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I notice that in the BaseFPSAgentController.cs, there are dictonaries of animate state:
protected Dictionary<SimObjType, Dictionary<string, int>> OPEN_CLOSE_STATES = new Dictionary<SimObjType, Dictionary<string, int>>{
{SimObjType.Microwave, new Dictionary<string, int>{{"open", 2}, {"close", 1}}},
{SimObjType.Laptop, new Dictionary<string, int>{{"open", 2}, {"close", 1}}},
{SimObjType.Book, new Dictionary<string, int>{{"open", 1}, {"close", 2}}},
{SimObjType.Toilet, new Dictionary<string, int>{{"open", 2}, {"close", 3}}},
{SimObjType.Sink, new Dictionary<string, int>{{"open", 2}, {"close", 1}}}
};
I am just wondering how did you guys figure out the animated state and the integer, like how do you guys know open is correspond to integer 2 not 1, etc.
Best
The text was updated successfully, but these errors were encountered:
We know which state corresponds to what integer because that's just how the object was created. For example, when the Book sim object was created, the convertable script keeping track of animations simply had state 1 set to open and state 2 set to close. We could have easily mapped state 2 to open and state 1 to close, all that matters is that no two states share the same value.
Hi,
I notice that in the BaseFPSAgentController.cs, there are dictonaries of animate state:
protected Dictionary<SimObjType, Dictionary<string, int>> OPEN_CLOSE_STATES = new Dictionary<SimObjType, Dictionary<string, int>>{
{SimObjType.Microwave, new Dictionary<string, int>{{"open", 2}, {"close", 1}}},
{SimObjType.Laptop, new Dictionary<string, int>{{"open", 2}, {"close", 1}}},
{SimObjType.Book, new Dictionary<string, int>{{"open", 1}, {"close", 2}}},
{SimObjType.Toilet, new Dictionary<string, int>{{"open", 2}, {"close", 3}}},
{SimObjType.Sink, new Dictionary<string, int>{{"open", 2}, {"close", 1}}}
};
I am just wondering how did you guys figure out the animated state and the integer, like how do you guys know open is correspond to integer 2 not 1, etc.
Best
The text was updated successfully, but these errors were encountered: