using System.Collections; using System.Collections.Generic; using UnityEngine; public class Test : MonoBehaviour { // Start is called before the first frame update public bool test_Robot_Movement; public bool test_Robot_AutoDrive; public GameObject autoDriveTarget; public bool autoDrive; public Vector2 signal; private GameObject[] robots; private void Start() { } // Update is called once per frame void Update() { if(robots == null || robots.Length==0) robots = GameObject.FindGameObjectsWithTag("robot"); foreach (GameObject robot in robots){ if(test_Robot_Movement) move(robot); if(test_Robot_AutoDrive){ startAutoDrive(robot); Vector3 linearVelocity = new Vector3(0,0,signal.y); Vector3 angularVelocity = new Vector3(0,signal.x,0); robot.transform.Translate(linearVelocity); robot.transform.Rotate(angularVelocity); } } } // move the robot in unity private void move(GameObject robot){ RoboterControl robotControl = robot.GetComponent(); if(robotControl != null && robotControl.enabled){ Vector2 controlSignal = robot.GetComponent().getControlSignal(); Vector3 linearVelocity = new Vector3(0,0,controlSignal.y); Vector3 angularVelocity = new Vector3(0,controlSignal.x,0); robot.transform.Translate(linearVelocity); robot.transform.Rotate(angularVelocity); } else{ Vector2 controlSignal = GameObject.Find("Input").GetComponent().getTouchValue(); Vector3 linearVelocity = new Vector3(0,0,controlSignal.y); Vector3 angularVelocity = new Vector3(0,controlSignal.x,0); robot.transform.Translate(linearVelocity); robot.transform.Rotate(angularVelocity); } } private void startAutoDrive(GameObject robot){ float distance = Vector3.Distance(autoDriveTarget.transform.position, robot.transform.position); if(distance < 1){ signal = new Vector2(0,0); autoDrive = false; } if(autoDrive){ float angleDiff = Vector3.Angle( autoDriveTarget.transform.position - robot.transform.position, robot.transform.forward); if(angleDiff > 1){ Vector3 normal = Vector3.Cross(autoDriveTarget.transform.position, robot.transform.position); float direction = Mathf.Sign (Vector3.Dot(normal,robot.transform.forward)); signal = new Vector2(direction * 0.2f, 0.01f * (180-angleDiff)/180); } else{ //signal = new Vector2(0,velocitySpeed); signal = new Vector2(0,0.1f); } } } }