Exemple #1
0
        private IEnumerator DataProcess(Message message)
        {
            //address
            var msg = message.address;

            Debug.Log("Catch the address: " + msg);
            if (msg == "ResultSend" && UIManager._instance)
            {
                //value
                foreach (var value in message.values)
                {
                    transformData.Add(value.ToString());
                }
                Vector3 Intensity = new Vector3(float.Parse(transformData[i + 7]), float.Parse(transformData[i + 8]), float.Parse(transformData[i + 9]));

                float       intensityLv = AIMath.CalcuIntensityLevel(Intensity);
                DataStorage instanceData;
                //インテンシティレベルが指定した範囲内なら
                if (intensityLv >= UIManager.LevelMin || intensityLv <= UIManager.LevelMax)
                {
                    //コーンの色を指定
                    Color vecObjColor = ColorBar.DefineColor(UIManager.ColorMapID, intensityLv, UIManager.LevelMin, UIManager.LevelMax);
                    micPos = new Vector3(float.Parse(transformData[i]), float.Parse(transformData[i + 1]), float.Parse(transformData[i + 2]));
                    micRot = new Quaternion(float.Parse(transformData[i + 3]), float.Parse(transformData[i + 4]), float.Parse(transformData[i + 5]), float.Parse(transformData[i + 6]));
                    GameObject instant = instanceManager.CreateInstantObj(int.Parse(transformData[i + 10]), micPos, micRot, Intensity, vecObjColor, UIManager.ObjSIze);
                    instanceData = new DataStorage(int.Parse(transformData[i + 10]), micPos, micRot, Intensity, intensityLv);
                    dataList.Add(instanceData);
                }
                i += 11;
                // UIManager._measure = true;
                yield return(null);
            }
            //サンプリングレート分の瞬時音響インテンシティデータの受信(No+インテンシティ)
            else if (msg == "InstanceSend")
            {
                List <Vector3> transInt = new List <Vector3>();
                List <Color>   colors   = new List <Color>();
                List <Vector3> scales   = new List <Vector3>();

                foreach (var value in message.values)
                {
                    transformData.Add(value.ToString());
                }
                int Num = int.Parse(transformData[i]);
                i++;
                int part = int.Parse(transformData[i]);
                i++;
                for (; i < transformData.Count; i += 3)
                {
                    animReady = false;
                    Vector3 Intensity   = new Vector3(float.Parse(transformData[i]), float.Parse(transformData[i + 1]), float.Parse(transformData[i + 2]));
                    float   intensityLv = AIMath.CalcuIntensityLevel(Intensity);
                    //コーンの色を指定
                    Color ObjColor = ColorBar.DefineColor(UIManager.ColorMapID, intensityLv, UIManager.LevelMin, UIManager.LevelMax);
                    transInt.Add(Intensity);
                    colors.Add(ObjColor);
                    scales.Add(DefineSize(intensityLv, UIManager.LevelMin, UIManager.LevelMax));
                }
                //オブジェクトをインテンシティに計算し終えたらデータ送信
                positionSender.CalcInstantEnd(Num);
                yield return(null);

                instanceManager.PushIntensityObj(Num, part, transInt, colors, scales);
                putNum.text = Num.ToString();
                animReady   = true;
                yield return(null);
            }
            else if (msg == "SendEnd")
            {
                uIPanelManager.DisplayReady();
                yield return(null);
            }
            else if (msg == "SettingSender")
            {
                UIManager.ColorMapID = int.Parse(message.values[0].ToString());
                UIManager.LevelMin   = float.Parse(message.values[1].ToString());
                UIManager.LevelMax   = float.Parse(message.values[2].ToString());
                UIManager.ObjSIze    = float.Parse(message.values[3].ToString());
                uIPanelManager.ReadyMeasure();
            }
        }