void OnGUI() { if (GUILayout.Button("1", GUILayout.Width(200f), GUILayout.Height(60f))) { // 文字列nを送信 _serialPort.Write("1"); } if (GUILayout.Button("f", GUILayout.Width(200f), GUILayout.Height(60f))) { // 文字列fを送信 _serialPort.Write("f"); } }
void Update() { p = (int)Input.mousePosition.x / 4; if (Input.GetMouseButton(0)) { Debug.Log(p); s = p.ToString(); _serialPort.Write(s); } }
// Update is called once per frame void Update() { if (Input.GetKey("up")) { Debug.Log("up"); transform.position += new Vector3(0, 0.1f, 0); } if (Input.GetKey("down")) { Debug.Log("down"); transform.position += new Vector3(0, -0.1f, 0); } if (Input.GetKey("right")) { Debug.Log("right"); transform.position += new Vector3(0.1f, 0, 0); } if (Input.GetKey("left")) { Debug.Log("left"); transform.position += new Vector3(-0.1f, 0, 0); } //Debug.Log("desu"+maincontroller.f); if (hasamari) { timecount += 0.1; Debug.Log("かぞえてるのは" + timecount + "roadsellは" + maincontroller.f); if (maincontroller.f >= 1.0f && timecount >= 5.0) { Debug.Log("jは" + j + "," + maincontroller.f); _serialPort.Write("4"); timecount = 0.0; hasamari = false; } } }
// Update is called once per frame void Update() { if (Input.GetKey("up")) { Debug.Log("up"); transform.position += new Vector3(0, 0.1f, 0); } if (Input.GetKey("down")) { Debug.Log("down"); transform.position += new Vector3(0, -0.1f, 0); } if (Input.GetKey("right")) { Debug.Log("right"); transform.position += new Vector3(0.1f, 0, 0); } if (Input.GetKey("left")) { Debug.Log("left"); transform.position += new Vector3(-0.1f, 0, 0); } //Debug.Log("desu"+maincontroller.f); //Debug.Log("aaaは"+maincontroller2.aaa); //Debug.Log("jは" + j); if (int.Parse(maincontroller2.aaa) != j) { Debug.Log("------------------ダメージに" + (j + 1) + "ヒット目-------------------"); /* * if (hasamari) * { * hasamari = false; * } * */ //次の木のobjectを有効にする kusabi_objects[int.Parse(maincontroller2.aaa)].gameObject.SetActive(true); //今の木のobjectを無効にする kusabi_objects[j].gameObject.SetActive(false); j = int.Parse(maincontroller2.aaa); hitpos = this.transform.position; emitParams.position = hitpos; hitpos_axetip = axeTip.transform.position; //Debug.Log("hitposは"+hitpos); //Debug.Log("axetipは"+axeTip.transform.position); Invoke("DoEmit", 0f); // 文字列nを送信 if (j > 1 && j <= 8) { Debug.Log("挟まり感!!jは、" + j); _serialPort.Write("1"); hasamari = true; } //最後の木なら終了のメッセージを出す if (j == 10) { Debug.Log("終了"); //挟まり感、衝撃感ブレーキ解除 _serialPort.Write("2"); _serialPort.Write("4"); kusabi_Destroy.gameObject.SetActive(false); } if (timecountAudio >= 1.0) { //斧が木に触れたときに呼び出される //play sound effect //GetComponent<AudioSource>().Play(); // 効果音を audioSource = gameObject.GetComponent <AudioSource>(); audioSource.clip = audioClip2; audioSource.Play(); timecountAudio = 0.0; otonari = true; } } if (otonari) { timecountAudio += 0.1; if (timecountAudio >= 1.0) { timecountAudio = 1.0; otonari = false; } } if (hasamari) { timecount += 0.1; //Debug.Log("かぞえてるのは" + timecount + "roadsellは" + maincontroller.f); if (maincontroller.f >= 6.0f && timecount >= 5.0) { Debug.Log("挟まり感終了!!jは、" + j); Debug.Log("jは" + j + "," + maincontroller.f); _serialPort.Write("4"); timecount = 0.0; hasamari = false; } } }
void Send() { // micro:bitに送信する任意の文字列 _serialPortWrapper.Write("hoge:"); }