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Variable_Defininitions.cs
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95 lines (82 loc) · 2.59 KB
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using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using System.Linq;
using UnityEditor;
public partial class Combined_Code_Version_1 : MonoBehaviour
{
//Making the Walls
private WallCreatorWithObstacles wallCreator;
public GameObject ExtWall;
public GameObject IntWall;
public GameObject Obst;
public GameObject Floor;
public string geometryFilename = "C:\\Users\\s115921\\Dropbox\\ICMS onderzoek Honors\\Unity\\Roy\\Geometry_poging_3.0\\geometryWithObstacles.xml";
// Providing the Positions Array
private Creation_Of_Positions_Array positionDataCreator;
private double[,] positions;
public string positionsFilename = "C:\\Users\\s115921\\Dropbox\\ICMS onderzoek Honors\\Matlab m files\\Ardjan\\Newest_Code\\pedestrian_data.xml";
// Making of the Spheres/People
private Movement_Related_Functions movementClass;
private int numberOfSteps;
private int numberOfPedestrians;
private List<Transform> spheres = new List<Transform> ();
public GameObject prefabBlue;
public GameObject prefabRed;
public bool pedestrians = false;
// GUI
private Initialization initializer;
private bool geometry = false;
private bool simulation = false;
bool capturingScreenshot = false;
int countScreenshots = 1;
public int CamNum;
public int MaxCam = 1 ;
bool resetCounter = false;
bool finished;
// GameObject Movement
float startTime;
public float threshold = 0.001f;
public float threshold2 = 10.0f;
public float rotationSpeed = 1.0f;
// The Camera
private Camera_Related_Functions cameraClass;
// Camera Initialisation
private Vector3 resetTarget = new Vector3 (40.0f, 0.0f, 15.0f);
private Vector3 relCameraPosition;
private Quaternion lookAtRotation;
public bool doZoom = true;
// Camera target to look at.
private Transform target;
// Camera limits.
public float min = 2f;
public float max = 60;
// Rotation.
public float rotateSpeed = 1f;
// The movement amount when zooming.
public float zoomStep = 3f;
public float zoomSpeed = 2f;
//initialising the options
public float damping = 6;
public bool smooth = true;
public bool Getswap = false ;
//private movement
private Vector3 zoomResult;
private float heightWanted;
private float distanceWanted;
private float height = 50f;
private float distance = 50f;
private float xspeed = 50.0f;
private float yspeed = 50.0f;
private Transform _myTransform;
private float factor = 0.05f;
public bool bewegen = true;
public bool manualcamera = true;
private float nx = 10;
private float ny = 2;
private float nz = 10;
private Vector3 newposition;
private Vector3 point;
}