private static void startMov1(object source, System.Timers.ElapsedEventArgs e) { DynaLinkHS.CmdTransparentControl(0.2f, 0.2f, 1.0f, 1.0f, 10.0f, 10.0f, 10.0f, 10.0f); DynaLinkHS.CmdServoOff(); SetYaml.LoadTaskInfo();// load .yaml file print("初始化完成,实验开始"); // first block set RunFSM.currState = RunFSM.GameState_Enum.STATE_BLOCKSET; }
// Use this for initialization void Start() { DynaLinkHS.CmdTransparentControl(5f, 5f, 10f, 10f, 10f, 10f, 10f, 10f); //DynaLinkHS.CmdServoOff(); ///* // Initiate Hand Effector Position ///* screenSize = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)); // 尺寸的一半 print(screenSize); // screen size float M2_SIZE_X = (M2_AXIS_X[1] - M2_AXIS_X[0]) / 2; float M2_SIZE_Y = (M2_AXIS_Y[1] - M2_AXIS_Y[0]) / 2; xOffset = (screenSize.x) / M2_SIZE_X; yOffset = (screenSize.y) / M2_SIZE_Y; DynaLinkHS.CmdPassiveMovementControl((M2_AXIS_X[1] + M2_AXIS_X[0]) / 2, (M2_AXIS_Y[1] + M2_AXIS_Y[0]) / 2, (float)0.05); ///* // Initiate Control Mode(mass/damping/spring) /// for M2, the parameters are /// - origin/target position x [原始/目标位置 x 轴] (type : float, unit : m, range : ) /// - origin/target position y [原始/目标位置 y 轴] (type : float, unit : m, range : ) /// - M (mass) x [模拟质量 x 轴] (type : float, unit : kg, range : ) /// - M (mass) y [模拟质量 y 轴] (type : float, unit : kg, range : ) /// - B (damping) x [模拟阻尼 x 轴] (type : float, unit : N/(m/s), range : ) /// - B (damping) y [模拟阻尼 y 轴] (type : float, unit : N/(m/s), range : ) /// - K (spring) x [模拟弹簧 x 轴] (type : float, unit : N/m, range : ) /// - K (spring) y [模拟弹簧 y 轴] (type : float, unit : N/m, range : ) ///* ///* /// Renew/Load .yaml ///* //SetYaml.IniTaskInfo();// initiate .yaml SetYaml.LoadTaskInfo();// load .yaml timerStart = new Timer(); timerStart.Interval = 10000; //Wait for 10 seconds timerStart.Elapsed += GameStart; //Hook up the elapsed event for the timer timerStart.AutoReset = false; //Have the timer fire repeated events(true is the default) timerStart.Enabled = false; timerStart.Start(); }
//load task information to .YAML file void LoadBtnClick() { /* * get info in text and inputfield * */ string subjectName = TaskSetting.nameInput.text; List <string> startPoint = new List <string>() { TaskSetting.task1StartTxt.text, TaskSetting.task2StartTxt.text, TaskSetting.task3StartTxt.text, TaskSetting.task4StartTxt.text, }; List <string> endPoint = new List <string>() { TaskSetting.task1EndTxt.text, TaskSetting.task2EndTxt.text, TaskSetting.task3EndTxt.text, TaskSetting.task4EndTxt.text, }; // sequence //int[] sequence = new int[] { 1, 2, 3, 4, 5}; //SetYaml.IniTaskInfo(subjectName, randomSeq.GetRandomNum(sequence),startPoint,endPoint); SetYaml.IniTaskInfo(subjectName, startPoint, endPoint); /* * destroy all gameobject */ //GameObject.Destroy(startBtn, 0.3f); //GameObject.Destroy(loadBtn, 0.3f); //GameObject.Destroy(TaskSetting.task1Txt, 0.0f); //GameObject.Destroy(TaskSetting.task2Txt, 0.0f); //GameObject.Destroy(TaskSetting.task3Txt, 0.0f); //GameObject.Destroy(TaskSetting.task4Txt, 0.0f); //GameObject.Destroy(TaskSetting.task1StartTxt, 0.0f); //GameObject.Destroy(TaskSetting.task2StartTxt, 0.0f); //GameObject.Destroy(TaskSetting.task3StartTxt, 0.0f); //GameObject.Destroy(TaskSetting.task4StartTxt, 0.0f); //GameObject.Destroy(TaskSetting.task1EndTxt, 0.0f); //GameObject.Destroy(TaskSetting.task2EndTxt, 0.0f); //GameObject.Destroy(TaskSetting.task3EndTxt, 0.0f); //GameObject.Destroy(TaskSetting.task4EndTxt, 0.0f); //GameObject.Destroy(TaskSetting.nameInput, 0.0f); //GameObject.Destroy(MoveObject.objPoint, 0.0f); //SceneManager.LoadScene("M2SysEthHW-DLL",LoadSceneMode.Additive); SceneManager.LoadScene("M2SysEthHW-DLL"); }