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- using UnityEngine;
- using UnityEngine.UI;
- using UnityEngine.AI;
- using System.Collections.Generic;
- using System.IO;
- using System;
- [DefaultExecutionOrder(61)]
- [RequireComponent(typeof(InstantiatePrefab), typeof(WriteInCSV), typeof(ReadFromCSV))]
- public class SpatialTimeSimulation : MonoBehaviour
- {
- // Waypoints and Rotations
- [HideInInspector]
- public Tuple<List<float>, List<Vector3>, List<Quaternion>, List<float>>[][] timePosRotList;
- // Private Journey Settings
- private int currentStartPoint;
- private float startTime;
- // Global GameObjects
- private GameObject[][] humansGO;
- private NavMeshAgent[][] humansNMA;
- private Animator[][] humansA;
- // Playback variables
- private int[] maxIJ;
- private int indexChangeRate;
- [HideInInspector]
- public bool rewind, pause, play; //PlaybackController
- // Slider Settings
- public Slider slider;
- public GameObject buttons;
- private float prevSliderValue;
- // Thief Settings
- //private Vector3 stealHere;
- // Spatial time visualization
- private List<Vector3>[][] positions;
- public float thickness = 0.1f;
- public Material material;
- public Color color;
- private void Start()
- {
- // Get information from InstatiatePrefab
- humansGO = gameObject.GetComponent<InstantiatePrefab>().humanGameObject;
- humansA = gameObject.GetComponent<InstantiatePrefab>().humanAnimator;
- humansNMA = gameObject.GetComponent<InstantiatePrefab>().humanNavMeshAgent;
- positions = new List<Vector3>[humansGO.Length][];
- //stealHere = gameObject.GetComponent<ControllingThief>().stealHere;
- // Read from CSV file and save time, position, rotation in matrix
- int index = gameObject.GetComponent<WriteInCSV>().index;
- string dir = Directory.GetCurrentDirectory();
- string reference = @"\Assets\Data_position\Walk" + index + ".csv";
- timePosRotList = gameObject.GetComponent<ReadFromCSV>().ReadFromCSVFile(dir + reference);
- // Add 0.5f + time to y
- // Disable components and add LineRenderer
- currentStartPoint = 0;
- for (int i = 0; i < humansGO.Length; ++i)
- {
- positions[i] = new List<Vector3>[humansGO[i].Length];
- for (int j = 0; j < humansGO[i].Length; ++j)
- {
- // A shortcut to use the position data immediately for the LineRenderer
- positions[i][j] = new List<Vector3>();
- foreach (var position in timePosRotList[i][j].Item2)
- {
- positions[i][j].Add(new Vector3(position.x, 0.5f + timePosRotList[i][j].Item1[currentStartPoint], position.z));
- currentStartPoint++;
- }
- currentStartPoint = 0;
-
- // Every component should be disabled except the humans game object, bc the LineRenderer operates there
- humansGO[i][j].SetActive(true);
- humansA[i][j].enabled = false;
- humansNMA[i][j].enabled = false;
- foreach(Transform child in humansGO[i][j].transform)
- {
- child.gameObject.SetActive(false);
- }
- // Add the LineRenderer to the gameobject
- LineRenderer drawPath = humansGO[i][j].AddComponent<LineRenderer>();
- //drawPath.material = new Material(Shader.Find("Sprites/Default"));
- //drawPath.material = new Material(Shader.Find("Particles/Standard Unlit"));
- //drawPath.material = new Material(Shader.Find("VolumetricLine/LineStrip-TextureAlphaBlended"));
- drawPath.material = material;
- drawPath.startColor = color;
- drawPath.endColor = color;
- drawPath.startWidth = thickness;
- drawPath.endWidth = thickness;
- drawPath.numCapVertices = 90;
- drawPath.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
- drawPath.receiveShadows = false;
- drawPath.positionCount = currentStartPoint + 1;
- drawPath.SetPosition(currentStartPoint, positions[i][j][currentStartPoint]);
- }
- }
- // Set the Slider settings
- if (slider == null)
- {
- Debug.Log("No Slider instance attached");
- return;
- }
- maxIJ = GetHumanWithLongestScreenTime();
- float maxTime = (float)Math.Round(timePosRotList[maxIJ[0]][maxIJ[1]].Item1[timePosRotList[maxIJ[0]][maxIJ[1]].Item1.Count - 1], 2);
- slider.minValue = 0;
- slider.maxValue = (maxTime / Time.deltaTime);
- slider.wholeNumbers = true;
- prevSliderValue = slider.value;
- // Don't show buttons
- if (buttons.activeSelf)
- buttons.SetActive(false);
- currentStartPoint++;
- slider.value = currentStartPoint;
- startTime = Time.time;
- }
- private void FixedUpdate()
- {
- if (pause)
- indexChangeRate = 0;
- if (play)
- indexChangeRate = 1;
- if (rewind)
- indexChangeRate = -1;
- if (play || rewind)
- {
- if ((currentStartPoint + indexChangeRate) < timePosRotList[maxIJ[0]][maxIJ[1]].Item2.Count && (currentStartPoint + indexChangeRate) >= 0)
- {
- if (slider.value - prevSliderValue == -1 || slider.value - prevSliderValue == 0 || slider.value - prevSliderValue == 1) // rewind || play
- {
- prevSliderValue = slider.value;
- currentStartPoint += indexChangeRate;
- slider.value = currentStartPoint;
- }
- else
- {
- prevSliderValue = slider.value;
- currentStartPoint = (int)slider.value;
- }
- SetTransform(currentStartPoint);
- }
- else if (slider.value - prevSliderValue != -1 || slider.value - prevSliderValue != 0 || slider.value - prevSliderValue != 1)
- {
- currentStartPoint = (int)slider.value;
- }
- }
- else
- {
- currentStartPoint = (int)slider.value;
- SetTransform(currentStartPoint);
- }
- }
- private void SetTransform(int currentStartPoint)
- {
- for (int i = 0; i < humansGO.Length; ++i)
- {
- for (int j = 0; j < humansGO[i].Length; ++j)
- {
- LineRenderer drawPath = humansGO[i][j].GetComponent<LineRenderer>();
-
- // if so ArgumentOutOfRangeException
- if ((currentStartPoint + indexChangeRate) >= (timePosRotList[i][j].Item2.Count - 1) || (currentStartPoint + indexChangeRate) < 0)
- {
- if((currentStartPoint + indexChangeRate) >= (timePosRotList[i][j].Item2.Count - 1))
- {
- drawPath.positionCount = positions[i][j].Count;
- drawPath.SetPositions(positions[i][j].ToArray());
- }
- continue;
- }
-
- if (currentStartPoint < timePosRotList[i][j].Item2.Count)
- {
- // We need to specify the Length of the positionCount variable
- drawPath.positionCount = currentStartPoint + 1;
- // We copy the positions list and remove every element after the currentStartPoint from the copy
- List<Vector3> tmpLst = new List<Vector3>(positions[i][j]);
- tmpLst.RemoveRange(currentStartPoint + 1, positions[i][j].Count - currentStartPoint - 1);
- drawPath.SetPositions(tmpLst.ToArray());
- }
- }
- }
- }
- private int[] GetHumanWithLongestScreenTime()
- {
- int[] maxIJ = new int[2] { 0, 0 };
- float currentMaxTime = 0;
- for (int i = 0; i < humansGO.Length; ++i)
- {
- for (int j = 0; j < humansGO[i].Length; ++j)
- {
- if (currentMaxTime < timePosRotList[i][j].Item1.Count)
- {
- currentMaxTime = timePosRotList[i][j].Item1.Count;
- maxIJ[0] = i;
- maxIJ[1] = j;
- }
- }
- }
- return maxIJ;
- }
- }
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