// Executed each frame
    void Update()
    {
        //---------------------------------------------------------------------
        // Send data
        //---------------------------------------------------------------------

        // If you press one of these keys send it to the serial device. A
        // sample serial device that accepts this input is given in the README.
        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.Log("Sending A");
            serialController.SendSerialMessage("A");
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            Debug.Log("Sending Z");
            serialController.SendSerialMessage("Z");
        }

        // Sends the string "doot doot" through the COM port. The Arduino should send
        // ("Doot Success") to its USB Serial Port
        if (Input.GetKeyDown(KeyCode.B))
        {
            Debug.Log("Doot Doot");
            serialController.SendSerialMessage("DootDoot");
        }
        // If the bluetooth module disconnects (flashing light) then "E" can be pressed
        // to attempt to reconnect to it
        if (Input.GetKeyDown(KeyCode.E))
        {
            Debug.Log("Reconnecting");
            serialController.Reconnect();
        }

        //---------------------------------------------------------------------
        // Receive data
        //---------------------------------------------------------------------

        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }

        // Check if the message is plain data or a connect/disconnect event.
        if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + message);
        }
    }
Example #2
0
    public void TakeDamage(float amount)
    {
        if (!m_IsInvulnerable)
        {
            // Reduce current health by the amount of damage done.
            m_CurrentHealth -= amount;

            // Change the UI elements appropriately.
            SetHealthUI();

            // If the current health is at or below zero and it has not yet been registered, call OnDeath.
            if (m_CurrentHealth <= 0f && !m_Dead)
            {
                OnDeath();
            }
            else
            {
                // Send a message to the reciever
                if (m_Controller != "Keyboard")
                {
                    m_SerialController.SendSerialMessage(m_PlayerTeamID + "D");
                }
            }
        }
    }
Example #3
0
    // Executed each frame
    void Update()
    {
        //---------------------------------------------------------------------
        // Send data
        //---------------------------------------------------------------------

        // If you press one of these keys send it to the serial device. A
        // sample serial device that accepts this input is given in the README.
        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.Log("Sending A");
            serialController.SendSerialMessage("A");
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            Debug.Log("Sending Z");
            serialController.SendSerialMessage("Z");
        }

        if (Input.GetKeyDown(KeyCode.K))
        {
            Debug.Log("Turning off the lights.");
            serialController.SendSerialMessage("K");
        }

        if (Input.GetKeyDown(KeyCode.L))
        {
            Debug.Log("Let there be light");
            serialController.SendSerialMessage("L");
        }

        //---------------------------------------------------------------------
        // Receive data
        //---------------------------------------------------------------------

        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }

        // Check if the message is plain data or a connect/disconnect event.
        if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + message);
        }
    }
Example #4
0
    void Start()
    {
        serialController = GameObject.Find("SerialController").GetComponent <SerialController>();

        // Will attach a VideoPlayer to the main camera.
        GameObject camera = GameObject.Find("Main Camera");

        videoPlayer = camera.AddComponent <UnityEngine.Video.VideoPlayer>();

        // Play on awake defaults to true. Set it to false to avoid the url set
        // below to auto-start playback since we're in Start().
        videoPlayer.playOnAwake = false;

        // By default, VideoPlayers added to a camera will use the far plane.
        // Let's target the near plane instead.
        //videoPlayer.renderMode = UnityEngine.Video.VideoRenderMode.CameraNearPlane;

        // This will cause our scene to be visible through the video being played.
        //videoPlayer.targetCameraAlpha = 0.5F;

        // Set the video to play. URL supports local absolute or relative paths.
        // Here, using absolute.
        videoPlayer.url = "Assets/Movies/" + GameControl.CurrentAnimal + "Intro.mp4";
        serialController.SendSerialMessage("1");
        // Skip the first 100 frames.
        //videoPlayer.frame = 100;

        // Restart from beginning when done.
        videoPlayer.isLooping = false;

        // Add handler for loopPointReached
        videoPlayer.loopPointReached += EndReached;

        // Start playback. This means the VideoPlayer may have to prepare (reserve
        // resources, pre-load a few frames, etc.). To better control the delays
        // associated with this preparation one can use videoPlayer.Prepare() along with
        // its prepareCompleted event.
        switch (GameControl.CurrentAnimal)
        {
        case "Elephant":
            serialController.SendSerialMessage("B");

            break;

        case "Lion":
            serialController.SendSerialMessage("R");

            break;

        default:
            serialController.SendSerialMessage("G");
            break;
        }
        videoPlayer.Play();
    }
Example #5
0
    //only takes two ints- can probably be sent in any part of the program
    //can run game w/o Arduino connection, play w/ message_L and message_R and get that working in Unity
    //test tomorrow with hardware
    void SerialSend(int message_L, int message_R)
    {
        // FOR MOTOR BACKBACK
        // Send in int values from 0 - 654 for each arm

        message_L = Mathf.Clamp(message_L, 0, 654);
        message_R = Mathf.Clamp(message_R, 0, 654);

        //these "L" and "R" chars are how MotorParty.ino knows which int goes to which motor
        serialController.SendSerialMessage("L" + message_L);
        serialController.SendSerialMessage("R" + message_R);
    }
Example #6
0
        // -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -  -
        // send a string message to the arduino board
        // message is sent to arduino character by character for more robustness
        // a command executed by the arduino program must end with ">"
        private void SendToArduino(string msg)
        {
            // optional : flushing Arduino command buffer in case bad characters are still in it
            // serialController.SendSerialMessage(">");
            foreach (char c in msg)
            {
                serialController.SendSerialMessage(c.ToString());
            }
            // Arduinos commands are executed when a ">" is received
            serialController.SendSerialMessage(">");

            Debug.Log("Sending " + msg + ">");
        }
Example #7
0
    void SendDatas()
    {
        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.Log("Sending A");
            serialController.SendSerialMessage("A");
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            Debug.Log("Sending Z");
            serialController.SendSerialMessage("Z");
        }
    }
    // Executed each frame
    void Update()
    {
        //---------------------------------------------------------------------
        // Send data
        //---------------------------------------------------------------------

        // If you press one of these keys send it to the serial device. A
        // sample serial device that accepts this input is given in the README.
        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.Log("Sending A");
            serialController.SendSerialMessage("A");
            //      serialController.SendSerialMessage("1.75");              //test to send a string   --worked
            Vector3 sd = new Vector3(1.2f, 1.6f, 1.5f);
            string  ty = sd.ToString();
            serialController.SendSerialMessage(ty);                  //test to send a vector   --worked.
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            Debug.Log("Sending Z");
            serialController.SendSerialMessage("Z");
        }


        //---------------------------------------------------------------------
        // Receive data
        //---------------------------------------------------------------------

        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }

        // Check if the message is plain data or a connect/disconnect event.
        if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + message);
        }
    }
Example #9
0
    void Start()
    {
        serialController.SendSerialMessage("q");
        videoPlayer             = GameObject.Find("Main Camera").AddComponent <UnityEngine.Video.VideoPlayer>();
        videoPlayer.playOnAwake = false;
        audioSource             = GameObject.Find("HowtoPlay" + "_1").GetComponent <AudioSource>();
        videoPlayer.url         = "Assets/Movies/" + "HowtoPlay" + ".mp4";

        videoPlayer.isLooping = false;
        // Add handler for loopPointReached
        videoPlayer.loopPointReached += EndReached;
        videoPlayer.prepareCompleted += Prepared;
        videoPlayer.Prepare();
    }
    // Executed each frame
    void Update()
    {
        //---------------------------------------------------------------------
        // Send data
        //---------------------------------------------------------------------

        // If you press one of these keys send it to the serial device. A
        // sample serial device that accepts this input is given in the README.

        if (GetComponent <ObjectDetect>().triggerSignal != prev)
        {
            if (GetComponent <ObjectDetect>().triggerSignal == false)
            {
                Debug.Log("Sending Z");
                serialController.SendSerialMessage("Z");
            }
            else if (GetComponent <ObjectDetect>().triggerSignal == true)
            {
                Debug.Log("Sending A");
                serialController.SendSerialMessage("A");
            }
        }

        prev = GetComponent <ObjectDetect>().triggerSignal;

        //---------------------------------------------------------------------
        // Receive data
        //---------------------------------------------------------------------

        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }
        // Check if the message is plain data or a connect/disconnect event.
        if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + message);
        }
    }
Example #11
0
    void Update()
    {
        serialControllerL.SendSerialMessage(Left);
        serialControllerR.SendSerialMessage(Right);

        /*
         * if (i % 2 == 0)
         * {
         *  serialControllerL.SendSerialMessage("F0P70\nF1P70\nF2P70\nF3P70");
         *  serialControllerR.SendSerialMessage("F0P70\nF1P70\nF2P70\nF3P70");
         * }
         * else if (i % 2 == 1)
         * {
         *  serialControllerL.SendSerialMessage("F0P20\nF1P30\nF2P40\nF3P50");
         *  serialControllerR.SendSerialMessage("F0P20\nF1P30\nF2P40\nF3P50");
         * }
         */
        if (i % 50 == 0)
        {
            ts = stopWatch.Elapsed;
            PrintElapsedTime(ts);
        }
        i++;
        //UnityEngine.Debug.Log("We've been through the loop " + i + " times.");
    }
 private void OnTriggerEnter(Collider collider)
 {
     // If is an enemy tank
     if (m_OtherTanks.Contains(collider.gameObject) && !OtherHasFlag())
     {
         collider.GetComponent <TankHealth>().m_HasFlag = true;
         if (m_Controller != "Keyboard")
         {
             m_SerialController.SendSerialMessage("C");
         }
     }
     // If is own tank
     if (m_SelfTanks.Contains(collider.gameObject))
     {
         // Start healing
         collider.GetComponent <TankHealth>().m_Healing = true;
         collider.GetComponent <TankHealth>().StartHeal();
         // If tank has flag
         if (collider.GetComponent <TankHealth>().m_HasFlag)
         {
             collider.GetComponent <TankHealth>().m_HasFlag = false;
             if (m_Team == "Red")
             {
                 m_GameManager.GetComponent <GameManager>().m_RedTeamScore += 1;
                 m_GameManager.GetComponent <GameManager>().UpdateScore(m_Team);
             }
             else
             {
                 m_GameManager.GetComponent <GameManager>().m_BlueTeamScore += 1;
                 m_GameManager.GetComponent <GameManager>().UpdateScore(m_Team);
             }
             m_OtherFlag.transform.position = m_OtherFlagPosition;
         }
     }
 }
    // Executed each frame
    void Update()
    {
        //---------------------------------------------------------------------
        // Receive data
        //---------------------------------------------------------------------

        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }

        // Check if the message is plain data or a connect/disconnect event.
        if (ReferenceEquals(messageIN, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(messageIN, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + messageIN);
        }
        messageIN = message;

        //---------------------------------------------------------------------
        // Send data
        //---------------------------------------------------------------------
        serialController.SendSerialMessage(messageOUT);
    }
Example #14
0
    // Executed each frame
    void Update()
    {
        //---------------------------------------------------------------------
        // Send dados
        //---------------------------------------------------------------------

        // If you press one of these keys send it to the serial device. A
        // sample serial device that accepts this input is given in the README.
        if (Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1))
        {
            Debug.Log("Sending lights ON");
            serialController.SendSerialMessage("1");
        }

        if (Input.GetKeyDown(KeyCode.Alpha2) || Input.GetKeyDown(KeyCode.Keypad2))
        {
            Debug.Log("Sending lights OFF");
            serialController.SendSerialMessage("2");
        }


        //---------------------------------------------------------------------
        // Receive dados
        //---------------------------------------------------------------------

        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }

        // Check if the message is plain dados or a connect/disconnect event.
        if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + message);
        }
    }
 // send message to set led
 void led(string s)
 {
     if (manager.getIsSerialLED())
     {
         ledMsg = s;
         serialControllerLED.SendSerialMessage(ledMsg);
     }
 }
Example #16
0
    private void SendSerialMessage(string letter)
    {
        if (playerControl == false)
        {
            return;
        }
        switch (letter)
        {
        case "A":
            if (Tightenings < MaxTightenings)
            {
                Tightenings++;
                serialController.SendSerialMessage("A");
            }
            break;

        case "D":
            if (Tightenings > 0)
            {
                Tightenings--;
                serialController.SendSerialMessage("D");
            }
            break;

        case "X":
            Tightenings = 0;
            serialController.SendSerialMessage("X");
            break;

        case "B":
            if (Tightenings + 100 < MaxTightenings)
            {
                Tightenings += 100;
                serialController.SendSerialMessage("B");
            }
            else if (Tightenings < MaxTightenings)
            {
                Tightenings = MaxTightenings;
                serialController.SendSerialMessage("C");
            }
            break;

        case "O":
            if (Tightenings - 100 > 0)
            {
                Tightenings -= 100;
                serialController.SendSerialMessage("O");
            }
            else if (Tightenings > 0)
            {
                Tightenings = 0;
                serialController.SendSerialMessage("P");
            }
            break;
        }
    }
Example #17
0
 // Executed each frame
 void Update()
 {
     if (Input.inputString != "")
     {
         int asciiCode = System.Convert.ToInt32(Input.inputString[0]);
         //ugly hack. Can't seem to get the arduino to detect enter key (/r?) so I send a specific command when ascii code 13 (enter key) is pressed.
         serialController.SendSerialMessage(Input.inputString.Substring(0, 1));
     }
 }
Example #18
0
 // Update is called once per frame
 void Update()
 {
     currentTime = System.DateTime.Now;
     if ((currentTime - lastUpdate).Milliseconds > timeBetweenUpdates)
     {
         Debug.Log("Updating Slaves to: {111211311411511611711811911A11B11}\n");
         serialController.SendSerialMessage("{111211311411511611711811911A11B11}\n");
         lastUpdate = currentTime;
     }
 }
Example #19
0
 private void OnMouseDown()
 {
     if (anim.isPlaying)
     {
         serialController.SendSerialMessage("foff");
         anim.Stop();
         particle1.Stop();
         particle2.Stop();
         spotLight.enabled = false;
     }
     else
     {
         serialController.SendSerialMessage("fon");
         anim.Play();
         particle1.Play();
         particle2.Play();
         spotLight.enabled = true;
     }
 }
Example #20
0
    void Send_IMU_State()
    {
        string data = "";

        data += Round_Float(transform.rotation.x, 4) + " ";
        data += Round_Float(transform.rotation.y, 4) + " ";
        data += Round_Float(transform.rotation.z, 4) + " ";
        data += Round_Float(transform.rotation.w, 4);
        serialport.SendSerialMessage(data);
    }
Example #21
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.S))
        {
            serialController.SendSerialMessage("s");
            msg = "Start To Comunicate";
        }

        if (Input.GetKeyDown("0"))
        {
            serialController.SendSerialMessage("0");
            msg = "Turn Off The Light";
        }

        if (Input.GetKeyDown("1"))
        {
            serialController.SendSerialMessage("1");
            msg = "Turn On The Light";
        }
    }
    public override void SendMessageToArduino(string message)
    {
        Debug.Log($"Sending to arduino[{(ArduinoConnected ? 0 : 1)}]{gameObject.name}: {message} ");

        if (!ArduinoConnected)
        {
            return;
        }

        serialController.SendSerialMessage(message);
        MessagesSent++;
    }
Example #23
0
    private void ChooseStartingCities(object sender, SerialController serial)
    {
        serial.SendSerialMessage("S");

        ChooseRandomCities();

        arduinoA.serial.SendSerialMessage("Z" + startingIndex);
        arduinoA.serial.SendSerialMessage("Z" + endIndex);

        arduinoB.serial.SendSerialMessage("Z" + startingIndex);
        arduinoB.serial.SendSerialMessage("Z" + endIndex);
    }
Example #24
0
    private void Update()
    {
        if (GameControl.Button1Count > 0 && GameControl.Button2Count > 0 && GameControl.Button3Count > 0 && GameControl.Button4Count > 0 && GameControl.Button5Count > 0)
        {
            //send stop message
            serialController.SendSerialMessage("s");
            SceneManager.LoadScene("PressButton");
        }
        string message = serialController.ReadSerialMessage();

        if (message == null)
        {
            return;
        }

        // Check if the message is plain data or a connect/disconnect event.
        if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_CONNECTED))
        {
            Debug.Log("Connection established");
        }
        else if (ReferenceEquals(message, SerialController.SERIAL_DEVICE_DISCONNECTED))
        {
            Debug.Log("Connection attempt failed or disconnection detected");
        }
        else
        {
            Debug.Log("Message arrived: " + message);
        }
        InputHandler(message);
    }
Example #25
0
    private void SendCommands()
    {
        string output = null;

        if (commandsToSendNext.Count == 1)
        {
            Command command = commandsToSendNext.Pop();
            output = JsonUtility.ToJson(command);
        }
        else if (commandsToSendNext.Count > 0)
        {
            CommandList commandList = new CommandList {
                modules = commandsToSendNext.ToArray()
            };
            output = JsonUtility.ToJson(commandList);
            commandsToSendNext.Clear();
        }

        if (output != null && !output.Equals(lastCommand))
        {
            lastCommand = output;

            if (serialController.enabled == true)
            {
                serialController.SendSerialMessage(output);
            }

            if (ShowOutMessages == true)
            {
                Debug.Log(output);
            }

            /*
             * bool moduleIdToBeDisplayed = false;
             *
             * for (int i = 0; i < MessageFilterById.Length; i++)
             * {
             *  if (MessageFilterById[i] == command.id)
             *  {
             *      moduleIdToBeDisplayed = true;
             *      break;
             *  }
             * }
             *
             * if (MessageFilterById.Length == 0 || moduleIdToBeDisplayed)
             * {
             *  Debug.Log(JsonUtility.ToJson(command));
             * }
             */
        }
    }
Example #26
0
 void OreHit(Ore.OreType type)
 {
     if (type == thisType /* && thisType == oreSwitcher.oreActive*/)
     {
         hitAmount++;
         if (hitAmount >= hitThreshold)
         {
             Instantiate(thisOre);
             stringMessage  = EnumtoChar(type).ToString();
             stringMessage += hitAmount;
             serialController.SendSerialMessage(stringMessage);
             hitAmount = 0;
             //oreSwitcher.DeactivateOre();
             print(stringMessage);
         }
         else
         {
             stringMessage  = EnumtoChar(type).ToString();
             stringMessage += hitAmount;
             serialController.SendSerialMessage(stringMessage);
             print(stringMessage);
         }
     }
 }
    void writeValues()
    {
        string writeVal = "<" + string.Format("{0:N02}", detach) + ", " + string.Format("{0:N02}", rotateLeftVal1) + ", " + string.Format("{0:N02}", rotateLeftVal2) + ", " + string.Format("{0:N02}", rotateLeftVal3) + ", " + string.Format("{0:N02}", rotateLeftVal4) + ", " + string.Format("{0:N02}", rotateRightVal1) + ", " + string.Format("{0:N02}", rotateRightVal2) + ", " + string.Format("{0:N02}", rotateRightVal3) + ", " + string.Format("{0:N02}", rotateRightVal4) + ">";

        //string writeVal = "<" + string.Format("{0:N02}", detach) + ", " + string.Format("{0:N02}", rotateRightVal1) + ", " + string.Format("{0:N02}", rotateRightVal2) + ", " + string.Format("{0:N02}", rotateRightVal3) + ", " + string.Format("{0:N02}", rotateRightVal4) + ", " + string.Format("{0:N02}", rotateLeftVal1) + ", " + string.Format("{0:N02}", rotateLeftVal2) + ", " + string.Format("{0:N02}", rotateLeftVal3) + ", " + string.Format("{0:N02}", rotateLeftVal4) + ">";

        //mySPort.WriteLine(writeVal);
        serialController.SendSerialMessage(writeVal);

        //string writeVal = string.Format("{0:N03}", rotateLeftVal) + "&" + string.Format("{0:N03}", rotateRightVal) + "&";
        //mySPort.WriteLine(writeVal);

        print("RotateLeftVal: " + writeVal);

        //print("detach: " + detach);
    }
Example #28
0
    void OnCollisionEnter(Collision ctl)
    {                                            //collision point?
        // add an explosion here
        if (explosion != null && ctl.gameObject.name == "loop")
        {
            Debug.Log("boom");
            // Instantiate(explosion, transform.position,transform.rotation);
        }

        ContactPoint contact = ctl.contacts[0];
        Vector3      pos     = contact.point;
        Vector3      a       = GetComponent <Rigidbody>().velocity;

        p.text = pos.ToString();
        v.text = a.ToString();
        //Debug.Log(x_cor + "||" + y_cor + "...cur_position:" + GetComponent<Rigidbody>().position);


        if (ffl == 0)
        {
            ffl = 1;
        }

        else
        {
            // string xx = (delta_angle).ToString("0.00");              // send the data int..., without end_sign...
            serialController.SendSerialMessage("666");
            // if (delta_angle != 0)
            Debug.Log("Send 666");
        }


        pre_angle = angle;
        //SceneManager.LoadScene("Mini_Game");


        /* LineRenderGameObject2 = GameObject.Find("spot");              // draw the line after receive the data from arduino
         * lineRenderer2 = (LineRenderer)LineRenderGameObject2.GetComponent("LineRenderer");
         * lineRenderer2.SetPosition(0, new Vector3(cur_pos[0], 0.0f, cur_pos[2]));
         * lineRenderer2.SetPosition(1, new Vector3((float)x_cor, 0.0f, (float)y_cor));        */
    }
    void Update()
    {
        {
            if (left != lastL)
            {
                serialControllerL.SendSerialMessage(left);
            }
            if (right != lastR)
            {
                serialControllerR.SendSerialMessage(right);
            }
            lastL = left;
            lastR = right;
        }

        if (i % 50 == 0)
        {
            ts = stopWatch.Elapsed;
            // PrintElapsedTime(ts);
        }
        i++;
    }
Example #30
0
// Use this for initialization
    void Start()
    {
        serialController         = GameObject.Find("SerialController").GetComponent <SerialController>();
        GameControl.Button1Count = 0;
        GameControl.Button2Count = 0;
        GameControl.Button3Count = 0;
        GameControl.Button4Count = 0;
        GameControl.Button5Count = 0;
        RandomScene();
        for (int i = 0; i < 50; i++)
        {
            serialController.SendSerialMessage("2");
        }
        videoPlayer             = GameObject.Find("Main Camera").AddComponent <UnityEngine.Video.VideoPlayer>();
        videoPlayer.playOnAwake = false;
        audioSource             = GameObject.Find("PressButtonLoop" + "_1").GetComponent <AudioSource>();
        videoPlayer.url         = "Assets/Movies/" + "PressButtonLoop" + ".mp4";

        videoPlayer.isLooping = true;
        // Add handler for loopPointReached
        videoPlayer.prepareCompleted += Prepared;
        videoPlayer.Prepare();
    }