add fire render

feat/dark_sim
Leushina Vlada 1 month ago
parent 0689b635df
commit a3ca71e32a

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using UnityEngine;
using Unity.Robotics.Core;
using RosMessageTypes.Geometry;
using Unity.Robotics.ROSTCPConnector;
using System.Collections.Generic;
using RosMessageTypes.GenLocationsOnMesh;
public class CampfireRenderer : MonoBehaviour
{
public GameObject objectCollector, objectToSpawn;
public string topic_name = "/campfire_status";
protected string _namespace;
public bool useNamespace = true;
ROSConnection ros;
private Dictionary<int, GameObject> campfire;
private GameObject newSpawnedObject;
private void Awake()
{
if (useNamespace)
{
_namespace = "/" + gameObject.name;
topic_name = topic_name[0] == '/' ? _namespace + topic_name : _namespace + "/" + topic_name;
}
}
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
ros = ROSConnection.GetOrCreateInstance();
ros.Subscribe<LocationsOnMeshMsg>(topic_name, CampfireHandler);
campfire = new Dictionary<int, GameObject>();
}
void CampfireHandler(LocationsOnMeshMsg capmfireInfo)
{
for (int id = 0; id < capmfireInfo.location_id.Length; id++)
{
Vector3 pose = new Vector3(
(float)capmfireInfo.x[id],
(float)capmfireInfo.y[id],
(float)capmfireInfo.z[id]);
if(campfire.TryGetValue(id, out GameObject go))
{
go.transform.position = pose;
go.SetActive(true);
} else
{
SpawnCampfire(id, pose);
}
}
for (int id = capmfireInfo.location_id.Length; id < campfire.Count; id++)
{
campfire[id].SetActive(false);
}
}
void SpawnCampfire(int id, Vector3 pos)
{
newSpawnedObject = Instantiate(objectToSpawn, pos, transform.rotation);
newSpawnedObject.name = "Campfire_" + id;
newSpawnedObject.transform.SetParent(objectCollector.transform);
campfire.Add(id, newSpawnedObject);
}
}

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