Esempio n. 1
0
 /// <summary>
 /// JUmps to recording
 /// </summary>
 public void SendRecordingCommand()
 {
     state = SendJSonStates.IDLE;
     UnityEngine.Debug.Log("Load recording scene");
     //DontDestroyOnLoad(GameObject.Find("Daemodel"));
     UnityEngine.SceneManagement.SceneManager.LoadScene("Recording"); // ## TODO:
 }
Esempio n. 2
0
    /// <summary>
    /// This was called by a done button in planning. Is not used anymore
    /// </summary>
    public void BeginSending()
    {
        //doneButton.GetComponent<Button>().interactable = false;
        //doneButton.GetChild(1).GetComponent<Text>().color = new Vector4(1, 1, 1, 0.4f);

        MainPlanningUI.SavePath();
        if (clientUnity.client.isConnected)
        {
            state = SendJSonStates.SENDPATHREQUEST;
        }
    }
Esempio n. 3
0
    /// <summary>
    /// Requests the paths on the server before uploading the files
    /// </summary>
    void SendPathRequest()
    {
        if (clientUnity != null && clientUnity.client != null && clientUnity.client.isConnected)
        {
            UnityEngine.Debug.Log("Sending map metadata");

            clientUnity.client.SendCommand((byte)Modules.PLAN_LIBRARIAN_MODULE, (byte)PlanLibrarianCommandType.PLAN_LIB_REQUEST_LIBRARY_PATH);
            //UnityEngine.Debug.Log("Version Get: " + AtreyuManager.majorV + "." + AtreyuManager.minorV + "." + AtreyuManager.patchV);
            state = SendJSonStates.RECEIVEPATHREQUEST;
        }
    }
Esempio n. 4
0
    // Update is called once per frame
    // In model alignment, first we will consult if the server doesn't have a metadata that we have, and if it doesn't have it, this script state will change to SENDPATHREQUEST and start uploading everything
    void Update()
    {
        switch (state)
        {
        case SendJSonStates.IDLE:
            //throbberImage.gameObject.SetActive(false);
            //doneButton.GetComponent<Button>().interactable = true;
            //doneButton.GetChild(1).GetComponent<Text>().color = new Vector4(1, 1, 1, 1);
            //doneText.text = "Press done\nto proceed";
            break;

        case SendJSonStates.SENDPATHREQUEST:
            if (retry)
            {
                //doneText.text = "Sending map\nto server";
                //throbberImage.gameObject.SetActive(true);
                SendPathRequest();
                StartCoroutine(WaitForResponse());
            }
            //throbberImage.Rotate(0, 0, -180 * Time.deltaTime);
            break;

        case SendJSonStates.RECEIVEPATHREQUEST:
            if (pathsSend)
            {
                state = SendJSonStates.RECEIVEDATAFILESRESPONSE;
            }
            //throbberImage.Rotate(0, 0, -180 * Time.deltaTime);
            break;

        case SendJSonStates.RECEIVEDATAFILESRESPONSE:
            if (allFilesSent)
            {
                SendRecordingCommand();
            }
            //throbberImage.Rotate(0, 0, -180 * Time.deltaTime);
            break;

        default:
            break;
        }
    }