예제 #1
0
        public void TestApiPostJsonSyncronous()
        {
            UnityAgent agent    = new UnityAgent();
            string     url      = GetTestUrl("post");
            var        testData = new {
                Guid        = Guid.NewGuid().ToString(),
                Message     = "Hello",
                Number      = new Random().Next(),
                EmptyString = String.Empty,
                NestedObj   = new {
                    NestedKey = "nested string"
                }
            };

            JsonData sentJsonData = JsonMapper.ToJson(testData);

            var response = agent
                           .Post(url)
                           .Send(sentJsonData)
                           .Begin()
                           .Result;

            Assert.AreEqual(HttpStatusCode.OK, response.StatusCode);

            JsonData recvJsonData = ExtractJsonFromForm(response);

            Assert.AreEqual((string)recvJsonData["Guid"], testData.Guid);
            Assert.AreEqual((string)recvJsonData["Message"], testData.Message);
            Assert.AreEqual((int)recvJsonData["Number"], testData.Number);
            Assert.AreEqual((string)recvJsonData["EmptyString"], String.Empty);
            Assert.AreEqual((string)recvJsonData["NestedObj"]["NestedKey"], testData.NestedObj.NestedKey);
        }
예제 #2
0
 public CnvAgent()
 {
     JustEntered = false;
     frame       = Wumpus.frame;
     UnityAgent  = UnityAgent.Instantiate();
     Target      = Vector2.zero;
     Spent       = 2f;
     Dur         = 1f;
 }
예제 #3
0
    public void AgentsGenerator()
    {
        Vector2[] vertices2D = { new Vector2(340.4437f, 739.1506f), new Vector2(350.0437f, 688.6506f), new Vector2(369.9437f, 695.1506f), new Vector2(366.7437f, 712.6506f), new Vector2(374.9437f, 713.9506f), new Vector2(383.5437f, 714.5506f), new Vector2(387.2437f, 714.7506f), new Vector2(387.7437f, 712.6506f), new Vector2(383.7437f, 712.3506f), new Vector2(371.8438f, 708.3506f), new Vector2(373.8438f, 695.3506f), new Vector2(398.5437f, 702.7506f), new Vector2(398.4437f, 705.2506f), new Vector2(406.8438f, 707.4506f), new Vector2(407.3438f, 715.0506f), new Vector2(403.0437f, 754.9506f), new Vector2(390.0437f, 754.8506f), new Vector2(389.8438f, 756.5506f), new Vector2(365.3438f, 752.5506f), new Vector2(363.7437f, 743.0506f), new Vector2(361.1437f, 742.7506f), new Vector2(361.8438f, 745.0506f), new Vector2(339.1437f, 747.0506f) };

        List <GamaPoint> list = new List <GamaPoint>();

        foreach (Vector2 v in vertices2D)
        {
            GamaPoint p = new GamaPoint
            {
                x = v.x,
                y = v.y,
                z = 0
            };
            list.Add(p);
        }

        for (int i = 0; i < 3000; i++)
        {
            UnityAgent unityAgent = new UnityAgent
            {
                unread            = "unread",
                sender            = "sender",
                receivers         = "receivers",
                emissionTimeStamp = 12
            };

            Content contents = new Content
            {
                agentName    = "agent_" + i,
                species      = "UA",
                geometryType = "POLYGON",
                vertices     = list,
                color        = new GamaColor(),
                height       = 0,
                location     = new GamaPoint(0, 0, 0)
            };

            unityAgent.contents = contents;

            string message = MsgSerialization.ToXML(unityAgent);

            Debug.Log("Message is " + message);

            UnityAgent newAgent = (UnityAgent)MsgSerialization.FromXML(message, new UnityAgent());

            Agent gamaAgent = newAgent.GetAgent();

            Debug.Log("Agent created : agent_" + gamaAgent.name);
        }



        //
    }
예제 #4
0
 private static void AddKeyAndValueInScene(string key, string value)
 {
     try
     {
         object[] args = new object[] { key, value };
         UnityAgent.Call("addSceneValue", args);
     }
     catch
     {
     }
 }
예제 #5
0
 private static void SetUserInfo(string userInfo)
 {
     try
     {
         object[] args = new object[] { userInfo };
         UnityAgent.Call("setUserId", args);
     }
     catch
     {
     }
 }
예제 #6
0
 private static void ReportException(int type, string name, string reason, string stackTrace, bool quitProgram)
 {
     try
     {
         object[] args = new object[] { name, reason, stackTrace, quitProgram };
         UnityAgent.Call("traceException", args);
     }
     catch
     {
     }
 }
예제 #7
0
 private static void SetCurrentScene(int sceneId)
 {
     try
     {
         object[] args = new object[] { sceneId };
         UnityAgent.Call("setScene", args);
     }
     catch
     {
     }
 }
예제 #8
0
        public void TestApiDeleteSyncronous()
        {
            UnityAgent agent = new UnityAgent();
            string     url   = GetTestUrl("delete");

            var response = agent
                           .Delete(url)
                           .Begin()
                           .Result;

            Assert.AreEqual(HttpStatusCode.OK, response.StatusCode);
        }
예제 #9
0
 private static void EnableDebugMode(bool enable)
 {
     _debugMode = enable;
     try
     {
         object[] args = new object[] { enable };
         UnityAgent.Call("setLogEnable", args);
     }
     catch
     {
     }
 }
예제 #10
0
        public void TestApiHeadSyncronous()
        {
            UnityAgent agent = new UnityAgent();
            string     url   = GetTestUrl("get");

            var response = agent
                           .Head(url)
                           .Begin()
                           .Result;

            Assert.AreEqual(HttpStatusCode.OK, response.StatusCode);
            Assert.That(response.Body.Length == 0);
        }
예제 #11
0
        public void TestApiGzipSyncronous()
        {
            UnityAgent agent = new UnityAgent();
            string     url   = GetTestUrl("gzip");

            var response = agent
                           .Get(url)
                           .Begin()
                           .Result;

            Assert.AreEqual(HttpStatusCode.OK, response.StatusCode);
            Assert.That((bool)response.Json["gzipped"] == true);
        }
예제 #12
0
 private static void LogToConsole(LogSeverity level, string message)
 {
     if ((_debugMode || (level == LogSeverity.Log)) || (level >= LogSeverity.LogInfo))
     {
         try
         {
             object[] args = new object[] { string.Format("[BuglyAgent] <{0}> - {1}", level.ToString(), message) };
             UnityAgent.Call("printLog", args);
         }
         catch
         {
         }
     }
 }
예제 #13
0
        public void TestApiGetSyncronous()
        {
            UnityAgent agent = new UnityAgent();
            string     url   = GetTestUrl("get");

            var response = agent
                           .Get(url)
                           .Begin()
                           .Result;


            Assert.AreEqual(HttpStatusCode.OK, response.StatusCode);
            StringAssert.AreEqualIgnoringCase((string)response.Json["url"], url);
        }
예제 #14
0
 private static void InitUnityAgent(string appId)
 {
     if (!IsInitialized)
     {
         try
         {
             object[] args = new object[] { appId, _configChannel, _configVersion, _configUser, _configDelayTime };
             UnityAgent.Call("initWithConfiguration", args);
             _isInitialized = true;
         }
         catch
         {
         }
     }
 }
예제 #15
0
        public void TestApiPatchSyncronous()
        {
            UnityAgent agent      = new UnityAgent();
            string     url        = GetTestUrl("patch");
            string     testString = Guid.NewGuid().ToString();

            var response = agent
                           .Patch(url)
                           .Send(testString)
                           .Begin()
                           .Result;

            Assert.AreEqual(HttpStatusCode.OK, response.StatusCode);
            Assert.That(response.Body.Contains(testString));
            StringAssert.AreEqualIgnoringCase((string)response.Json["url"], url);
        }
예제 #16
0
 public void UAInit(UnityAgent unityAgent)
 {
 }
예제 #17
0
        public void HandleMessage()
        {
            while (connector.HasNextMessage())
            {
                MqttMsgPublishEventArgs e = connector.GetNextMessage();

                /*
                 *              if (!IMQTTConnector.getTopicsInList().Contains(e.Topic))
                 *              {
                 *                  Debug.Log("-> The Topic '" + e.Topic + "' doesn't exist in the defined list. Please check! (the message will be deleted!)");
                 *                  msgList.Remove(e);
                 *                  return;
                 *              }
                 */

                receivedMsg = System.Text.Encoding.UTF8.GetString(e.Message);

                Debug.Log("-> Received Message is : " + receivedMsg + " On topic : " + e.Topic);

                if (agentsTopicDic.Keys.Contains(e.Topic))
                {
                    // DO Not DELETE

                    /*
                     *                  string serialisedObject = new XStream().ToXml(receivedMsg);
                     *                  GamaExposeMessage deserialisedObject = (GamaExposeMessage) new XStream().FromXml(serialisedObject);
                     */
                    //Debug.Log("The topic is : " + e.Topic);
                    GamaExposeMessage exposeMessage = new GamaExposeMessage(receivedMsg);

                    sceneManager.SetAttribute(agentsTopicDic[e.Topic], exposeMessage.attributesList);
                }
                else
                {
                    switch (e.Topic)
                    {
                    //case "listdata":
                    //    break;
                    case IMQTTConnector.MAIN_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("  -> Topic to deal with is : " + IMQTTConnector.MAIN_TOPIC);

                        UnityAgent unityAgent = (UnityAgent)MsgSerialization.FromXML(receivedMsg, new UnityAgent());
                        Agent      agent      = unityAgent.GetAgent();

                        switch (agent.Species)
                        {
                        case IUILittoSim.LAND_USE:
                            agent.Height = 10;
                            //agentCreator.GetComponent<AgentCreator>().CreateAgent(agent, Land_Use_Transform, matRed, IUILittoSim.LAND_USE_ID, true, ILittoSimConcept.LAND_USE_TAG, -60);
                            agentCreator.GetComponent <AgentCreator>().CreateGenericPolygonAgent(agent, true, ILittoSimConcept.LAND_USE_TAG, 0);       //-60);

                            break;

                        case IUILittoSim.COASTAL_DEFENSE:
                            agent.Height = 10;
                            //agentCreator.GetComponent<AgentCreator>().CreateAgent(agent, Land_Use_Transform, matYellow, IUILittoSim.COASTAL_DEFENSE_ID, true, ILittoSimConcept.COASTAL_DEFENSE_TAG, -80);
                            agentCreator.GetComponent <AgentCreator>().CreateGenericPolygonAgent(agent, true, ILittoSimConcept.COASTAL_DEFENSE_TAG, -80);
                            break;

                        case IUILittoSim.DISTRICT:
                            agent.Height = 10;
                            //agentCreator.GetComponent<AgentCreator>().CreateAgent(agent, Land_Use_Transform, matBlue, IUILittoSim.DISTRICT_ID, true, ILittoSimConcept.DISTRICT_TAG, -40);
                            agentCreator.GetComponent <AgentCreator>().CreateGenericPolygonAgent(agent, true, ILittoSimConcept.DISTRICT_TAG, -40);
                            break;

                        case IUILittoSim.FLOOD_RISK_AREA:
                            agent.Height = 10;
                            //agentCreator.GetComponent<AgentCreator>().CreateAgent(agent, Land_Use_Transform, matRed, IUILittoSim.FLOOD_RISK_AREA_ID, true, ILittoSimConcept.FLOOD_RISK_AREA_TAG, -100);
                            agentCreator.GetComponent <AgentCreator>().CreateGenericPolygonAgent(agent, true, ILittoSimConcept.FLOOD_RISK_AREA_TAG, -100);
                            break;

                        case IUILittoSim.PROTECTED_AREA:
                            agent.Height = 10;
                            //agentCreator.GetComponent<AgentCreator>().CreateAgent(agent, Land_Use_Transform, matGreenLighter, IUILittoSim.PROTECTED_AREA_ID, true, ILittoSimConcept.PROTECTED_AREA_TAG, -100);
                            agentCreator.GetComponent <AgentCreator>().CreateGenericPolygonAgent(agent, true, ILittoSimConcept.PROTECTED_AREA_TAG, -100);
                            break;

                        case IUILittoSim.ROAD:
                            agent.Height = 0;
                            //agentCreator.GetComponent<AgentCreator>().CreateAgent(agent, Land_Use_Transform, mat, IUILittoSim.ROAD_ID, false);
                            //agentCreator.GetComponent<AgentCreator>().CreateLineAgent(agent, Land_Use_Transform, matWhite, IUILittoSim.ROAD_ID, false, 10f, ILittoSimConcept.ROAD_TAG, -151);
                            agentCreator.GetComponent <AgentCreator>().CreateGenericLineAgent(agent, 10f, "Road", -151);
                            break;

                        default:
                            targetGameObject = GameObject.Find(unityAgent.receivers);
                            if (targetGameObject == null)
                            {
                                Debug.LogError(" Sorry, requested gameObject is null (" + unityAgent.receivers + "). Please check you code! ");
                                break;
                            }
                            else
                            {
                                Debug.Log("Generic Object creation : " + unityAgent.contents.agentName);
                                obj = new object[] { unityAgent, targetGameObject };
                                mainTopicManager.GetComponent <MainTopic>().ProcessTopic(obj);
                                //mainTopicManager.GetComponent(IMQTTConnector.MAIN_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                            }
                            break;
                        }

                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.MONO_FREE_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.MONO_FREE_TOPIC);
                        MonoFreeTopicMessage monoFreeTopicMessage = (MonoFreeTopicMessage)MsgSerialization.FromXML(receivedMsg, new MonoFreeTopicMessage());
                        targetGameObject = GameObject.Find(monoFreeTopicMessage.objectName);
                        obj = new object[] { monoFreeTopicMessage, targetGameObject };

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + monoFreeTopicMessage.objectName + "). Please check your code! ");
                            break;
                        }
                        //    Debug.Log("The message is to " + monoFreeTopicMessage.objectName + " about the methode " + monoFreeTopicMessage.methodName + " and attribute " + monoFreeTopicMessage.attribute);
                        GameObject.Find(IMQTTConnector.MONO_FREE_TOPIC_MANAGER).GetComponent(IMQTTConnector.MONO_FREE_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.MULTIPLE_FREE_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.MULTIPLE_FREE_TOPIC);

                        MultipleFreeTopicMessage multipleFreetopicMessage = (MultipleFreeTopicMessage)MsgSerialization.FromXML(receivedMsg, new MultipleFreeTopicMessage());



                        targetGameObject = GameObject.Find(multipleFreetopicMessage.objectName);

                        Debug.Log("-> Concerned Game Object is : " + multipleFreetopicMessage.objectName);

                        obj = new object[] { multipleFreetopicMessage, targetGameObject };

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + multipleFreetopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        GameObject.Find(IMQTTConnector.MULTIPLE_FREE_TOPIC_MANAGER).GetComponent(IMQTTConnector.MULTIPLE_FREE_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.POSITION_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.POSITION_TOPIC);

                        PositionTopicMessage positionTopicMessage = (PositionTopicMessage)MsgSerialization.FromXML(receivedMsg, new PositionTopicMessage());
                        targetGameObject = GameObject.Find(positionTopicMessage.objectName);
                        obj = new object[] { positionTopicMessage, targetGameObject };

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + positionTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }
                        else
                        {
                            GameObject.Find(IMQTTConnector.POSITION_TOPIC_MANAGER).GetComponent(IMQTTConnector.POSITION_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        }

                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.MOVE_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.MOVE_TOPIC);
                        Debug.Log("-> the message is : " + receivedMsg);
                        MoveTopicMessage moveTopicMessage = (MoveTopicMessage)MsgSerialization.FromXML(receivedMsg, new MoveTopicMessage());
                        Debug.Log("-> the position to move to is : " + moveTopicMessage.position);
                        Debug.Log("-> the speed is : " + moveTopicMessage.speed);
                        Debug.Log("-> the object to move is : " + moveTopicMessage.objectName);
                        targetGameObject = GameObject.Find(moveTopicMessage.objectName);
                        obj = new object[] { moveTopicMessage, targetGameObject };

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + moveTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        GameObject.Find(IMQTTConnector.MOVE_TOPIC_MANAGER).GetComponent(IMQTTConnector.MOVE_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.COLOR_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.COLOR_TOPIC);

                        ColorTopicMessage colorTopicMessage = (ColorTopicMessage)MsgSerialization.FromXML(receivedMsg, new ColorTopicMessage());
                        targetGameObject = GameObject.Find(colorTopicMessage.objectName);
                        obj = new object[] { colorTopicMessage, targetGameObject };

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + colorTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        GameObject.Find(IMQTTConnector.COLOR_TOPIC_MANAGER).GetComponent(IMQTTConnector.COLOR_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);

                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.GET_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.GET_TOPIC);
                        string value = null;

                        GetTopicMessage getTopicMessage = (GetTopicMessage)MsgSerialization.FromXML(receivedMsg, new GetTopicMessage());
                        targetGameObject = GameObject.Find(getTopicMessage.objectName);


                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + getTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        obj = new object[] { getTopicMessage, targetGameObject, value };

                        GameObject.Find(IMQTTConnector.GET_TOPIC_MANAGER).GetComponent(IMQTTConnector.GET_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        SendReplay(connector.clientId, "GamaAgent", getTopicMessage.attribute, (string)obj[2]);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.SET_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.SET_TOPIC);

                        SetTopicMessage setTopicMessage = (SetTopicMessage)MsgSerialization.FromXML(receivedMsg, new SetTopicMessage());
                        // Debug.Log("-> Target game object name: " + setTopicMessage.objectName);
                        Debug.Log("-> Message: " + receivedMsg);
                        targetGameObject = GameObject.Find(setTopicMessage.objectName);

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + setTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        obj = new object[] { setTopicMessage, targetGameObject };

                        GameObject.Find(IMQTTConnector.SET_TOPIC_MANAGER).GetComponent(IMQTTConnector.SET_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.PROPERTY_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.PROPERTY_TOPIC);

                        try
                        {
                        }
                        catch (Exception er)
                        {
                            Debug.Log("Error : " + er.Message);
                        }

                        PropertyTopicMessage propertyTopicMessage = (PropertyTopicMessage)MsgSerialization.FromXML(receivedMsg, new PropertyTopicMessage());
                        Debug.Log("-> Target game object name: " + propertyTopicMessage.objectName);
                        targetGameObject = GameObject.Find(propertyTopicMessage.objectName);

                        if (targetGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + propertyTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        obj = new object[] { propertyTopicMessage, targetGameObject };

                        GameObject.Find(IMQTTConnector.PROPERTY_TOPIC_MANAGER).GetComponent(IMQTTConnector.PROPERTY_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.CREATE_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.CREATE_TOPIC);
                        Debug.Log("-> Message: " + receivedMsg);
                        CreateTopicMessage createTopicMessage = (CreateTopicMessage)MsgSerialization.FromXML(receivedMsg, new CreateTopicMessage());
                        obj = new object[] { createTopicMessage };

                        GameObject.Find(IMQTTConnector.CREATE_TOPIC_MANAGER).GetComponent(IMQTTConnector.CREATE_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.DESTROY_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.DESTROY_TOPIC);

                        DestroyTopicMessage destroyTopicMessage = (DestroyTopicMessage)MsgSerialization.FromXML(receivedMsg, new DestroyTopicMessage());
                        obj = new object[] { destroyTopicMessage };

                        if (topicGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + destroyTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        GameObject.Find(IMQTTConnector.DESTROY_TOPIC_MANAGER).GetComponent(IMQTTConnector.DESTROY_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);
                        //------------------------------------------------------------------------------
                        break;

                    case IMQTTConnector.NOTIFICATION_TOPIC:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.NOTIFICATION_TOPIC);

                        NotificationTopicMessage notificationTopicMessage = (NotificationTopicMessage)MsgSerialization.FromXML(receivedMsg, new NotificationTopicMessage());
                        obj = new object[] { notificationTopicMessage };


                        if (topicGameObject == null)
                        {
                            Debug.LogError(" Sorry, requested gameObject is null (" + notificationTopicMessage.objectName + "). Please check you code! ");
                            break;
                        }

                        GameObject.Find(IMQTTConnector.NOTIFICATION_TOPIC_MANAGER).GetComponent(IMQTTConnector.NOTIFICATION_TOPIC_SCRIPT).SendMessage("ProcessTopic", obj);

                        //------------------------------------------------------------------------------
                        break;

                    default:
                        //------------------------------------------------------------------------------
                        Debug.Log("-> Topic to deal with is : " + IMQTTConnector.DEFAULT_TOPIC);
                        //------------------------------------------------------------------------------
                        break;
                    }
                }
            }
            CheckForNotifications();
        }
예제 #18
0
 public override void SetAllProperties(object args)
 {
     object[] obj = (object[])args;
     this.unityAgent = (UnityAgent)obj[0];
 }
예제 #19
0
 public MainTopic(UnityAgent unityAgent, GameObject gameObj) : base(gameObj)
 {
     this.unityAgent = unityAgent;
 }