// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.A)) { myHandController.IOpen(false); } if (Input.GetKeyDown(KeyCode.Q)) { myHandController.IResetHand(); } if (Input.GetKeyDown(KeyCode.D)) { myHandController.IClose(false); } if (Input.GetKeyDown(KeyCode.F)) { myHandController.CloseSequence(); } if (_commpleteOneComm) { SendMessageToServer($"{completeTimeList.Last()}"); SendMessageToServer("206"); _commpleteOneComm = false; } if (!_connected) { return; } if (!_serverCommandNew) { return; } UnityEngine.Debug.Log($"Gesture: {_serverCommand}"); UnityEngine.Debug.Log($"Gesture MAV: {_serverMavCommand}"); _serverCommandNew = false; switch (_serverCommand) { case 0: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.NoMovement]; break; case 1: case 11: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.Close]; myHandController.CloseSequence(_serverMavCommand); break; case 2: case 22: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.Open]; myHandController.OpenSequence(_serverMavCommand); break; case 3: case 33: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.Supination]; myHandController.SupinationAndPronation(true, _serverMavCommand); break; case 4: case 44: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.Pronation]; myHandController.SupinationAndPronation(false, _serverMavCommand); break; case 5: case 55: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.Flexion]; myHandController.FlexionAndExtension(true, _serverMavCommand); break; case 6: case 66: if (!myHandController.IsTesting && !myHandController.IsNullTesting) { return; } IntroText.text = myHandController.GestureIntroTest[MyHandController.GestureState.Extension]; myHandController.FlexionAndExtension(false, _serverMavCommand); break; case 10: myHandController.IResetHand(); break; case 202: myHandController.StartNullTesting(); break; case 203: myHandController.StopNullTesting(); break; case 204: _comCount++; if (!_isPreparing) { StartCoroutine(GestureCom(_comCount)); } break; case 205: StartCoroutine(GestureCom(_commCommand)); break; case 206: myHandController.SetTolerance(_commCommand); break; case 210: myHandController.ManualReset(); break; } }
// Update is called once per frame void Update() { if (!_connected) { return; } if (!_serverCommandNew) { return; } _serverCommandNew = false; switch (_serverCommand) { case 100: myHandController.IResetHand(); IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.NoMovement]; break; case 101: IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.Close]; myHandController.IClose(); break; case 102: IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.Open]; myHandController.IOpen(); break; case 103: IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.Supination]; myHandController.ISupination(); break; case 104: IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.Pronation]; myHandController.IPronation(); break; case 105: IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.Flexion]; myHandController.IFlexion(); break; case 106: IntroText.text = myHandController.GestureIntro[MyHandController.GestureState.Extension]; myHandController.IExtension(); break; case 1010: IntroText.text = "The Trainning Process is Over, Waitting for next process"; myHandController.IResetHand(); break; case 1011: StartTestScene(); break; default: break; } }