// Update is called once per frame private void scanBLEstate() { state.rectTransform.position = Vector3.zero; if (BTsocket.isConnectedBLE(Constants.bleMicroBit)) { state.color = Color.green; } else { state.color = Color.red; } }
public IEnumerator waitLoop(System.Action connectedAct) { while (!BTsocket.isConnectedBLE(Constants.bleMicroBit)) { yield return(0); } btSoc.subscribe(); disConnectedBtn.gameObject.SetActive(true); connectedAct(); //---------------------------- /*cnt = 0; * recvCnt = 0; * InvokeRepeating("testMethod", 2f, 1f);*/ }
// Use this for initialization void Start() { if (BTsocket.isConnectedBLE(Constants.bleMicroBit)) { btSoc = BTsocket.getBTsocket(Constants.bleMicroBit); connectHint.text = btSoc.bleLinkData.address; disConnectedBtn.gameObject.SetActive(true); } else { linkButtonPos = -50; linkBtnFragment = 100; btSoc = BTsocket.getNewBTsocket(Constants.bleMicroBit, new BTprofile(Constants.bleMicroBit, true)); Invoke("delayScan", 2f); } //BLEStateUICtrl.addBLEstateUI(BTsocket.getBTsocket(Constants.bleMicroBit).gameObject); }
private void OnClick() { //GameObject.Find(Constants.bleMicroBit).GetComponent<BTsocket>().connect(address); //-----測試功能----- if (!BTsocket.isConnectedBLE(Constants.bleMicroBit)) { GameObject.Find("EventSystem").GetComponent <BTManager>().connectAct(this, () => { this.GetComponentInChildren <Text>().color = Color.blue; BLEStateUICtrl.addBLEstateUI(BTsocket.getBTsocket(Constants.bleMicroBit).gameObject); }); } else { GameObject.Find("EventSystem").GetComponent <BTManager>().disConnected(); this.GetComponentInChildren <Text>().color = Color.black; } //this.GetComponentInChildren<Text>().color = Color.blue; //PlayerPrefs.SetString("preConnectMAC", address); }
// Update is called once per frame void Update() { gunSetPos.transform.position = mainCamera.transform.position; //讓槍跟著鏡頭移動 gunSetPos.transform.eulerAngles = new Vector3( //調整槍枝讓其對準 gunSetPos.transform.eulerAngles.x, mainCamera.transform.eulerAngles.y, gunSetPos.transform.eulerAngles.z); //---------使用鍵盤模擬輸入,測試用-----------------!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! /*if (Input.inputString.Length > 0 && oldState != Input.inputString.ToCharArray()[0]) * { * gunStateChangedEvt?.Invoke(this, Input.inputString.ToCharArray()[0]); //觸發事件,送出槍目前狀態 * oldState = Input.inputString.ToCharArray()[0]; * Debug.Log(Input.inputString); * }*/ //-------------------------------------------------!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! if (!BTsocket.isConnectedBLE(Constants.bleMicroBit)) { return; } ble.getReceiveText((data) => { gunMotionCtrl(data); }); float deltaAngle = Mathf.Abs(mainCamera.transform.eulerAngles.y - cameraAngle); if (!(deltaAngle < 10 || deltaAngle > 350) && Mathf.Abs(mtData.angle) > 10) { cameraAngle = mainCamera.transform.eulerAngles.y; //reset set_stAngle(); //reset } }
// Start is called before the first frame update void Start() { if (XRSettings.loadedDeviceName != XRSettings.supportedDevices[1]) { XRSettings.LoadDeviceByName(XRSettings.supportedDevices[1]); } if (XRSettings.loadedDeviceName == XRSettings.supportedDevices[1]) { XRSettings.enabled = false; } Screen.fullScreen = false; Screen.autorotateToPortrait = true; Screen.orientation = ScreenOrientation.Portrait; if (!debugMode) { foreach (var btn in gameBtn) { btn.interactable = BTsocket.isConnectedBLE(Constants.bleMicroBit); } } NetworkManager.Shutdown(); }