// Use this for initialization void Start() { this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.myPort, this.remoteIP, this.serverPort); this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Sender); this.generator = GameObject.FindGameObjectWithTag("Generator").GetComponent<Generator>(); this.List_SendHuman = new List<Human>(); }
private void InitClasses() { this.BoneObjects = new List<GameObject>(); this.Positions = new List<Vector3>(); this.UV = new List<Vector2>(); this.Indices = new List<int>(); this.Weights = new List<int>(); this.modelskeleton = new Skeleton(); this.CurrentSkeleton = new Skeleton(); this.mesh = new Mesh(); this.CIPCClient = new CIPC_CS_Unity.CLIENT.CLIENT(4120, this.IPAddress, 50000, "Shadow3DUnity", 30); this.CIPCThread = new Thread(this.CIPCthreadTask); }
public void ConnectCIPC() { try { this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.myPort, this.remoteIP, this.serverPort, this.clinteName, this.fps); switch (this.mode) { case _Mode.Reciever: this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Receiver); break; case _Mode.Sender: this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Sender); break; } this.IsCIPC = true; Debug.Log("CIPCforRobotSync"); } catch { Debug.Log("Erorr:CIPC"); } }
// Use this for initialization void Start() { this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.myPort,this.remoteIP,this.serverPort); this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Receiver); this.List_Humans = new List<Human>(); Debug.Log("CIPC"); //Test用 this.HumanPosition = new Vector3(0, 0, 0); }
public void ConnectCIPC() { try { //this.client = new CIPC_CS_Unity.CLIENT.CLIENT(myport, ip, serverport, "ShadowLS", 30); this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.myPort, this.remoteIP, this.serverPort, this.clinteName, this.fps); this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Receiver); this.IsCIPC = true; Debug.Log("CIPCforLaserScaner"); } catch { Debug.Log("Erorr:CIPC"); } }
public void ConnectCIPC() { try { this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.myPort, this.remoteIP, this.serverPort, this.clinteName, this.fps); this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Receiver); this.IsCIPC = true; Debug.Log("CIPCforKinect"); } catch { Debug.Log("Erorr:CIPC"); } }
void CIPC_Init() { this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.MyPort, this.ServerIP, this.ServerPort, this.Name, Application.targetFrameRate); this.client.Setup(IsSender ? CIPC_CS_Unity.CLIENT.MODE.Sender : CIPC_CS_Unity.CLIENT.MODE.Receiver); }
public void ConnectCIPC(int myport, string ip, int serverport) { try { this.client = new CIPC_CS_Unity.CLIENT.CLIENT(myport, ip, serverport, "Shadow", 30); this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Receiver); this.IsCIPC = true; Debug.Log("CIPC"); } catch { Debug.Log("Erorr:CIPC"); } }
public void ConnectCIPC() { try { this.CIPCthread = new Thread(new ThreadStart(GetData)); this.CIPCthread.Start(); this.client = new CIPC_CS_Unity.CLIENT.CLIENT(this.myPort, this.remoteIP, this.serverPort, this.clientName, this.fps); this.client.Setup(CIPC_CS_Unity.CLIENT.MODE.Receiver); this.IsCIPC = true; } catch { Debug.Log("Erorr:CIPCforSave"); } }