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Modified original WanderingAI to WanderingAI_Thief and WanderingAI_LeaveMarket for the two tasks in the user study

Furkan Karakocaoglu 2 years ago
parent
commit
ff0df87277
18 changed files with 3774 additions and 479 deletions
  1. 1 1
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/Characters/HumanPrefab.prefab
  2. 2530 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/Characters/ThiefPrefab.prefab
  3. 7 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/Characters/ThiefPrefab.prefab.meta
  4. 206 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/Characters/Thief_Prefab.prefab
  5. 7 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/Characters/Thief_Prefab.prefab.meta
  6. 160 166
      testumgebung/CrowdModelling/Assets/Depictions_Years/Prefabs/GameObjects/## Visual Obstacles ##.prefab
  7. 12 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/General/MoveCamera.cs
  8. 38 17
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI.cs
  9. 213 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_LeaveMarket.cs
  10. 11 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_LeaveMarket.cs.meta
  11. 203 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_Thief.cs
  12. 11 0
      testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_Thief.cs.meta
  13. 1 1
      testumgebung/CrowdModelling/Assets/Humans/Characters/Animations/Grab.anim
  14. 98 0
      testumgebung/CrowdModelling/Assets/Humans/Characters/AnimatorController/ThiefController 1.controller
  15. 8 0
      testumgebung/CrowdModelling/Assets/Humans/Characters/AnimatorController/ThiefController 1.controller.meta
  16. 18 4
      testumgebung/CrowdModelling/Assets/Humans/Characters/AnimatorController/ThiefController.controller
  17. 250 290
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears.unity
  18. BIN
      testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears/NavMesh-## Surface Obstacles ##.asset

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       objectReference: {fileID: 0}
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+GameObject:
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+ 12 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/General/MoveCamera.cs

@@ -20,13 +20,25 @@ public class MoveCamera : MonoBehaviour
     private float maxShift = 27.0f; //Maximum speed when holdin gshift
     private float totalRun = 1.0f;
 
+    // Reset variables
+    private Vector3 startPos;
+    private Quaternion startRot;
+
     private void Start()
     {
         cam = GameObject.Find("MoveCamera").GetComponent<Camera>();
+        startPos = cam.transform.position;
+        startRot = cam.transform.rotation;
     }
 
     void Update()
     {
+        if (Input.GetKey(KeyCode.R) || Input.GetKey(KeyCode.Escape))
+        {
+            cam.transform.position = startPos;
+            cam.transform.rotation = startRot;
+        }
+
         // Mouse camera angle
         if (Input.GetMouseButton(0))
             transform.eulerAngles += rotationSpeed * new Vector3(-Input.GetAxis("Mouse Y"), Input.GetAxis("Mouse X"), 0);

+ 38 - 17
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI.cs

@@ -74,6 +74,11 @@ public class WanderingAI : MonoBehaviour
         globalTimer = 0;
     }
 
+    // To ensure that all market stalls (WPs) are visited, all entries in the WP-list are first edited in a random order
+    // and each edited one is appended to the end of the list so that all unedited ones can be selected by decreasing the range.
+    // Since the order of the WP-list is the same as the first dimension of the waitingTimer (WT) matrix,
+    // the WT matrix can be edited with the same index as for the selection of the WP. So the arrangement is always the same.
+    // The second dimension (the times of the individual market stalls) of the WT matrix is first completely emptied each time and then refilled.
     private void FixedUpdate()
     {
         // Leave Market if time is up
@@ -88,42 +93,58 @@ public class WanderingAI : MonoBehaviour
             {
                 for (int j = 0; j < humansGO[i].Length; ++j)
                 {
+                    // if all WTs are processed and leaveing time has arrived, then leave market
+                    if (countFilling >= waitingTimer.Count && leaveMarket)
+                    {
+                        Vector3 endTarget = CheckTarget(new Vector3(10, 0, 15), 9);
+                        if (humansNMA[i][j].isActiveAndEnabled)
+                            humansNMA[i][j].SetDestination(endTarget);
+
+                        humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                    }
                     // Set new destination iff the human reached his destination or (only in first iteration) target vector is zero
-                    if (target[i][j] == Vector3.zero ||
+                    else if (target[i][j] == Vector3.zero ||
                         humansNMA[i][j].velocity.magnitude <= 0.01f ||
                         humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance ||
                         humansNMA[i][j].pathStatus == NavMeshPathStatus.PathComplete ||
                         !humansNMA[i][j].hasPath)
                     {
+                        // Reset countFilling to start a new iteration
+                        if(countFilling >= waitingTimer.Count && !leaveMarket)
+                            countFilling = 0;
+
                         // Random index for waypointsList
                         if (maxWPCount <= 0) maxWPCount = waypointsList.Count;
                         int currentWPIndex = Random.Range(0, maxWPCount);
                         target[i][j] = CheckTarget(waypointsList[currentWPIndex].transform.position, targetScattering);
-                        // Random index for waitingTimer
-                        int currentWaitingIndex = Random.Range(0, waitingTimer[currentWPIndex].Count);
-                        currentWait[i] = waitingTimer[currentWPIndex][currentWaitingIndex];
-                        RemoveIndexFromWaitingTimer(currentWPIndex, currentWaitingIndex);
-                        // Fill waiting timer with default, if it is empty, to get a new waiting time for the next iteration
-                        if (waitingTimer[currentWPIndex].Count <= 0)
-                        {
-                            waitingTimer[currentWPIndex] = new List<int>(waitingList);
-                            countFilling++; // to check if all waitingTimer entries are processed
-                        }
 
                         // Set destination and animation
                         if (target[i][0].x != float.PositiveInfinity)
                         {
+                            // Random index for waitingTimer
+                            int currentWaitingIndex = Random.Range(0, waitingTimer[currentWPIndex].Count);
+                            currentWait[i] = waitingTimer[currentWPIndex][currentWaitingIndex];
+                            RemoveIndexFromWaitingTimer(currentWPIndex, currentWaitingIndex);
+                            
+                            // Fill waiting timer with default, if it is empty, to get a new waiting time for the next iteration
+                            if (waitingTimer[currentWPIndex].Count <= 0)
+                            {
+                                waitingTimer[currentWPIndex] = new List<int>(waitingList);
+                                countFilling++; // to check if ALL waitingTimer entries are processed
+                                // countFilling >= waitingTimer.Count -> All WP and WT entries are processed, the waitingTimer is filled for next iteration
+                            }
                             if (humansNMA[i][j].isActiveAndEnabled)
                                 humansNMA[i][j].SetDestination(target[i][j]);
 
                             humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                            
+                            // Append the current WP and the waiting time from both lists to the end to ensure that all WPs and waiting timers are visited at the frequency indicated,
+                            // afterwords decrement the max length by 1
+                            AppendIndexToEndWP(currentWPIndex);
+                            AppendIndexToEndWT(currentWPIndex);
+                            maxWPCount--;
+                            timer[i] = 0;
                         }
-                        // Append the current WP and the waiting time from both lists to the end to ensure that all WPs and waiting timers are visited at the frequency indicated,
-                        // afterwords decrement the imaginated max length by 1
-                        AppendIndexToEndWP(currentWPIndex);
-                        AppendIndexToEndWT(currentWPIndex);
-                        maxWPCount--;
-                        timer[i] = 0;
                     }
                 }
             }

+ 213 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_LeaveMarket.cs

@@ -0,0 +1,213 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.AI;
+
+[DefaultExecutionOrder(10)]
+[RequireComponent(typeof(InstantiatePrefab))]
+public class WanderingAI_LeaveMarket : MonoBehaviour
+{
+    [Header("Only for Debugging (do not set from here)")]
+    public Transform[] waypoints;
+    public List<Transform> waypointsList;
+    public float[] wanderTimer;
+    [Header("Scattering around the target")]
+    public float targetScattering = 2.0f; //Streuung
+    [Header("Leave Settings")]
+    public float leaveTimer = 120f;
+    public Vector3 leavePosition;
+
+    // Settings Leave Market
+    private bool leaveMarket;
+
+    // Settings Humans
+    private Vector3[][] target;
+    private int[][] humansPrio;
+
+    // Settings Waypoints and Waiting Time
+    private int maxWPCount;
+    private List<List<int>> waitingTimer;
+    private List<int> waitingList;
+    private float[] currentWait;
+    private int countFilling = 0;
+
+    // Time
+    private float[] timer;
+    private float globalTimer;
+
+    private GameObject[][] humansGO;
+    private NavMeshAgent[][] humansNMA;
+    private Animator[][] humansA;
+
+    private const string isWalking = "isWalking";
+
+    void Start()
+    {
+        // Get initialized Variables from InstantiatePrefab
+        humansGO = gameObject.GetComponent<InstantiatePrefab>().humanGameObject;
+        humansNMA = gameObject.GetComponent<InstantiatePrefab>().humanNavMeshAgent;
+        humansA = gameObject.GetComponent<InstantiatePrefab>().humanAnimator;
+        wanderTimer = gameObject.GetComponent<InstantiatePrefab>().wanderTimer;
+        waypoints = gameObject.GetComponent<InstantiatePrefab>().waypointsArray;
+        humansPrio = gameObject.GetComponent<InstantiatePrefab>().humanPriorities;
+        // Set length of variables to humanGo.Length
+        target = new Vector3[humansGO.Length][];
+        timer = new float[humansGO.Length];
+
+        // Create copies
+        waypointsList = new List<Transform>(waypoints);
+        waitingTimer = new List<List<int>>(gameObject.GetComponent<InstantiatePrefab>().waitingTimer);
+        waitingList = new List<int>(waitingTimer[0]);
+        currentWait = new float[humansGO.Length];
+
+        maxWPCount = waypointsList.Count;
+
+        // Initialize size and content
+        for (int i = 0; i < humansGO.Length; i++)
+        {
+            target[i] = new Vector3[humansGO[i].Length];
+            timer[i] = 0;
+        }
+
+        globalTimer = 0;
+    }
+
+    // To ensure that all market stalls (WPs) are visited, all entries in the WP-list are first edited in a random order
+    // and each edited one is appended to the end of the list so that all unedited ones can be selected by decreasing the range.
+    // Since the order of the WP-list is the same as the first dimension of the waitingTimer (WT) matrix,
+    // the WT matrix can be edited with the same index as for the selection of the WP. So the arrangement is always the same.
+    // The second dimension (the times of the individual market stalls) of the WT matrix is first completely emptied each time and then refilled.
+    private void FixedUpdate()
+    {
+        if (waypoints.Length == 0) return;
+        // Leave Market if time is up
+        if(globalTimer >= leaveTimer)
+            leaveMarket = true;
+        
+        for (int i = 0; i < humansGO.Length; ++i)
+        {
+            // Set a new destination if the waiting time is over
+            if (timer[i] >= currentWait[i])
+            {
+                for (int j = 0; j < humansGO[i].Length; ++j)
+                {
+                    // if all WTs are processed and leaving time is reached, then leave market
+                    if (countFilling >= waitingTimer.Count && leaveMarket)
+                    {
+                        Vector3 endTarget = leavePosition;
+                        if (humansNMA[i][j].isActiveAndEnabled)
+                            humansNMA[i][j].SetDestination(endTarget);
+
+                        humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                    }
+                    // Set new destination iff the human reached his destination or (only in first iteration) target vector is zero
+                    else if (target[i][j] == Vector3.zero ||
+                        humansNMA[i][j].velocity.magnitude <= 0.01f ||
+                        humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance ||
+                        humansNMA[i][j].pathStatus == NavMeshPathStatus.PathComplete ||
+                        !humansNMA[i][j].hasPath)
+                    {
+                        // Reset countFilling to start a new iteration
+                        if(countFilling >= waitingTimer.Count && !leaveMarket)
+                            countFilling = 0;
+
+                        // Random index for waypointsList
+                        if (maxWPCount <= 0) maxWPCount = waypointsList.Count;
+                        int currentWPIndex = Random.Range(0, maxWPCount);
+                        target[i][j] = CheckTarget(waypointsList[currentWPIndex].transform.position, targetScattering);
+
+                        // Set destination and animation
+                        if (target[i][0].x != float.PositiveInfinity)
+                        {
+                            // Random index for waitingTimer
+                            int currentWaitingIndex = Random.Range(0, waitingTimer[currentWPIndex].Count);
+                            currentWait[i] = waitingTimer[currentWPIndex][currentWaitingIndex];
+                            RemoveIndexFromWaitingTimer(currentWPIndex, currentWaitingIndex);
+                            
+                            // Fill waiting timer with default, if it is empty, to get a new waiting time for the next iteration
+                            if (waitingTimer[currentWPIndex].Count <= 0)
+                            {
+                                waitingTimer[currentWPIndex] = new List<int>(waitingList);
+                                countFilling++; // to check if ALL waitingTimer entries are processed
+                                // countFilling >= waitingTimer.Count -> All WP and WT entries are processed, the waitingTimer is filled for next iteration
+                            }
+                            if (humansNMA[i][j].isActiveAndEnabled)
+                                humansNMA[i][j].SetDestination(target[i][j]);
+
+                            humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                            
+                            // Append the current WP and the waiting time from both lists to the end to ensure that all WPs and waiting timers are visited at the frequency indicated,
+                            // afterwords decrement the max length by 1
+                            AppendIndexToEndWP(currentWPIndex);
+                            AppendIndexToEndWT(currentWPIndex);
+                            maxWPCount--;
+                            timer[i] = 0;
+                        }
+                    }
+                }
+            }
+            // Wait until the waiting time is over
+            else
+            {
+                for (int j = 0; j < humansGO[i].Length; ++j)
+                {
+                    if (leaveMarket && humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance)
+                    {
+                        Debug.Log("Human finished: " + i + ", " + j);
+                    }
+
+                    // Set walking state and priority; increment timer
+                    humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                    if (humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance)
+                        timer[i] += Time.deltaTime;
+                    // if humans are not walking, then set priority to 0 so that the other humans dont disturb them
+                    if (humansNMA[i][j].velocity.magnitude <= 0.01f)
+                        humansNMA[i][j].avoidancePriority = 0;
+                    else
+                        humansNMA[i][j].avoidancePriority = humansPrio[i][j];
+                }
+            }
+        }
+        globalTimer += Time.deltaTime;
+    }
+
+    public static Vector3 CheckTarget(Vector3 target, float dist)
+    {
+        Vector3 modifiedTarget = Random.insideUnitSphere * dist + target;
+        // SamplePosition also checks the y axis. However, this is not relevant for me, so valid positions (x & z) are also discarded.
+        // 0.0f is the only valid entry for y
+        modifiedTarget = new Vector3(modifiedTarget.x, 0f, modifiedTarget.z);
+        
+        NavMeshHit navHit;
+        NavMesh.SamplePosition(modifiedTarget, out navHit, 1.0f, -1);
+
+        return navHit.position;
+    }
+
+    public void AppendIndexToEndWP(int index)
+    {
+        waypointsList.Add(waypointsList[index]);
+        waypointsList.RemoveAt(index);
+    }
+
+    public void AppendIndexToEndWT(int index)
+    {
+        waitingTimer.Add(waitingTimer[index]);
+        waitingTimer.RemoveAt(index);
+    }
+
+    public void RemoveIndexFromWaitingTimer(int i, int removeIndex)
+    {
+        waitingTimer[i].RemoveAt(removeIndex);
+    }
+
+    private void LateUpdate()
+    {
+        for (int i = 0; i < humansGO.Length; ++i)
+        {
+            for (int j = 0; j < humansGO[i].Length; ++j)
+            {
+                humansA[i][j].speed = 0.5f + (humansNMA[i][j].velocity.magnitude / gameObject.GetComponent<InstantiatePrefab>().speedMinMax.y);
+            }
+        }
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_LeaveMarket.cs.meta

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+ 203 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_Thief.cs

@@ -0,0 +1,203 @@
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.AI;
+
+[DefaultExecutionOrder(10)]
+[RequireComponent(typeof(InstantiatePrefab))]
+public class WanderingAI_Thief : MonoBehaviour
+{
+    [Header("Only for Debugging (do not set from here)")]
+    public Transform[] waypoints;
+    public List<Transform> waypointsList;
+    public float[] wanderTimer;
+    [Header("Scattering around the target")]
+    public float targetScattering = 2.0f; //Streuung
+    [Header("Leave Settings")]
+    public float leaveTimer = 120f;
+    public Vector3 leavePosition;
+
+    // Settings Leave Market
+    private bool leaveMarket = false;
+
+    // Settings Humans
+    private Vector3[][] target;
+    private int[][] humansPrio;
+
+    // Settings Waypoints and Waiting Time
+    private int maxWPCount;
+    private List<List<int>> waitingTimer;
+    private List<int> waitingList;
+    private float[] currentWait;
+
+    // Time
+    private float[] timer;
+    private float globalTimer;
+
+    private GameObject[][] humansGO;
+    private NavMeshAgent[][] humansNMA;
+    private Animator[][] humansA;
+
+    private const string isWalking = "isWalking";
+
+    void Start()
+    {
+        // Get initialized Variables from InstantiatePrefab
+        humansGO = gameObject.GetComponent<InstantiatePrefab>().humanGameObject;
+        humansNMA = gameObject.GetComponent<InstantiatePrefab>().humanNavMeshAgent;
+        humansA = gameObject.GetComponent<InstantiatePrefab>().humanAnimator;
+        wanderTimer = gameObject.GetComponent<InstantiatePrefab>().wanderTimer;
+        waypoints = gameObject.GetComponent<InstantiatePrefab>().waypointsArray;
+        humansPrio = gameObject.GetComponent<InstantiatePrefab>().humanPriorities;
+        // Set length of variables to humanGo.Length
+        target = new Vector3[humansGO.Length][];
+        timer = new float[humansGO.Length];
+
+        // Create copies
+        waypointsList = new List<Transform>(waypoints);
+        waitingTimer = new List<List<int>>(gameObject.GetComponent<InstantiatePrefab>().waitingTimer);
+        waitingList = new List<int>(waitingTimer[0]);
+        currentWait = new float[humansGO.Length];
+
+        maxWPCount = waypointsList.Count;
+
+        // Initialize size and content
+        for (int i = 0; i < humansGO.Length; i++)
+        {
+            target[i] = new Vector3[humansGO[i].Length];
+            timer[i] = 0;
+        }
+
+        globalTimer = 0;
+    }
+
+    // To ensure that all market stalls (WPs) are visited, all entries in the WP-list are first edited in a random order
+    // and each edited one is appended to the end of the list so that all unedited ones can be selected by decreasing the range.
+    // Since the order of the WP-list is the same as the first dimension of the waitingTimer (WT) matrix,
+    // the WT matrix can be edited with the same index as for the selection of the WP. So the arrangement is always the same.
+    // The second dimension (the times of the individual market stalls) of the WT matrix is first completely emptied each time and then refilled.
+    private void FixedUpdate()
+    {
+        if (waypoints.Length == 0) return;
+        // Leave Market if time is up
+        if(globalTimer >= leaveTimer)
+            leaveMarket = true;
+
+        for (int i = 0; i < humansGO.Length; ++i)
+        {
+            // Set a new destination if the waiting time is over
+            if (timer[i] >= currentWait[i] && !leaveMarket)
+            {
+                for (int j = 0; j < humansGO[i].Length; ++j)
+                {
+                    // Set new destination iff the human reached his destination or (only in first iteration) target vector is zero
+                    if (target[i][j] == Vector3.zero ||
+                        humansNMA[i][j].velocity.magnitude <= 0.01f ||
+                        humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance ||
+                        humansNMA[i][j].pathStatus == NavMeshPathStatus.PathComplete ||
+                        !humansNMA[i][j].hasPath)
+                    {
+                        // Random index for waypointsList
+                        if (maxWPCount <= 0) maxWPCount = waypointsList.Count;
+                        int currentWPIndex = Random.Range(0, maxWPCount);
+                        target[i][j] = CheckTarget(waypointsList[currentWPIndex].transform.position, targetScattering);
+
+                        // Set destination and animation
+                        if (target[i][0].x != float.PositiveInfinity)
+                        {
+                            // Random index for waitingTimer
+                            int currentWaitingIndex = Random.Range(0, waitingTimer[currentWPIndex].Count);
+                            currentWait[i] = waitingTimer[currentWPIndex][currentWaitingIndex];
+                            RemoveIndexFromWaitingTimer(currentWPIndex, currentWaitingIndex);
+                            
+                            // Fill waiting timer with default, if it is empty, to get a new waiting time for the next iteration
+                            if (waitingTimer[currentWPIndex].Count <= 0)
+                                waitingTimer[currentWPIndex] = new List<int>(waitingList);
+                                
+                            if (humansNMA[i][j].isActiveAndEnabled)
+                                humansNMA[i][j].SetDestination(target[i][j]);
+
+                            humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                            
+                            // Append the current WP and the waiting time from both lists to the end to ensure that all WPs and waiting timers are visited at the frequency indicated,
+                            // afterwords decrement the max length by 1
+                            AppendIndexToEndWP(currentWPIndex);
+                            AppendIndexToEndWT(currentWPIndex);
+                            maxWPCount--;
+                            timer[i] = 0;
+                        }
+                    }
+                }
+            }
+            // if leaving time has arrived, then leave market
+            else if (leaveMarket)
+            {
+                for (int j = 0; j < humansGO[i].Length; ++j)
+                {
+                    Vector3 endTarget = leavePosition;
+                    if (humansNMA[i][j].isActiveAndEnabled)
+                        humansNMA[i][j].SetDestination(endTarget);
+
+                    humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                }
+            }
+            // Wait until the waiting time is over
+            else
+            {
+                for (int j = 0; j < humansGO[i].Length; ++j)
+                {
+                    // Set walking state and priority; increment timer
+                    humansA[i][j].SetBool(isWalking, humansNMA[i][j].velocity.magnitude > 0.01f);
+                    if (humansNMA[i][j].remainingDistance <= humansNMA[i][j].stoppingDistance)
+                        timer[i] += Time.deltaTime;
+                    // if humans are not walking, then set priority to 0 so that the other humans dont disturb them
+                    if (humansNMA[i][j].velocity.magnitude <= 0.01f)
+                        humansNMA[i][j].avoidancePriority = 0;
+                    else
+                        humansNMA[i][j].avoidancePriority = humansPrio[i][j];
+                }
+            }
+        }
+        globalTimer += Time.deltaTime;
+    }
+
+    public static Vector3 CheckTarget(Vector3 target, float dist)
+    {
+        Vector3 modifiedTarget = Random.insideUnitSphere * dist + target;
+        // SamplePosition also checks the y axis. However, this is not relevant for me, so valid positions (x & z) are also discarded.
+        // 0.0f is the only valid entry for y
+        modifiedTarget = new Vector3(modifiedTarget.x, 0f, modifiedTarget.z);
+        
+        NavMeshHit navHit;
+        NavMesh.SamplePosition(modifiedTarget, out navHit, 1.0f, -1);
+
+        return navHit.position;
+    }
+
+    public void AppendIndexToEndWP(int index)
+    {
+        waypointsList.Add(waypointsList[index]);
+        waypointsList.RemoveAt(index);
+    }
+
+    public void AppendIndexToEndWT(int index)
+    {
+        waitingTimer.Add(waitingTimer[index]);
+        waitingTimer.RemoveAt(index);
+    }
+
+    public void RemoveIndexFromWaitingTimer(int i, int removeIndex)
+    {
+        waitingTimer[i].RemoveAt(removeIndex);
+    }
+
+    private void LateUpdate()
+    {
+        for (int i = 0; i < humansGO.Length; ++i)
+        {
+            for (int j = 0; j < humansGO[i].Length; ++j)
+            {
+                humansA[i][j].speed = 0.5f + (humansNMA[i][j].velocity.magnitude / gameObject.GetComponent<InstantiatePrefab>().speedMinMax.y);
+            }
+        }
+    }
+}

+ 11 - 0
testumgebung/CrowdModelling/Assets/Depictions_Years/Scripts/WanderingAI/WanderingAI_Thief.cs.meta

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testumgebung/CrowdModelling/Assets/Humans/Characters/Animations/Grab.anim

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+ 8 - 0
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testumgebung/CrowdModelling/Assets/Humans/Characters/AnimatorController/ThiefController.controller

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+ 250 - 290
testumgebung/CrowdModelling/Assets/Scenes/Origin_OnlyYears.unity

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