Beispiel #1
0
 // Use this for initialization
 void Start()
 {
     //The attribute has been assigned in the scene so shouldn't be here
     //Float64SubscriberThrottle=GetComponent<Float64Subscriber>();
     //Float64SubscriberSteering=GetComponent<Float64Subscriber>();
     Float64SubThrottle          = gameObject.AddComponent <Float64Subscriber>() as Float64Subscriber;
     Float64SubThrottle.Topic    = "/LLC/EFFORTS/Throttle";
     Float64SubThrottle.enabled  = true;
     Float64SubThrottle.TimeStep = 0.1f;
     Float64SubThrottle.whatever = 0.0f;
     Float64SubThrottle.rate     = 0.0f;
     //Float64SubThrottle.Outside_Time_Synchronization = true;
     //Float64SubThrottle.InitializeMessage();
     Float64SubSteering          = gameObject.AddComponent <Float64Subscriber>() as Float64Subscriber;
     Float64SubSteering.Topic    = "/LLC/EFFORTS/Steering";
     Float64SubSteering.enabled  = true;
     Float64SubSteering.TimeStep = 0.1f;
     Float64SubSteering.whatever = 0.0f;
     Float64SubSteering.rate     = 0.0f;
     firstTime = false;
 }
        // Use this for initialization
        void Start()
        {
#if GOODCODE
            //The attribute has been assigned in the scene so shouldn't be here
            //Float64SubscriberThrottle=GetComponent<Float64Subscriber>();
            //Float64SubscriberSteering=GetComponent<Float64Subscriber>();
            JointStateSubs          = gameObject.AddComponent <Float64Subscriber>() as Float64Subscriber;//new ImuPublisher();
            JointStateSubs.Topic    = "/LLC/EFFORTS/Throttle";
            JointStateSubs.enabled  = true;
            JointStateSubs.TimeStep = 0.1f;
            JointStateSubs.whatever = 0.0f;
            JointStateSubs.rate     = 0.0f;
            //Float64SubThrottle.Outside_Time_Synchronization = true;
            //Float64SubThrottle.InitializeMessage();
            Float64SubSteering          = gameObject.AddComponent <Float64Subscriber>() as Float64Subscriber;
            Float64SubSteering.Topic    = "/LLC/EFFORTS/Steering";
            Float64SubSteering.enabled  = true;
            Float64SubSteering.TimeStep = 0.1f;
            Float64SubSteering.whatever = 0.0f;
            Float64SubSteering.rate     = 0.0f;
#endif
        }