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target: {fileID: 4981081891045692867, guid: 164645b2d105b6b4ab4e3d2e7c65dab2, type: 3} + propertyPath: m_Enabled + value: 0 + objectReference: {fileID: 0} - target: {fileID: 5650763240072318842, guid: 164645b2d105b6b4ab4e3d2e7c65dab2, type: 3} propertyPath: m_RootOrder value: 0 diff --git a/Assets/AWSIM/Scripts/FollowCamera.cs b/Assets/AWSIM/Scripts/FollowCamera.cs index 0fefba22b..7173c496f 100644 --- a/Assets/AWSIM/Scripts/FollowCamera.cs +++ b/Assets/AWSIM/Scripts/FollowCamera.cs @@ -39,7 +39,8 @@ public class FollowCamera : MonoBehaviour [Space(10)] [Header("Camera Movement Settings")] [Tooltip("Toggle key between rotate around mode and follow mode")] - public KeyCode RotateAroundModeToggle = KeyCode.C; + public bool EnableRotateAroundMode = false; + private bool lastEnableRotateAroundMode = false; [Space(10)] [Tooltip("Mouse movement sensitivity for camera rotation around the target")] @@ -113,8 +114,10 @@ void Awake() void Update() { // turn on or off the camera rotate around feature - if (Input.GetKeyDown(RotateAroundModeToggle)) + if (EnableRotateAroundMode != lastEnableRotateAroundMode) { + lastEnableRotateAroundMode = EnableRotateAroundMode; + rotateCameraAroundActive = !rotateCameraAroundActive; onActivateRotateCameraAround?.Invoke(rotateCameraAroundActive); } diff --git a/Assets/AWSIM/Scripts/RandomTraffic/TrafficManager.cs b/Assets/AWSIM/Scripts/RandomTraffic/TrafficManager.cs index c92bfb3c6..2cd0f4572 100644 --- a/Assets/AWSIM/Scripts/RandomTraffic/TrafficManager.cs +++ b/Assets/AWSIM/Scripts/RandomTraffic/TrafficManager.cs @@ -4,281 +4,317 @@ namespace AWSIM.TrafficSimulation { -/// -/// Component for managing traffic simulators. Traffic manager collets all traffic simulators and manages the spawning process. -/// - Reproducibility by Seed value -/// -public class TrafficManager : MonoBehaviour -{ - [SerializeField, Tooltip("Seed value for random generator.")] - public int seed; - [Header("NPC Vehicle Settings")] - [SerializeField] private NPCVehicleConfig vehicleConfig = NPCVehicleConfig.Default(); - - [SerializeField, Tooltip("Vehicle layer for raytracing the collision distances.")] - private LayerMask vehicleLayerMask; - - [SerializeField, Tooltip("Ground layer for raytracing the collision distances.")] - private LayerMask groundLayerMask; - - [SerializeField, Tooltip("A maximum number of vehicles that can simultaneously live in the scene. Lowering this value results in less dense traffic but improves the simulator's performance.")] - public int maxVehicleCount = 40; - - [SerializeField, Tooltip("Ego vehicle handler. If not set, the manager creates a dummy ego. This reference is also set automatically when the Ego spawns via the traffic simulator.")] - private GameObject _egoVehicle; - - public GameObject egoVehicle { - get { - return _egoVehicle; - } - set { - _egoVehicle = value; - if(_egoVehicle != null) - { - npcVehicleSimulator.RegisterEgo(value); - } else { - npcVehicleSimulator.UnregisterEgo(); - _egoVehicle = dummyEgo; - } - } - } - - [Header("Debug")] - [SerializeField] protected bool showGizmos = false; - [SerializeField] protected bool showYieldingPhase = false; - [SerializeField] protected bool showObstacleChecking = false; - [SerializeField] protected bool showSpawnPoints = false; - public RandomTrafficSimulatorConfiguration[] randomTrafficSims; - public RouteTrafficSimulatorConfiguration[] routeTrafficSims; - public NPCVehicleSimulator npcVehicleSimulator; - private List trafficSimulatorNodes; - private Dictionary> spawnLanes; - private GameObject dummyEgo; - /// - /// Adds traffic simulator to the manager + /// Component for managing traffic simulators. Traffic manager collets all traffic simulators and manages the spawning process. + /// - Reproducibility by Seed value /// - public void AddTrafficSimulator(ITrafficSimulator simulator) + public class TrafficManager : MonoBehaviour { - trafficSimulatorNodes.Add(simulator); - } + [SerializeField, Tooltip("Seed value for random generator.")] + public int seed; + [Header("NPC Vehicle Settings")] + [SerializeField] private NPCVehicleConfig vehicleConfig = NPCVehicleConfig.Default(); - /// - /// Clears all NPC vehicles running in simulation - /// - public void ClearAll() - { - trafficSimulatorNodes.Clear(); - npcVehicleSimulator?.ClearAll(); - } + [SerializeField, Tooltip("Vehicle layer for raytracing the collision distances.")] + private LayerMask vehicleLayerMask; - private void Awake() - { - Random.InitState(seed); + [SerializeField, Tooltip("Ground layer for raytracing the collision distances.")] + private LayerMask groundLayerMask; - spawnLanes = new Dictionary>(); - dummyEgo = new GameObject("DummyEgo"); - if (_egoVehicle == null) - { - _egoVehicle = dummyEgo; - } - npcVehicleSimulator = new NPCVehicleSimulator(vehicleConfig, vehicleLayerMask, groundLayerMask, maxVehicleCount, _egoVehicle); - npcVehicleSimulator.SetDummyEgo(dummyEgo); - } + [SerializeField, Tooltip("A maximum number of vehicles that can simultaneously live in the scene. Lowering this value results in less dense traffic but improves the simulator's performance.")] + public int maxVehicleCount = 40; - void Start() - { - verifyIntegrationEnvironmentElements(); - trafficSimulatorNodes = new List(); - if (npcVehicleSimulator == null) - { - Debug.LogError("Traffic manager requires NPC Vehicle Simulator script."); - return; - } + [SerializeField, Tooltip("Ego vehicle handler. If not set, the manager creates a dummy ego. This reference is also set automatically when the Ego spawns via the traffic simulator.")] + private GameObject _egoVehicle; - foreach(var randomTrafficConf in randomTrafficSims) + public GameObject egoVehicle { - RandomTrafficSimulator randomTs = new RandomTrafficSimulator( - this.gameObject, - randomTrafficConf.npcPrefabs, - randomTrafficConf.spawnableLanes, - npcVehicleSimulator, - randomTrafficConf.maximumSpawns - ); - randomTs.enabled = randomTrafficConf.enabled; - trafficSimulatorNodes.Add(randomTs); + get + { + return _egoVehicle; + } + set + { + _egoVehicle = value; + if (_egoVehicle != null) + { + npcVehicleSimulator.RegisterEgo(value); + } + else + { + npcVehicleSimulator.UnregisterEgo(); + _egoVehicle = dummyEgo; + } + } } - foreach(var routeTrafficSimConf in routeTrafficSims) + [Header("Debug")] + [SerializeField] protected bool showGizmos = false; + [SerializeField] protected bool showYieldingPhase = false; + [SerializeField] protected bool showObstacleChecking = false; + [SerializeField] protected bool showSpawnPoints = false; + public RandomTrafficSimulatorConfiguration[] randomTrafficSims; + public RouteTrafficSimulatorConfiguration[] routeTrafficSims; + public NPCVehicleSimulator npcVehicleSimulator; + private List trafficSimulatorNodes; + private Dictionary> spawnLanes; + private GameObject dummyEgo; + + /// + /// Adds traffic simulator to the manager + /// + public void AddTrafficSimulator(ITrafficSimulator simulator) { - RouteTrafficSimulator routeTs = new RouteTrafficSimulator( - this.gameObject, - routeTrafficSimConf.npcPrefabs, - routeTrafficSimConf.route, - npcVehicleSimulator, - routeTrafficSimConf.maximumSpawns - ); - routeTs.enabled = routeTrafficSimConf.enabled; - trafficSimulatorNodes.Add(routeTs); + trafficSimulatorNodes.Add(simulator); } - } - private void verifyIntegrationEnvironmentElements() - { - GameObject trafficLanesObject = GameObject.Find("TrafficLanes"); - if (trafficLanesObject == null) + + /// + /// Clears all NPC vehicles running in simulation + /// + public void ClearAll() { - Debug.LogError("VerifyIntegrationEnvironmentElements error: Object 'TrafficLanes' not found in the scene."); + trafficSimulatorNodes.Clear(); + npcVehicleSimulator?.ClearAll(); } - Transform[] children = trafficLanesObject.GetComponentsInChildren(); - HashSet uniqueNames = new HashSet(); - bool isAnyIntersectionLane = false; - bool isAnyTrafficScript = false; - foreach (Transform child in children) + void Initialize() { - var trafficScript = child.gameObject.GetComponent(); - if (trafficScript) + Random.InitState(seed); + + spawnLanes = new Dictionary>(); + dummyEgo = new GameObject("DummyEgo"); + if (_egoVehicle == null) { - isAnyTrafficScript = true; - if (trafficScript.intersectionLane) - { - isAnyIntersectionLane = true; - } - if (!uniqueNames.Add(child.name)) - { - Debug.LogError("VerifyIntegrationEnvironmentElements error: Found repeated child name in the 'TrafficLanes' object: " + child.name); - } + _egoVehicle = dummyEgo; + } + npcVehicleSimulator = new NPCVehicleSimulator(vehicleConfig, vehicleLayerMask, groundLayerMask, maxVehicleCount, _egoVehicle); + npcVehicleSimulator.SetDummyEgo(dummyEgo); + + verifyIntegrationEnvironmentElements(); + trafficSimulatorNodes = new List(); + if (npcVehicleSimulator == null) + { + Debug.LogError("Traffic manager requires NPC Vehicle Simulator script."); + return; + } + + foreach (var randomTrafficConf in randomTrafficSims) + { + RandomTrafficSimulator randomTs = new RandomTrafficSimulator( + this.gameObject, + randomTrafficConf.npcPrefabs, + randomTrafficConf.spawnableLanes, + npcVehicleSimulator, + randomTrafficConf.maximumSpawns + ); + randomTs.enabled = randomTrafficConf.enabled; + trafficSimulatorNodes.Add(randomTs); + } + + foreach (var routeTrafficSimConf in routeTrafficSims) + { + RouteTrafficSimulator routeTs = new RouteTrafficSimulator( + this.gameObject, + routeTrafficSimConf.npcPrefabs, + routeTrafficSimConf.route, + npcVehicleSimulator, + routeTrafficSimConf.maximumSpawns + ); + routeTs.enabled = routeTrafficSimConf.enabled; + trafficSimulatorNodes.Add(routeTs); } } - if (!isAnyIntersectionLane) + + void Dispose() { - Debug.LogError("VerifyIntegrationEnvironmentElements error: Not found any TrafficLane with 'IntersectionLane' set to true."); + npcVehicleSimulator?.Dispose(); + ClearAll(); + Despawn(); + spawnLanes.Clear(); + if (dummyEgo) + { + Destroy(dummyEgo); + _egoVehicle = null; + } } - if (!isAnyTrafficScript) + + void Start() { - Debug.LogError("VerifyIntegrationEnvironmentElements error: Not found any TrafficLane with 'TrafficScript'."); + Initialize(); } - } + public void Restart(int newSeed = 0, int newMaxVehicleCount = 10) + { + Dispose(); - private void FixedUpdate() - { - // Manage NPC spawning with the traffic simulators + seed = newSeed; + maxVehicleCount = newMaxVehicleCount; - // Clear null elements in current list of traffic simulator - trafficSimulatorNodes.RemoveAll(item => item == null); + Initialize(); + } - // Find out which lanes are used by multiple spawners - // We can easly spawn vehicle on a lane which only one spawner hooked to that lane. - // If there are multiple spawners for one lane, we need to manage spawning. Without - // managing, one spawner might overcome all others because of the vehicle size check. - foreach(var trafficSimulator in trafficSimulatorNodes) + private void verifyIntegrationEnvironmentElements() { - if(!trafficSimulator.IsEnabled()) continue; + GameObject trafficLanesObject = GameObject.Find("TrafficLanes"); + if (trafficLanesObject == null) + { + Debug.LogError("VerifyIntegrationEnvironmentElements error: Object 'TrafficLanes' not found in the scene."); + } - trafficSimulator.GetRandomSpawnInfo(out var spawnPoint, out var prefab); - if (spawnLanes.ContainsKey(spawnPoint)) + Transform[] children = trafficLanesObject.GetComponentsInChildren(); + HashSet uniqueNames = new HashSet(); + bool isAnyIntersectionLane = false; + bool isAnyTrafficScript = false; + foreach (Transform child in children) + { + var trafficScript = child.gameObject.GetComponent(); + if (trafficScript) + { + isAnyTrafficScript = true; + if (trafficScript.intersectionLane) + { + isAnyIntersectionLane = true; + } + if (!uniqueNames.Add(child.name)) + { + Debug.LogError("VerifyIntegrationEnvironmentElements error: Found repeated child name in the 'TrafficLanes' object: " + child.name); + } + } + } + if (!isAnyIntersectionLane) + { + Debug.LogError("VerifyIntegrationEnvironmentElements error: Not found any TrafficLane with 'IntersectionLane' set to true."); + } + if (!isAnyTrafficScript) { - spawnLanes[spawnPoint].Add(trafficSimulator, prefab); - } else { - var tsims = new Dictionary(); - tsims.Add(trafficSimulator, prefab); - spawnLanes.Add(spawnPoint, tsims); + Debug.LogError("VerifyIntegrationEnvironmentElements error: Not found any TrafficLane with 'TrafficScript'."); } + } - // For lane with single vehicle spawner - just spawn it. - // For lane with multiple vehicle spawners - make priorities and spawn one by one. - foreach (var spawnLoc in spawnLanes) + private void FixedUpdate() { - NPCVehicle spawnedVehicle; - - if (spawnLoc.Value.Count == 1) { - var tsimAndPrefab = spawnLoc.Value.First(); - var trafficSim = tsimAndPrefab.Key; - var prefab = tsimAndPrefab.Value; - if (!NPCVehicleSpawner.IsSpawnable(prefab.GetComponent().Bounds, spawnLoc.Key)) - continue; - var spawned = trafficSim.Spawn(prefab, spawnLoc.Key, out spawnedVehicle); - } - else { - var priorityTrafficSimList = spawnLoc.Value.OrderByDescending(x => x.Key.GetCurrentPriority()); - var priorityTrafficSimGo = priorityTrafficSimList.First(); - var prefab = priorityTrafficSimGo.Value; - if (!NPCVehicleSpawner.IsSpawnable(prefab.GetComponent().Bounds, spawnLoc.Key)) + // Manage NPC spawning with the traffic simulators + + // Clear null elements in current list of traffic simulator + trafficSimulatorNodes.RemoveAll(item => item == null); + + // Find out which lanes are used by multiple spawners + // We can easly spawn vehicle on a lane which only one spawner hooked to that lane. + // If there are multiple spawners for one lane, we need to manage spawning. Without + // managing, one spawner might overcome all others because of the vehicle size check. + foreach (var trafficSimulator in trafficSimulatorNodes) + { + if (!trafficSimulator.IsEnabled()) continue; + + trafficSimulator.GetRandomSpawnInfo(out var spawnPoint, out var prefab); + if (spawnLanes.ContainsKey(spawnPoint)) { - continue; + spawnLanes[spawnPoint].Add(trafficSimulator, prefab); + } + else + { + var tsims = new Dictionary(); + tsims.Add(trafficSimulator, prefab); + spawnLanes.Add(spawnPoint, tsims); } - bool spawned = priorityTrafficSimGo.Key.Spawn(prefab, spawnLoc.Key, out spawnedVehicle); - if (spawned) { - foreach (var rest in priorityTrafficSimList) - { - rest.Key.IncreasePriority(1); - } - priorityTrafficSimGo.Key.ResetPriority(); - } } - if (spawnedVehicle && spawnedVehicle.gameObject.tag == "Ego") + // For lane with single vehicle spawner - just spawn it. + // For lane with multiple vehicle spawners - make priorities and spawn one by one. + foreach (var spawnLoc in spawnLanes) { - npcVehicleSimulator.EGOVehicle = spawnedVehicle.transform; + NPCVehicle spawnedVehicle; + + if (spawnLoc.Value.Count == 1) + { + var tsimAndPrefab = spawnLoc.Value.First(); + var trafficSim = tsimAndPrefab.Key; + var prefab = tsimAndPrefab.Value; + if (!NPCVehicleSpawner.IsSpawnable(prefab.GetComponent().Bounds, spawnLoc.Key)) + continue; + var spawned = trafficSim.Spawn(prefab, spawnLoc.Key, out spawnedVehicle); + } + else + { + var priorityTrafficSimList = spawnLoc.Value.OrderByDescending(x => x.Key.GetCurrentPriority()); + var priorityTrafficSimGo = priorityTrafficSimList.First(); + var prefab = priorityTrafficSimGo.Value; + if (!NPCVehicleSpawner.IsSpawnable(prefab.GetComponent().Bounds, spawnLoc.Key)) + { + continue; + } + bool spawned = priorityTrafficSimGo.Key.Spawn(prefab, spawnLoc.Key, out spawnedVehicle); + if (spawned) + { + foreach (var rest in priorityTrafficSimList) + { + rest.Key.IncreasePriority(1); + } + priorityTrafficSimGo.Key.ResetPriority(); + } + } + + if (spawnedVehicle && spawnedVehicle.gameObject.tag == "Ego") + { + npcVehicleSimulator.EGOVehicle = spawnedVehicle.transform; + } } - } - - spawnLanes.Clear(); - npcVehicleSimulator.StepOnce(Time.fixedDeltaTime); - Despawn(); - } - private void Despawn() - { - foreach (var state in npcVehicleSimulator.VehicleStates) + spawnLanes.Clear(); + npcVehicleSimulator.StepOnce(Time.fixedDeltaTime); + + Despawn(); + } + private void Despawn() { - if (state.ShouldDespawn) + foreach (var state in npcVehicleSimulator.VehicleStates) { - Object.DestroyImmediate(state.Vehicle.gameObject); + if (state.ShouldDespawn) + { + Object.DestroyImmediate(state.Vehicle.gameObject); + } } + npcVehicleSimulator.RemoveInvalidVehicles(); } - npcVehicleSimulator.RemoveInvalidVehicles(); - } - private void OnDestroy() - { - npcVehicleSimulator?.Dispose(); - } + private void OnDestroy() + { + npcVehicleSimulator?.Dispose(); + } - private void DrawSpawnPoints() - { - Gizmos.color = Color.cyan; - foreach (var randomTrafficConf in randomTrafficSims) + private void DrawSpawnPoints() { - foreach (var lane in randomTrafficConf.spawnableLanes) + Gizmos.color = Color.cyan; + foreach (var randomTrafficConf in randomTrafficSims) { - Gizmos.DrawCube(lane.Waypoints[0], new Vector3(2.5f, 0.2f, 2.5f)); + foreach (var lane in randomTrafficConf.spawnableLanes) + { + Gizmos.DrawCube(lane.Waypoints[0], new Vector3(2.5f, 0.2f, 2.5f)); + } } - } - Gizmos.color = Color.magenta; - foreach (var routeTrafficSimConf in routeTrafficSims) - { - if (routeTrafficSimConf.route.Length > 0) + Gizmos.color = Color.magenta; + foreach (var routeTrafficSimConf in routeTrafficSims) { - Gizmos.DrawCube(routeTrafficSimConf.route[0].Waypoints[0], new Vector3(2.5f, 0.2f, 2.5f)); + if (routeTrafficSimConf.route.Length > 0) + { + Gizmos.DrawCube(routeTrafficSimConf.route[0].Waypoints[0], new Vector3(2.5f, 0.2f, 2.5f)); + } } } - } - private void OnDrawGizmos() - { - if (!showGizmos) - return; + private void OnDrawGizmos() + { + if (!showGizmos) + return; - var defaultColor = Gizmos.color; - npcVehicleSimulator?.ShowGizmos(showYieldingPhase, showObstacleChecking); - if (showSpawnPoints) - DrawSpawnPoints(); + var defaultColor = Gizmos.color; + npcVehicleSimulator?.ShowGizmos(showYieldingPhase, showObstacleChecking); + if (showSpawnPoints) + DrawSpawnPoints(); - Gizmos.color = defaultColor; + Gizmos.color = defaultColor; + } } } -} diff --git a/Assets/AWSIM/Scripts/UI/DemoUI.cs b/Assets/AWSIM/Scripts/UI/DemoUI.cs index cea278c33..9c7542278 100644 --- a/Assets/AWSIM/Scripts/UI/DemoUI.cs +++ b/Assets/AWSIM/Scripts/UI/DemoUI.cs @@ -7,26 +7,37 @@ namespace AWSIM { public class DemoUI : MonoBehaviour { - [SerializeField] Text timeScaleText; - [SerializeField] Slider timeScaleSlider; [SerializeField] Text versionText; + [SerializeField] Text fpsText; + + int frameCount; + float lastTime; + float fps; private void Start() { - timeScaleSlider.value = Time.timeScale; - timeScaleText.text = "x " + timeScaleSlider.value.ToString("F2"); var version = Application.version; print(version); versionText.text = "AWSIM v " + version; + + frameCount = 0; + lastTime = 0.0f; } - public void SetTimeScale(float timeScale) + private void Update() { - Time.timeScale = timeScale; - timeScaleText.text = "x " + timeScale.ToString("F2"); + frameCount++; + float time = Time.realtimeSinceStartup - lastTime; + + if (time >= 0.5f) + { + fps = frameCount / time; + + frameCount = 0; + lastTime = Time.realtimeSinceStartup; + } - // synchronisation of new timescale value with TimeScaleProvider - TimeScaleProvider.DoUpdate(); + fpsText.text = fps.ToString("F0") + " fps"; } } } diff --git a/Assets/AWSIM/Scripts/UI/FollowCameraSettingsUI.cs b/Assets/AWSIM/Scripts/UI/FollowCameraSettingsUI.cs new file mode 100644 index 000000000..9166b59c9 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/FollowCameraSettingsUI.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AWSIM +{ + /// + /// Setting UI for FollowCamera + /// + public class FollowCameraSettingsUI : MonoBehaviour + { + [SerializeField] FollowCamera followCamera; + [SerializeField] Toggle enableRotateAroundModeToggle; + + void Start() + { + enableRotateAroundModeToggle.isOn = followCamera.EnableRotateAroundMode; + } + + public void OnToggle(bool isOn) + { + followCamera.EnableRotateAroundMode = isOn; + } + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/UI/MainCameraViewUI.cs.meta b/Assets/AWSIM/Scripts/UI/FollowCameraSettingsUI.cs.meta similarity index 83% rename from Assets/AWSIM/Scripts/UI/MainCameraViewUI.cs.meta rename to Assets/AWSIM/Scripts/UI/FollowCameraSettingsUI.cs.meta index fd284c01f..6dd71d158 100644 --- a/Assets/AWSIM/Scripts/UI/MainCameraViewUI.cs.meta +++ b/Assets/AWSIM/Scripts/UI/FollowCameraSettingsUI.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 45c967c5f46b6612f874eb3cfb4bca64 +guid: 2dc863eb5893a674db49357356fd3352 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/AWSIM/Scripts/UI/MainCameraViewUI.cs b/Assets/AWSIM/Scripts/UI/MainCameraViewUI.cs deleted file mode 100644 index b3df450f0..000000000 --- a/Assets/AWSIM/Scripts/UI/MainCameraViewUI.cs +++ /dev/null @@ -1,44 +0,0 @@ -using UnityEngine; - -namespace AWSIM -{ - /// - /// UI View Class for Camera Rotate Around feature from Camera Follow script. - /// - [RequireComponent(typeof(CanvasGroup))] - public class MainCameraViewUI : MonoBehaviour - { - private CanvasGroup canvasGroup = null; - private FollowCamera followCamera = null; - - private void Awake() - { - canvasGroup = this.GetComponent(); - followCamera = FindObjectOfType(); - canvasGroup.alpha = 0.0f; - } - - void OnEnable() - { - if(followCamera != null) - { - followCamera.onActivateRotateCameraAround += Show; - } - } - - void OnDisable() - { - if(followCamera != null) - { - followCamera.onActivateRotateCameraAround -= Show; - } - } - - private void Show(bool active) - { - canvasGroup.alpha = active? 1.0f : 0.0f; - } - - } - -} diff --git a/Assets/AWSIM/Scripts/UI/RightScrollViewUI.cs b/Assets/AWSIM/Scripts/UI/RightScrollViewUI.cs new file mode 100644 index 000000000..ea48cda5d --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/RightScrollViewUI.cs @@ -0,0 +1,57 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AWSIM +{ + /// + /// UI class for RightScrollview. + /// Open and Close functions are available. + /// + public class RightScrollViewUI : MonoBehaviour + { + [SerializeField] RectTransform rightScrollViewRect; + [SerializeField] GameObject OpenUIButtonObj; + [SerializeField] GameObject CloseUIBUttonObj; + Vector3 initialPos; + Vector3 closedPos = new Vector3(165, 0, 0); // take off the screen position + + /// + /// open/close can be selected at initialization + /// + public bool opened = true; + + void Start() + { + initialPos = rightScrollViewRect.anchoredPosition; + + if (opened) + OpenUI(); + else + CloseUI(); + } + + /// + /// Callback from OpenUIButton + /// + public void OpenUI() + { + opened = true; + rightScrollViewRect.anchoredPosition = initialPos; + OpenUIButtonObj.SetActive(false); + CloseUIBUttonObj.SetActive(true); + } + + /// + /// Callback from CloseUIButton + /// + public void CloseUI() + { + opened = false; + rightScrollViewRect.anchoredPosition = closedPos; + OpenUIButtonObj.SetActive(true); + CloseUIBUttonObj.SetActive(false); + } + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/UI/RightScrollViewUI.cs.meta b/Assets/AWSIM/Scripts/UI/RightScrollViewUI.cs.meta new file mode 100644 index 000000000..30fa8e253 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/RightScrollViewUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cd879c044ee385149948e611f1127e60 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/UI/TimeScaleSettingsUI.cs b/Assets/AWSIM/Scripts/UI/TimeScaleSettingsUI.cs new file mode 100644 index 000000000..7535a1d5a --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/TimeScaleSettingsUI.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AWSIM +{ + public class TimeScaleSettingsUI : MonoBehaviour + { + [SerializeField] Text timeScaleText; + [SerializeField] Slider timeScaleSlider; + + void Start() + { + timeScaleSlider.value = Time.timeScale; + timeScaleText.text = "x " + timeScaleSlider.value.ToString("F2"); + } + + public void SetTimeScale(float timeScale) + { + Time.timeScale = timeScale; + timeScaleText.text = "x " + timeScale.ToString("F2"); + + // synchronisation of new timescale value with TimeScaleProvider + TimeScaleProvider.DoUpdate(); + } + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/UI/TimeScaleSettingsUI.cs.meta b/Assets/AWSIM/Scripts/UI/TimeScaleSettingsUI.cs.meta new file mode 100644 index 000000000..429bdb451 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/TimeScaleSettingsUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 41335af0143009e499902125fb7444a4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/UI/TrafficSettingsUI.cs b/Assets/AWSIM/Scripts/UI/TrafficSettingsUI.cs new file mode 100644 index 000000000..34fe7fc5b --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/TrafficSettingsUI.cs @@ -0,0 +1,52 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using AWSIM.TrafficSimulation; + +namespace AWSIM +{ + public class TrafficSettingsUI : MonoBehaviour + { + [SerializeField] TrafficManager trafficManager; + [SerializeField] InputField seedInputField; + [SerializeField] InputField maxVehicleCountInputField; + [SerializeField] GameObject appliedTextObj; + + int seed = 0; + int count = 0; + + void Start() + { + seed = trafficManager.seed; + count = trafficManager.maxVehicleCount; + + seedInputField.text = seed.ToString(); + maxVehicleCountInputField.text = count.ToString(); + } + + public void RestartRandomTraffic() + { + if (seedInputField.text == string.Empty) + seedInputField.text = seed.ToString(); + + if (maxVehicleCountInputField.text == string.Empty) + maxVehicleCountInputField.text = count.ToString(); + + seed = Int32.Parse(seedInputField.text); + count = Int32.Parse(maxVehicleCountInputField.text); + + trafficManager.Restart(seed, count); + + StartCoroutine(DisplayAppliedText()); + } + + IEnumerator DisplayAppliedText() + { + appliedTextObj.SetActive(true); + yield return new WaitForSecondsRealtime(3f); + appliedTextObj.SetActive(false); + } + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/UI/TrafficSettingsUI.cs.meta b/Assets/AWSIM/Scripts/UI/TrafficSettingsUI.cs.meta new file mode 100644 index 000000000..32e94e8cc --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/TrafficSettingsUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8c3bd46029406e849a389f7cbbe59789 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/UI/VehicleInfomationUI.cs b/Assets/AWSIM/Scripts/UI/VehicleInfomationUI.cs new file mode 100644 index 000000000..0e47150b0 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/VehicleInfomationUI.cs @@ -0,0 +1,38 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AWSIM +{ + /// + /// Displays speed and gear UI. + /// + public class VehicleInfomationUI : MonoBehaviour + { + [SerializeField] Vehicle vehicle; + [SerializeField] Text speedText; + [SerializeField] Text gearText; + + void Update() + { + speedText.text = "" + Mathf.Floor(vehicle.Speed * 3.6f); + gearText.text = "" + GetShiftString(vehicle.AutomaticShift); + + static string GetShiftString(Vehicle.Shift shift) + { + string shiftString = ""; + if (shift == Vehicle.Shift.DRIVE) + shiftString = "D"; + else if (shift == Vehicle.Shift.NEUTRAL) + shiftString = "N"; + else if (shift == Vehicle.Shift.PARKING) + shiftString = "P"; + else + shiftString = "R"; + + return shiftString; + } + } + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/UI/VehicleInfomationUI.cs.meta b/Assets/AWSIM/Scripts/UI/VehicleInfomationUI.cs.meta new file mode 100644 index 000000000..b0b1b8991 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/VehicleInfomationUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e05d96f5e403eca48accb7d27bc550bb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/UI/VehicleSettingsUI.cs b/Assets/AWSIM/Scripts/UI/VehicleSettingsUI.cs new file mode 100644 index 000000000..118713437 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/VehicleSettingsUI.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace AWSIM +{ + /// + /// Provides a UI for the vehicle. + /// - Speed meter (km/h) + /// - Automatic gear shift + /// - Switch to manual contorl toggle + /// + public class VehicleSettingsUI : MonoBehaviour + { + // vehicle components + [SerializeField] Vehicle vehicle; + [SerializeField] VehicleKeyboardInput keyboardInput; + [SerializeField] VehicleRosInput rosInput; + + // Enable keyboard input when toggle is on + public void OnSwitchVehicleControl(bool isOn) + { + keyboardInput.enabled = isOn; + rosInput.enabled = !isOn; + } + } +} \ No newline at end of file diff --git a/Assets/AWSIM/Scripts/UI/VehicleSettingsUI.cs.meta b/Assets/AWSIM/Scripts/UI/VehicleSettingsUI.cs.meta new file mode 100644 index 000000000..028692852 --- /dev/null +++ b/Assets/AWSIM/Scripts/UI/VehicleSettingsUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b9a4c4f92be2cd74788c963ea21ba744 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/AWSIM/Scripts/Vehicles/Vehicle.cs b/Assets/AWSIM/Scripts/Vehicles/Vehicle.cs index d70406b98..3e75f83cd 100644 --- a/Assets/AWSIM/Scripts/Vehicles/Vehicle.cs +++ b/Assets/AWSIM/Scripts/Vehicles/Vehicle.cs @@ -254,11 +254,13 @@ public float SidewaySlipMultipler /// public Vector3 LocalAngularAcceleration => m_transform.InverseTransformDirection(AngularAcceleration); + /// + /// Vehicle automatic shift (P, R, N, D) + /// + public Shift AutomaticShift => AutomaticShiftInput; private float sleepTimer = 0.0f; ///Count the time until CanSleep is switched to true - - // Cache components. Wheel[] wheels; Rigidbody m_rigidbody; @@ -489,7 +491,7 @@ void UpdateWheelsForce(float acceleration) if (Speed > 0) { - var maxAcceleration = Speed / Time.deltaTime; + var maxAcceleration = -Speed / Time.deltaTime; if (acceleration > maxAcceleration) acceleration = maxAcceleration; }