// Update is called once per frame void Update() { counter += 1; if (counter > 5) { // add 3 after Hello, World! to tell server which shadow to load s_tcp.writeSocket("Hello, World!3"); byte[] buffer = s_tcp.readSocket(); if (buffer != null && buffer.Length > 0) { Debug.Log("Received:" + Encoding.ASCII.GetString(buffer, 0, 5)); // Create a texture. Texture size does not matter, since // LoadImage will replace with with incoming image size. if (buffer.Length < 10) { Debug.Log("Succeed"); current_score = 100; succeed = true; congrats.SetActive(true); success_counter = counter_text; // SceneManager.LoadScene (5); } else { Texture2D tex = new Texture2D(2, 2); byte[] score_buf = new byte[2]; byte[] img_buf = new byte[buffer.Length - 2]; Buffer.BlockCopy(buffer, 0, score_buf, 0, 2); Buffer.BlockCopy(buffer, 2, img_buf, 0, img_buf.Length); tex.LoadImage(img_buf); GetComponent <Renderer> ().material.SetTexture("_MainTex", tex); score = System.Text.Encoding.UTF8.GetString(score_buf); scoreboard.text = "Score " + score; current_score = Int32.Parse(score); // scoreboard.text = "Score " + System.Text.Encoding.UTF8.GetString(score_buf); // tex.LoadImage (buffer); // GetComponent<Renderer> ().material.SetTexture ("_MainTex", tex); } } else { //Debug.Log ("Received nothing."); } counter = 0; } counter_text += 1; // hit space to move to the next scene // or wait for around a second to jump to the next level // if user succeeds if (counter_text > success_counter + 50 && succeed || Input.GetKeyDown("space")) { SceneManager.LoadScene(4); } }
protected virtual void handleCreateSession() { String response; if (actualState == 1) { mainThread.writeSocket("NEWSESSION"); actualState = 2; } if (actualState == 2) { sessionID = mainThread.readSocket(); if (sessionID != "") { actualState = 3; } } if (actualState == 3) { response = mainThread.readSocket(); if (response != "") { actualState = 0; } } if (actualState == 0) { operation = 0; } }
// Update is called once per frame void Update() { counter += 1; if (counter > 5) { // add 0 after Hello, World! to tell server which shadow to load s_tcp.writeSocket("Hello, World!0"); byte[] buffer = s_tcp.readSocket(); if (buffer != null && buffer.Length > 0) { Debug.Log("Received:" + Encoding.ASCII.GetString(buffer, 0, 5)); // Create a texture. Texture size does not matter, since // LoadImage will replace with with incoming image size. if (buffer.Length < 10) { Debug.Log("Succeed"); current_score = 100; } else { Texture2D tex = new Texture2D(2, 2); byte[] score_buf = new byte[2]; byte[] img_buf = new byte[buffer.Length - 2]; Buffer.BlockCopy(buffer, 0, score_buf, 0, 2); Buffer.BlockCopy(buffer, 2, img_buf, 0, img_buf.Length); tex.LoadImage(img_buf); GetComponent <Renderer> ().material.SetTexture("_MainTex", tex); score = System.Text.Encoding.UTF8.GetString(score_buf); scoreboard.text = "Score " + score; current_score = Int32.Parse(score); // tex.LoadImage (buffer); // GetComponent<Renderer> ().material.SetTexture ("_MainTex", tex); } } else { //Debug.Log ("Received nothing."); } counter = 0; } counter_text += 1; if (counter_text == 100) { tutorial.text = tutorial_1; } else if (counter_text > 100 && counter_text % 50 == 0) { // use counter_text and current_score to // decide which instruction to show if (succeed == true) { SceneManager.LoadScene(2); } if (current_score < 20) { tutorial.text = tutorial_1; } else if (current_score >= 20 && current_score <= 80) { tutorial.text = tutorial_2; } else if (current_score > 80 && current_score < 100) { tutorial.text = tutorial_3; } else { tutorial.text = tutorial_4; congrats.SetActive(true); succeed = true; } } // hit space to move to the next scene if (Input.GetKeyDown("space")) { SceneManager.LoadScene(2); } }
// Use this for initialization void Start() { myTCP = gameObject.AddComponent<s_TCP> (); //new s_TCP(); myTCP.setupSocket(); Debug.Log (myTCP.socketReady); myTCP.writeSocket("get me started");//request data }