// Use this for initialization void Start() { ShapeCastObject = ShapeDisplayObject.GetComponent <ShapeCast>(); workspace = WorkspaceObject.GetComponent <TableRenderVive> (); // Generate map objects and targets GetMapObjectsAndTargets(); // Set all recognition objects as inactive //Debug.Log("Non-targets are: "); foreach (GameObject obj in mapObjects) { obj.transform.rotation = workspace.transform.rotation; obj.transform.Rotate(new Vector3(90, 0, 0)); obj.transform.parent = workspace.transform; //Debug.Log(obj.name); } //Debug.Log("Target objects are: "); foreach (GameObject obj in targetObjects) { obj.transform.rotation = workspace.transform.rotation; obj.transform.Rotate(new Vector3(90, 0, 0)); obj.transform.parent = workspace.transform; } // Create folder directories to save data into for this study string baseFilePath = Directory.GetCurrentDirectory() + "/Assets/Data/"; string userFolderName = filename + "_" + "mapNum_" + mapNum; string userFolder = baseFilePath + userFolderName; // Determine whether the directory exists. if (Directory.Exists(userFolder)) { Debug.Log("WARNING! User folder exists already. Did you update subject number?"); } else { Directory.CreateDirectory(userFolder); } filename = userFolderName + "/" + filename; // Init object selection list targetSelection.ClearOptions(); options = new List <string>(); foreach (GameObject obj in allObjects) { options.Add(obj.name); } targetSelection.AddOptions(options); targetSelection.gameObject.SetActive(false); }
private const float CONV_M_TO_MM = 1000; // [mm/m] #region Unity updates // Use this for initialization void Start() { // Get the shape display object _ShapeRenderer = renderingPlane.GetComponent <ShapeCast>(); // Initially send slave setup data _SetupSlaves = true; // Initialize thread _ShapeDispSerialThread = new SerialThreadLoop( "shapeDisplayThread", true, System.Threading.ThreadPriority.Lowest, 5, 4, comPort, baudRate, readTimeout, writeTimeout); // Start the thread _ShapeDispSerialThread.Start(); // Register for a notification of the SerialDataReceivedEvent //SerialThreadLoop.SerialReceivedDataEvent += // new SerialThreadLoop.SerialReceivedDataEventHandler(SerialReceivedEvent); }