SpatialTimeSimulation.cs 8.2 KB

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  1. using UnityEngine;
  2. using UnityEngine.UI;
  3. using UnityEngine.AI;
  4. using System.Collections.Generic;
  5. using System.IO;
  6. using System;
  7. [DefaultExecutionOrder(61)]
  8. [RequireComponent(typeof(InstantiatePrefab), typeof(WriteInCSV), typeof(ReadFromCSV))]
  9. public class SpatialTimeSimulation : MonoBehaviour
  10. {
  11. // Waypoints and Rotations
  12. [HideInInspector]
  13. public Tuple<List<float>, List<Vector3>, List<Quaternion>, List<float>>[][] timePosRotList;
  14. // Private Journey Settings
  15. private int currentStartPoint;
  16. private float startTime;
  17. // Global GameObjects
  18. private GameObject[][] humansGO;
  19. private NavMeshAgent[][] humansNMA;
  20. private Animator[][] humansA;
  21. // Playback variables
  22. private int[] maxIJ;
  23. private int indexChangeRate;
  24. [HideInInspector]
  25. public bool rewind, pause, play; //PlaybackController
  26. // Slider Settings
  27. public Slider slider;
  28. public GameObject buttons;
  29. private float prevSliderValue;
  30. // Thief Settings
  31. //private Vector3 stealHere;
  32. // Spatial time visualization
  33. private List<Vector3>[][] positions;
  34. public float thickness = 0.1f;
  35. public Material material;
  36. public Color color;
  37. private void Start()
  38. {
  39. // Get information from InstatiatePrefab
  40. humansGO = gameObject.GetComponent<InstantiatePrefab>().humanGameObject;
  41. humansA = gameObject.GetComponent<InstantiatePrefab>().humanAnimator;
  42. humansNMA = gameObject.GetComponent<InstantiatePrefab>().humanNavMeshAgent;
  43. positions = new List<Vector3>[humansGO.Length][];
  44. //stealHere = gameObject.GetComponent<ControllingThief>().stealHere;
  45. // Read from CSV file and save time, position, rotation in matrix
  46. int index = gameObject.GetComponent<WriteInCSV>().index;
  47. string dir = Directory.GetCurrentDirectory();
  48. string reference = @"\Assets\Data_position\Walk" + index + ".csv";
  49. timePosRotList = gameObject.GetComponent<ReadFromCSV>().ReadFromCSVFile(dir + reference);
  50. // Add 0.5f + time to y
  51. // Disable components and add LineRenderer
  52. currentStartPoint = 0;
  53. for (int i = 0; i < humansGO.Length; ++i)
  54. {
  55. positions[i] = new List<Vector3>[humansGO[i].Length];
  56. for (int j = 0; j < humansGO[i].Length; ++j)
  57. {
  58. // A shortcut to use the position data immediately for the LineRenderer
  59. positions[i][j] = new List<Vector3>();
  60. foreach (var position in timePosRotList[i][j].Item2)
  61. {
  62. positions[i][j].Add(new Vector3(position.x, 0.5f + timePosRotList[i][j].Item1[currentStartPoint], position.z));
  63. currentStartPoint++;
  64. }
  65. currentStartPoint = 0;
  66. // Every component should be disabled except the humans game object, bc the LineRenderer operates there
  67. humansGO[i][j].SetActive(true);
  68. humansA[i][j].enabled = false;
  69. humansNMA[i][j].enabled = false;
  70. foreach(Transform child in humansGO[i][j].transform)
  71. {
  72. child.gameObject.SetActive(false);
  73. }
  74. // Add the LineRenderer to the gameobject
  75. LineRenderer drawPath = humansGO[i][j].AddComponent<LineRenderer>();
  76. //drawPath.material = new Material(Shader.Find("Sprites/Default"));
  77. //drawPath.material = new Material(Shader.Find("Particles/Standard Unlit"));
  78. //drawPath.material = new Material(Shader.Find("VolumetricLine/LineStrip-TextureAlphaBlended"));
  79. drawPath.material = material;
  80. drawPath.startColor = color;
  81. drawPath.endColor = color;
  82. drawPath.startWidth = thickness;
  83. drawPath.endWidth = thickness;
  84. drawPath.numCapVertices = 90;
  85. drawPath.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
  86. drawPath.receiveShadows = false;
  87. drawPath.positionCount = currentStartPoint + 1;
  88. drawPath.SetPosition(currentStartPoint, positions[i][j][currentStartPoint]);
  89. }
  90. }
  91. // Set the Slider settings
  92. if (slider == null)
  93. {
  94. Debug.Log("No Slider instance attached");
  95. return;
  96. }
  97. maxIJ = GetHumanWithLongestScreenTime();
  98. float maxTime = (float)Math.Round(timePosRotList[maxIJ[0]][maxIJ[1]].Item1[timePosRotList[maxIJ[0]][maxIJ[1]].Item1.Count - 1], 2);
  99. slider.minValue = 0;
  100. slider.maxValue = (maxTime / Time.deltaTime);
  101. slider.wholeNumbers = true;
  102. prevSliderValue = slider.value;
  103. // Don't show buttons
  104. if (buttons.activeSelf)
  105. buttons.SetActive(false);
  106. currentStartPoint++;
  107. slider.value = currentStartPoint;
  108. startTime = Time.time;
  109. }
  110. private void FixedUpdate()
  111. {
  112. if (pause)
  113. indexChangeRate = 0;
  114. if (play)
  115. indexChangeRate = 1;
  116. if (rewind)
  117. indexChangeRate = -1;
  118. if (play || rewind)
  119. {
  120. if ((currentStartPoint + indexChangeRate) < timePosRotList[maxIJ[0]][maxIJ[1]].Item2.Count && (currentStartPoint + indexChangeRate) >= 0)
  121. {
  122. if (slider.value - prevSliderValue == -1 || slider.value - prevSliderValue == 0 || slider.value - prevSliderValue == 1) // rewind || play
  123. {
  124. prevSliderValue = slider.value;
  125. currentStartPoint += indexChangeRate;
  126. slider.value = currentStartPoint;
  127. }
  128. else
  129. {
  130. prevSliderValue = slider.value;
  131. currentStartPoint = (int)slider.value;
  132. }
  133. SetTransform(currentStartPoint);
  134. }
  135. else if (slider.value - prevSliderValue != -1 || slider.value - prevSliderValue != 0 || slider.value - prevSliderValue != 1)
  136. {
  137. currentStartPoint = (int)slider.value;
  138. }
  139. }
  140. else
  141. {
  142. currentStartPoint = (int)slider.value;
  143. SetTransform(currentStartPoint);
  144. }
  145. }
  146. private void SetTransform(int currentStartPoint)
  147. {
  148. for (int i = 0; i < humansGO.Length; ++i)
  149. {
  150. for (int j = 0; j < humansGO[i].Length; ++j)
  151. {
  152. LineRenderer drawPath = humansGO[i][j].GetComponent<LineRenderer>();
  153. // if so ArgumentOutOfRangeException
  154. if ((currentStartPoint + indexChangeRate) >= (timePosRotList[i][j].Item2.Count - 1) || (currentStartPoint + indexChangeRate) < 0)
  155. {
  156. if((currentStartPoint + indexChangeRate) >= (timePosRotList[i][j].Item2.Count - 1))
  157. {
  158. drawPath.positionCount = positions[i][j].Count;
  159. drawPath.SetPositions(positions[i][j].ToArray());
  160. }
  161. continue;
  162. }
  163. if (currentStartPoint < timePosRotList[i][j].Item2.Count)
  164. {
  165. // We need to specify the Length of the positionCount variable
  166. drawPath.positionCount = currentStartPoint + 1;
  167. // We copy the positions list and remove every element after the currentStartPoint from the copy
  168. List<Vector3> tmpLst = new List<Vector3>(positions[i][j]);
  169. tmpLst.RemoveRange(currentStartPoint + 1, positions[i][j].Count - currentStartPoint - 1);
  170. drawPath.SetPositions(tmpLst.ToArray());
  171. }
  172. }
  173. }
  174. }
  175. private int[] GetHumanWithLongestScreenTime()
  176. {
  177. int[] maxIJ = new int[2] { 0, 0 };
  178. float currentMaxTime = 0;
  179. for (int i = 0; i < humansGO.Length; ++i)
  180. {
  181. for (int j = 0; j < humansGO[i].Length; ++j)
  182. {
  183. if (currentMaxTime < timePosRotList[i][j].Item1.Count)
  184. {
  185. currentMaxTime = timePosRotList[i][j].Item1.Count;
  186. maxIJ[0] = i;
  187. maxIJ[1] = j;
  188. }
  189. }
  190. }
  191. return maxIJ;
  192. }
  193. }