Added wal texutre & minor improvements
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a6d6ec1948
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@ -16,6 +16,8 @@ namespace RoboidControl.Unity {
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get => (RoboidControl.TouchSensor)base.core;
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get => (RoboidControl.TouchSensor)base.core;
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}
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}
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SphereCollider collider = null;
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/// <summary>
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/// <summary>
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/// Start the Unity represention
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/// Start the Unity represention
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/// </summary>
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/// </summary>
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@ -24,6 +26,7 @@ namespace RoboidControl.Unity {
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participant = FindAnyObjectByType<SiteServer>();
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participant = FindAnyObjectByType<SiteServer>();
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SetCoreThing(new RoboidControl.TouchSensor(participant.site));
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SetCoreThing(new RoboidControl.TouchSensor(participant.site));
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}
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}
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collider = GetComponent<SphereCollider>();
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}
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}
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/// <summary>
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/// <summary>
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@ -42,7 +45,7 @@ namespace RoboidControl.Unity {
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rb.isKinematic = true;
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rb.isKinematic = true;
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SphereCollider collider = gameObj.AddComponent<SphereCollider>();
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SphereCollider collider = gameObj.AddComponent<SphereCollider>();
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collider.radius = 0.02f;
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collider.radius = 0.01f;
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collider.isTrigger = true;
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collider.isTrigger = true;
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if (gameObj.transform.parent != null && gameObj.transform.localPosition.magnitude > 0) {
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if (gameObj.transform.parent != null && gameObj.transform.localPosition.magnitude > 0) {
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@ -53,6 +56,16 @@ namespace RoboidControl.Unity {
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return component;
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return component;
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}
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}
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protected override void Update() {
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base.Update();
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if (collider.radius == 0.01f &&
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this.transform.parent != null && this.transform.localPosition.magnitude > 0
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) {
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collider.radius = Vector3.Distance(this.transform.position, this.transform.parent.position) / 2;
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this.transform.position = (this.transform.position + this.transform.parent.position) / 2;
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}
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}
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private void OnTriggerEnter(Collider other) {
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private void OnTriggerEnter(Collider other) {
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Debug.Log("Touch?");
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Debug.Log("Touch?");
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if (other.isTrigger) {
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if (other.isTrigger) {
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@ -37,9 +37,9 @@ namespace RoboidControl {
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get { return _touchedSomething; }
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get { return _touchedSomething; }
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set {
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set {
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if (_touchedSomething != value) {
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if (_touchedSomething != value) {
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touchUpdated = true;
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_touchedSomething = value;
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_touchedSomething = value;
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}
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}
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touchUpdated = true;
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}
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}
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}
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}
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private bool touchUpdated = false;
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private bool touchUpdated = false;
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