#if UNITY_5_3_OR_NEWER
using System.Collections;
using UnityEngine;
namespace RoboidControl.Unity {
///
/// The Unity representation of a Roboid Control distance sensor
///
public class DistanceSensor : Thing {
///
/// The core distance sensor
///
public RoboidControl.DistanceSensor coreSensor => base.core as RoboidControl.DistanceSensor;
///
/// Start the Unity representation
///
protected virtual void Start() {
StartCoroutine(MeasureDistance());
}
///
/// Create the Unity representation of the distance sensor
///
/// The core distance sensor
/// The Unity representation of the distance sensor
/// This uses a 'DistanceSensor' resource when available for the Unity representation.
/// If this is not available, a default representation is created.
public static DistanceSensor Create(RoboidControl.DistanceSensor coreSensor) {
DistanceSensor distanceSensor;
GameObject prefab = (GameObject)Resources.Load("DistanceSensor");
if (prefab != null) {
// Use resource prefab when available
GameObject gameObj = Instantiate(prefab);
distanceSensor = gameObj.GetComponent();
distanceSensor.Init(coreSensor);
}
else {
// Default implementation
GameObject distanceObj = new(coreSensor.name);
distanceSensor = distanceObj.AddComponent();
distanceSensor.Init(coreSensor);
}
return distanceSensor;
}
///
/// Periodically measure the distance
///
///
IEnumerator MeasureDistance() {
while (Application.isPlaying) {
if (Physics.Raycast(this.transform.position, this.transform.forward, out RaycastHit hitInfo, 2.0f)) {
Thing thing = hitInfo.transform.GetComponentInParent();
if (thing == null) {
// Debug.Log($"collision {hitInfo.transform.name} {hitInfo.distance}");
coreSensor.distance = hitInfo.distance;
}
else
coreSensor.distance = 0;
}
yield return new WaitForSeconds(0.1f);
}
}
}
}
#endif