Commit 00bf3526 authored by kash's avatar kash

side distance

parent 7081f84e
......@@ -124,6 +124,7 @@
<Compile Include="Assets\scripts\TargetFollower.cs" />
<Compile Include="Assets\scripts\TargetFollowerV2.cs" />
<Compile Include="Assets\scripts\TerafficGraphManager.cs" />
<Compile Include="Assets\scripts\Wall.cs" />
<Compile Include="Assets\scripts\Warning.cs" />
<Compile Include="Assets\scripts\menuSystem.cs" />
<None Include="Assets\RealisticEngineSound\Assets_For_NWH\ReadMe.txt" />
......
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......
......@@ -18,8 +18,14 @@ public class DataSaver : MonoBehaviour
public static Vector3 pivotPos;
public static String pivotName = "startPoint";
//delegates
public static Func<Vector3, Vector3> sideDistance;
// Start is called before the first frame update
private string path;
private Vector3 firstPos;
private GameObject[] players;
private IKD_VehicleController myPlayer;
private float timePassed = 0;
......@@ -35,6 +41,7 @@ public class DataSaver : MonoBehaviour
//OnCheckPoint += setNewChanges;
pivotPos = pivot.transform.position;
firstPos = pivot.transform.position;
StartCoroutine(find());
......@@ -88,14 +95,33 @@ public class DataSaver : MonoBehaviour
// You can add up the values in as many cells as you want.
if (timePassed > 0.1)
{
string[] rowDataTemp = new string[4];
rowDataTemp[0] = ""+ pivotName;
rowDataTemp[1] = "" + myPlayer.speed;
rowDataTemp[2] = "" + (myPlayer.transform.position.x - pivotPos.x);
rowDataTemp[3] = "" + (myPlayer.transform.position.y - pivotPos.y);
rowDataTemp[4] = ""+(myPlayer.transform.position.z - pivotPos.z);
string[] rowDataTemp = new string[12];
rowDataTemp[0] = "" + (myPlayer.transform.position.x - firstPos.x);// distance to first pivot
rowDataTemp[1] = "" + (myPlayer.transform.position.y - firstPos.y);
rowDataTemp[2] = "" + (myPlayer.transform.position.z - firstPos.z);
rowDataTemp[3] = ""+ myPlayer.speed; //current speed
rowDataTemp[4] = "" + pivotName; // last pivot name
rowDataTemp[5] = "" + (myPlayer.transform.position.x - pivotPos.x);// local distance to last pivot
rowDataTemp[6] = "" + (myPlayer.transform.position.y - pivotPos.y);
rowDataTemp[7] = ""+(myPlayer.transform.position.z - pivotPos.z);
if (sideDistance != null)
{
Vector3 hitPoint = sideDistance(myPlayer.transform.position);
rowDataTemp[8] = "" + Vector3.Distance(myPlayer.transform.position, hitPoint);
rowDataTemp[9] = "" + hitPoint.x;
rowDataTemp[10] = "" + hitPoint.y;
rowDataTemp[11] = "" + hitPoint.z;
}
else
{
rowDataTemp[8] = "None";
rowDataTemp[9] = "None";
rowDataTemp[10] = "None";
rowDataTemp[11] = "None";
}
rowData.Add(rowDataTemp);
string newLine = string.Format("{0},{1},{2},{3},{4}", rowDataTemp[0], rowDataTemp[1], rowDataTemp[2], rowDataTemp[3],rowDataTemp[4]);
string newLine = string.Format("{0},{1},{2},{3},{4},{5},{6},{7}", rowDataTemp[0], rowDataTemp[1], rowDataTemp[2], rowDataTemp[3],rowDataTemp[4],
rowDataTemp[5], rowDataTemp[6], rowDataTemp[7], rowDataTemp[8], rowDataTemp[9], rowDataTemp[10], rowDataTemp[11]);
timePassed = 0;
csv.AppendLine(newLine);
}
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(MeshCollider))]
public class Wall : MonoBehaviour
{
// Start is called before the first frame update
private MeshCollider coll;
void Start()
{
coll = this.GetComponent<MeshCollider>();
DataSaver.sideDistance = distanceToCar;
}
public Vector3 distanceToCar(Vector3 car)
{
Vector3 closestPoint = coll.ClosestPointOnBounds(car);
Debug.Log(closestPoint);
return closestPoint;
}
}
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