbers = true;
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+ prevSliderValue = slider.value;
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+
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+ //SetTransform(currentStartPoint);
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+ //currentStartPoint++;
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+ slider.value = currentStartPoint;
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+ startTime = Time.time;
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+
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+ int count = 0;
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+ // Create all cubes for every human and disable/enable them with time.
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+ GameObject[][] cubes = new GameObject[humansGO.Length][];
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+ for (int i = 0; i < cubes.Length; ++i)
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+ {
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+ cubes[i] = new GameObject[humansGO[i].Length];
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+
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+ for (int j = 0; j < cubes[i].Length; ++j)
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+ {
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+ currentStartPoint = 0;
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+ while (currentStartPoint < timePosRotList[i][j].Item2.Count)
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+ {
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+ //if(currentStartPoint == 0 || currentStartPoint >= timePosRotList[i][j].Item2.Count - 1)
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+ //{
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+ // cubes[i][j] = GameObject.CreatePrimitive(PrimitiveType.Cube);
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+ // cubes[i][j].transform.position = new Vector3(timePosRotList[i][j].Item2[currentStartPoint].x, 0.5f + timePosRotList[i][j].Item1[currentStartPoint], timePosRotList[i][j].Item2[currentStartPoint].z);
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+ // cubes[i][j].transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
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+ // cubes[i][j].GetComponent<MeshRenderer>().material.color = Color.green;
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+ // count++;
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+ //}
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+ //else if(currentStartPoint < timePosRotList[i][j].Item2.Count - 1)
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+ //{
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+ // if (Vector3.Distance(timePosRotList[i][j].Item2[currentStartPoint - 1], timePosRotList[i][j].Item2[currentStartPoint]) <= 0.2f)
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+ // {
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+ // cubes[i][j] = GameObject.CreatePrimitive(PrimitiveType.Cube);
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+ // cubes[i][j].transform.position = new Vector3(timePosRotList[i][j].Item2[currentStartPoint].x, 0.5f + timePosRotList[i][j].Item1[currentStartPoint], timePosRotList[i][j].Item2[currentStartPoint].z);
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+ // cubes[i][j].transform.localScale = new Vector3(0.1f, 0.1f, 0.1f);
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+ // cubes[i][j].GetComponent<MeshRenderer>().material.color = Color.green;
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+ // count++;
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+ // }
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+ //}
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+ //currentStartPoint++;
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+
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+ GameObject newPath = new GameObject();
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+ LineRenderer drawPath = newPath.AddComponent<LineRenderer>();
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+ drawPath.material = new Material(Shader.Find("Sprites/Default"));
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+ drawPath.startColor = Color.green;
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+ drawPath.endColor = Color.green;
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+ drawPath.startWidth = thickness;
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+ drawPath.endWidth = thickness;
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+
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+ drawPath.positionCount = timePosRotList[i][j].Item2.Count;
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+
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+ List<Vector3> newList = new List<Vector3>();
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+ foreach(var vec in timePosRotList[i][j].Item2)
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+ {
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+ var z = new Vector3(vec.x, 0.5f + timePosRotList[i][j].Item1[currentStartPoint], vec.z);
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+ newList.Add(z);
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+ currentStartPoint++;
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+ }
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+
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+ drawPath.SetPositions(newList.ToArray());
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+
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+ }
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+ }
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+ }
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+ Debug.Log("Count: " + count);
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+
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+ }
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+
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+ //private void FixedUpdate()
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+ //{
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+ // if (pause)
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+ // indexChangeRate = 0;
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+ // if (play)
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+ // indexChangeRate = 1;
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+ // if (rewind)
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+ // indexChangeRate = -1;
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+
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+ // if (play || rewind)
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+ // {
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+ // if ((currentStartPoint + indexChangeRate) < timePosRotList[maxIJ[0]][maxIJ[1]].Item2.Count && (currentStartPoint + indexChangeRate) >= 0)
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+ // {
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+ // if (slider.value - prevSliderValue == -1 || slider.value - prevSliderValue == 0 || slider.value - prevSliderValue == 1) // rewind || play
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+ // {
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+ // prevSliderValue = slider.value;
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+ // currentStartPoint += indexChangeRate;
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+ // slider.value = currentStartPoint;
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+ // }
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+ // else
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+ // {
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+ // prevSliderValue = slider.value;
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+ // currentStartPoint = (int)slider.value;
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+ // }
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+ // SetTransform(currentStartPoint);
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+ // }
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+ // else if (slider.value - prevSliderValue != -1 || slider.value - prevSliderValue != 0 || slider.value - prevSliderValue != 1)
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+ // {
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+ // currentStartPoint = (int)slider.value;
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+ // }
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+ // }
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+ // else
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+ // {
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+ // // upper else-Statement only for pause
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+ // if (slider.value - prevSliderValue != 0)
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+ // {
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+ // //prevSliderValue = slider.value;
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+ // currentStartPoint = (int)slider.value;
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+ // }
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+
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+ // for (int i = 0; i < humansGO.Length; ++i)
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+ // {
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+ // for (int j = 0; j < humansGO[i].Length; ++j)
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+ // {
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+ // if (currentStartPoint < timePosRotList[i][j].Item2.Count)
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+ // {
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+ // humansGO[i][j].transform.position = timePosRotList[i][j].Item2[currentStartPoint]; // First entry of Position
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+ // humansGO[i][j].transform.rotation = timePosRotList[i][j].Item3[currentStartPoint]; // First entry of Rotation
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+ // }
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+ // }
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+ // }
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+ // }
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+ //}
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+
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+ //private void SetTransform(int currentStartPoint)
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+ //{
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+ // for (int i = 0; i < humansGO.Length; ++i)
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+ // {
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+ // for (int j = 0; j < humansGO[i].Length; ++j)
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+ // {
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+ // // if so ArgumentOutOfRangeException
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+ // if ((currentStartPoint + indexChangeRate) >= (timePosRotList[i][j].Item2.Count - 1) || (currentStartPoint + indexChangeRate) < 0)
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+ // {
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+ // continue;
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+ // }
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+
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+ // Vector3 startPos = timePosRotList[i][j].Item2[currentStartPoint];
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+ // Vector3 endPos = timePosRotList[i][j].Item2[currentStartPoint + indexChangeRate];
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+ // Quaternion startRot = timePosRotList[i][j].Item3[currentStartPoint];
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+ // Quaternion endRot = timePosRotList[i][j].Item3[currentStartPoint + indexChangeRate];
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+
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+ // float distCovered = (Time.time - startTime) * timePosRotList[i][j].Item4[currentStartPoint];
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+ // float fracJourney = 1f;
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+ // float journeyLength = Vector3.Distance(startPos, endPos);
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+ // if (journeyLength != 0 && distCovered != 0) fracJourney = distCovered / journeyLength;
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+
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+ // // Animation Idle, if startPoint == endPoint and startRot == endRot
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+ // //if (journeyLength <= 0 && startRot.Equals(endRot) || currentStartPoint == 0 || currentStartPoint == timePosRotList[i][j].Item2.Count)
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+ // //{
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+ // // humansA[i][j].SetBool("isWalking", false);
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+ // //}
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+ // //else if (journeyLength > 0)
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+ // //{
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+ // // humansA[i][j].SetBool("isWalking", true);
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+ // //}
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+ // //humansA[i][j].speed = 2*(journeyLength / 0.2f);
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+
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+ // humansGO[i][j].transform.position = Vector3.Lerp(startPos, endPos, fracJourney);
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+ // humansGO[i][j].transform.rotation = Quaternion.Lerp(startRot, endRot, fracJourney);
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+ // }
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+ // }
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+ //}
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+
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+ private int[] GetHumanWithLongestScreenTime()
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+ {
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+ int[] maxIJ = new int[2] { 0, 0 };
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+ float currentMaxTime = 0;
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+
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+ for (int i = 0; i < humansGO.Length; ++i)
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+ {
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+ for (int j = 0; j < humansGO[i].Length; ++j)
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+ {
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+ if (currentMaxTime < timePosRotList[i][j].Item1.Count)
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+ {
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+ currentMaxTime = timePosRotList[i][j].Item1.Count;
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+ maxIJ[0] = i;
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+ maxIJ[1] = j;
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+ }
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+ }
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+ }
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+
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+ return maxIJ;
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+ }
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+}
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