private string get_page2() { string s = Out2.Substring(count, 256); count += 256; return(s); }
public void FinalizePrint() { Utils.SortArray(ref lineVec, ref saVec); for (var i = 1; i < lineVec.Count; i++) { Out2.WriteLine(lineVec[i]); } Out1.Close(); Out2.Close(); }
private void WriteData2() { int offset = 0, no_of_pages; byte[] intBytes; no_of_pages = Out2.Length / 256; while (no_of_pages > 0) { writeAddress(64 * offset); wait_ARV_response(); serialPort1.Write(new char[] { 'd' }, 0, 1); data_per_page = get_page2(); intBytes = BitConverter.GetBytes(data_per_page.Length / 2); tempByte = intBytes[1]; intBytes[1] = intBytes[0]; intBytes[0] = tempByte; //Console.WriteLine(intBytes); serialPort1.Write(intBytes, 0, 2); serialPort1.Write(new char[] { 'F' }, 0, 1); write_page(data_per_page); //WriteData(); serialPort1.Write(new char[] { ' ' }, 0, 1); wait_ARV_response(); offset++; no_of_pages--; } // writting last page /*writeAddress(64 * offset); * serialPort1.Write(new char[] { 'd' }, 0, 1); * data_per_page = Out2.Substring(count); * intBytes = BitConverter.GetBytes(data_per_page.Length / 2); * tempByte = intBytes[1]; * intBytes[1] = intBytes[0]; * intBytes[0] = tempByte; * //Console.WriteLine(intBytes); * serialPort1.Write(intBytes, 0, 2); * serialPort1.Write(new char[] { 'F' }, 0, 1); * write_page(data_per_page); * * //WriteData(); * * serialPort1.Write(new char[] { ' ' }, 0, 1); */ // writting last page ( size may be less than 128) writeAddress(64 * offset); wait_ARV_response(); serialPort1.Write(new char[] { 'd' }, 0, 1); data_per_page = Out2.Substring(count); intBytes = BitConverter.GetBytes(data_per_page.Length / 2); tempByte = intBytes[1]; intBytes[1] = intBytes[0]; intBytes[0] = tempByte; //Console.WriteLine(intBytes); serialPort1.Write(intBytes, 0, 2); serialPort1.Write(new char[] { 'F' }, 0, 1); write_page(data_per_page); serialPort1.Write(new char[] { ' ' }, 0, 1); wait_ARV_response(); }
// Update is called once per frame void Update() { if (!isDisabled) { if (Out1.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (!FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door1.DoorSwitch(); } } if (Out2.GetComponent <Object_Button_Trigger>().activated == true && !Ignoreinputs && Timer <= 0) { if (FloorUp) { CloseDoors(); Timer = MovingTime; insideElev = false; Ignoreinputs = true; soundPlayed = false; } else { Door2.DoorSwitch(); } } if ((Switch1.GetComponent <Object_Button_Trigger>().activated == true || Switch2.GetComponent <Object_Button_Trigger>().activated == true) && !Ignoreinputs && Timer <= 0) { //SwitchFloor(Floor1.transform, Floor2.transform); CloseDoors(); Door1.isDisabled = true; Door2.isDisabled = true; Timer = MovingTime; insideElev = true; Ignoreinputs = true; soundPlayed = false; } } Timer -= Time.deltaTime; if (Timer <= (MovingTime - 2) && !soundPlayed) { GameController.instance.GlobalSFX.PlayOneShot(elev); soundPlayed = true; } if (Timer <= 3 && Ignoreinputs) { Door1.isDisabled = false; Door2.isDisabled = false; FloorUp = !FloorUp; State = !State; GameController.instance.SetObjectState(State, id); if (insideElev) { if (FloorUp) { StartCoroutine(SwitchFloor(Floor2, Floor1)); } else { StartCoroutine(SwitchFloor(Floor1, Floor2)); } } if (FloorUp) { Door1.DoorSwitch(); GameController.instance.holdRoom = false; } else { Door2.DoorSwitch(); GameController.instance.holdRoom = true; } GameController.instance.GlobalSFX.PlayOneShot(ding); Ignoreinputs = false; } }