void Start() { _instance = this; // Script creates a reference to itself so it is accessible from any other script --> Used for SINGLETON stream.Open(); //Open the Serial Stream. Invoke("autoCalib", 1); }
void Update() { s_pep_pressureA sp = s_pep_pressureA.GetSceneInstance(); pressurePosition = sp.pressure; pressureFixed = sp.normalPressure; pressureDone = Mathf.Abs(pressurePosition - pressureFixed); if (pressureDone > pressureBuffer) { Vector3 newPlayerPosition = transform.position; newPlayerPosition = new Vector3(transform.position.x, ((pressurePosition - pressureFixed) * 4.0f) - 3.5f, transform.position.z); //sets horizontal and vertical limit transform.position = newPlayerPosition; } if (pressureDone < pressureBuffer) { Vector3 newPlayerPosition = transform.position; newPlayerPosition = new Vector3(transform.position.x, -3.5f, transform.position.z); transform.position = newPlayerPosition; } clockEnd = clock - Time.fixedTime; if (clockEnd < 0f) { if (x > 20) { dot_height = pressureDone; g_text_1.text = (Mathf.Round(dot_height * 10) / 10).ToString(); dot_height = Mathf.Clamp(dot_height, 0, 8); if (dot_height < 0.15f) { dot_height = 0f; } breathing[x] = Mathf.Round(dot_height * 100f) / 100f; dot_height_saved = dot_height; dot_height -= -40f; Instantiate(dot, new Vector3(-59f + (x * 0.07f), dot_height, -3f), Quaternion.Euler(90, 0, 0)); clock = Time.fixedTime + 0.1f; } x++; } if ((clockExhaleEnd < Time.fixedTime) && (x > 20)) { g_text_2.text = ":-)"; if (startBreath == true) { gameMaster.breathFlow += 50; print(gameMaster.breathFlow); startBreath = false; } } // g_text_total.text = i_text_total.ToString() + " expirations à faire"; if (dot_height_saved <= 0.3f) { g_text_2.text = " "; startBreath = true; endBreath = true; clockExhaleEnd = Time.fixedTime + 5f; } else { if (endBreath == true) { Instantiate(dot_red, new Vector3(-59f + (x * 0.07f), 45f, -3f), Quaternion.Euler(0, 0, 0)); counterDot++; endBreath = false; } } if (counterDot == 15) { deactivator = true; counterDot = 0; } if (Input.GetKeyUp("g")) { deactivator = true; } }