void Update() { if (prevState != state) { onStateChanged.Invoke(state); prevState = state; } }
void OnOutputDataReceived(object o, DataReceivedEventArgs e) { string s = e.Data; if (!String.IsNullOrEmpty(s)) { if (strState.ContainsKey(s)) { state = strState[s]; UnityEngine.Debug.Log(s); } } }