// Use this for initialization void Start() { curValues = new int[16]; // numbers is a 16-element array sp = UnitySerialPort.Instance; sp.OpenSerialPort(); }
// Update is called once per frame void Update() { //catch if SP is closed, make sure it's open if (!sp.SerialPort.IsOpen) { sp.OpenSerialPort(); } str = sp.RawData; curValues = splitString(str); //init values with specific array member int o = oldValues[8]; int c = curValues[8]; Debug.Log(c); if (o < c) { myDir = IntensityDirection.Increase; } if (o == c) { myDir = IntensityDirection.Same; } if (o > c) { myDir = IntensityDirection.Decrease; } ChangeLightIntensity(myDir); }
void Update() { if (!sp.SerialPort.IsOpen) { sp.OpenSerialPort(); } str = sp.RawData; values = splitString(str); //uncomment for debug string s = ""; foreach (int item in values) { s += item.ToString(); s += ", "; } print("FIRST: " + s); originalScale = transform.localScale; if (values[0] >= scaleMinValue && originalScale.x <= 1) { StartCoroutine(Scale()); } }
// Update is called once per frame void Update() { //catch if SP is closed, make sure it's open if (!sp.SerialPort.IsOpen) { sp.OpenSerialPort(); } str = sp.RawData; curValues = splitString(str); /* string s = ""; * * foreach (int item in curValues) * { * s += item.ToString(); * s += ", "; * } * * * print("FIRST: " + s);*/ //init values with specific array member int o = 0; int c = 0; o = oldValues[3]; c = curValues[3]; //Timer if (o < c) { lightOn(); print("INCREASE"); oldValues = curValues; } if (o == c) { //lt.intensity = lt.intensity; lightOn(); print("same"); oldValues = curValues; } if (o > c) { lt.intensity = Mathf.Lerp(maxLight, minLight, t); t += Time.deltaTime * 5; print("DECREASE"); oldValues = curValues; } }
// Method that can be used to both open // and close the serial port. public void OpenClosePort() { if (unitySerialPort.SerialPort == null) { unitySerialPort.OpenSerialPort(); return; } switch (unitySerialPort.SerialPort.IsOpen) { case true: unitySerialPort.CloseSerialPort(); break; case false: unitySerialPort.OpenSerialPort(); break; } // Update the buttons text display if (ComButton != null) { ComButton.text = PortOpenStatus; } }
// Use this for initialization void Start() { //init arrays curValues = new int[16]; // numbers is a 16-element array oldValues = curValues; //init port sp = UnitySerialPort.Instance; sp.OpenSerialPort(); lt = GetComponent <Light>(); }
void Update() { if (!sp.SerialPort.IsOpen) { sp.OpenSerialPort(); } str = sp.RawData; values = splitString(str); //uncomment for debug string s = ""; foreach (int item in values) { s += item.ToString(); s += ", "; } print("FIRST: " + s); //print("SECOND: " + s); }
// Update is called once per frame void Update() { if (!sp.SerialPort.IsOpen) { sp.OpenSerialPort(); } str = sp.RawData; curValues = splitString(str); if (Time.time >= timer) { oldValues = curValues; timer += period; /* * if (curValues[0] > oldValues[0]) * { * * Debug.Log("INCREASE"); * } * * * if (curValues[0] < oldValues[0]) * { * * Debug.Log("DECREASE"); * } */ } }
// Update is called once per frame void Update() { if (!sp.SerialPort.IsOpen) { sp.OpenSerialPort(); } str = sp.RawData; values = splitString(str); //uncomment for debug string s = ""; foreach (int item in values) { s += item.ToString(); s += ", "; } print("FIRST: " + s); //Debug.Log(mode + " : " + this.gameObject.name + " : " + this.GetComponent<Renderer>().material.color.a); if (values[0] > 25) { r += Time.deltaTime * changingSpeed; r = Mathf.Clamp(r, 0f, 1f); Debug.Log("r;" + r); } if (values[0] <= 25) { r -= Time.deltaTime * changingSpeed; r = Mathf.Clamp(r, 0f, 1f); Debug.Log("r;" + r); } if (values[0] > 27) { g += Time.deltaTime * changingSpeed; g = Mathf.Clamp(g, 0f, 1f); Debug.Log("g;" + g); } if (values[0] <= 27) { g -= Time.deltaTime * changingSpeed; g = Mathf.Clamp(g, 0f, 1f); Debug.Log("g;" + g); } if (values[0] > 29) { b += Time.deltaTime * changingSpeed; b = Mathf.Clamp(b, 0f, 1f); Debug.Log("b;" + b); } if (values[0] <= 29) { b -= Time.deltaTime * changingSpeed; b = Mathf.Clamp(b, 0f, 1f); Debug.Log("b;" + b); } //if (Input.GetKey(KeyCode.J)) //if (Input.GetKey(KeyCode.K)) // 앞에 오브젝트가 있어서 FadeMode가 Stop인 상태일 때, // 앞의 오브젝트의 알파가 0.5 이하인지 확인 this.GetComponent <Renderer>().material.color = new Color(r, g, b, a); }