Exemplo n.º 1
0
    // Use Awake() to initialize field variables.
    public void Awake()
    {
        //It is assumed that all the necessary components are already attached to CommHub gameObject, which  is referred to by
        // gameObject field of this object, the current instance of the current Class.

        m_displayController          = this.gameObject.GetComponent <DisplayScriptTreeOfVoice>();
        m_actionPlanController       = this.gameObject.GetComponent <ActionPlanController>();
        m_actionPlanUpdateController = this.gameObject.GetComponent <ActionPlanUpdateController>();
        m_boidsController            = this.gameObject.GetComponent <SimpleBoidsTreeOfVoice>();
        m_boidsRenderer = this.gameObject.GetComponent <BoidRendererTreeOfVoice>();

        m_actionPlanFileManager = this.gameObject.GetComponent <ActionPlanFileManager>();

        //debugging
        m_LEDColorGenController = this.gameObject.GetComponent <LEDColorGenController>(); // compute Shader use

        if (m_LEDColorGenController == null)
        {
            Debug.LogError("The component LEDColorGenController  should be added to CommHub");
            // Application.Quit();
        }


        m_pointerEventsController = this.gameObject.GetComponent <PointerEventsController>();
        // this  gets the reference  to the instance of  class PointerEventsController
        // The instance is automatically created (by new  PointerEventsController() ) when the component is added to the gameObject
        // The gameboject will has the reference to that instance.

        m_IRSensorMasterController = this.gameObject.GetComponent <IRSensorMasterController>();
        m_LEDMasterController      = this.gameObject.GetComponent <LEDMasterController>();
        m_neuroHeadSetController   = this.gameObject.GetComponent <NeuroHeadSetController>();
    }
Exemplo n.º 2
0
    // Use Awake() to initialize field variables.
    public void Awake()
    {
        //ActionPlanController m_actionPlanController;
        //ActionPlanUpdateController m_actionPlanUpdateController;

        //SimpleBoidsTreeOfVoice m_boidsController;
        //BoidsRendererTreeOfVoice m_boidsRenderer;

        //DictManager m_dictManager;

        //LEDColorGenController m_ledColorGenController;

        //ButtonEventController m_buttonEventController;
        //PointerEventsController m_pointerEventsController;

        //IRSensorMasterController m_irSensorMasterController;
        //LEDMasterController m_ledMasterController;
        //NeuroHeadSetController m_neuroHeadSetController;


        //m_actionPlanController = gameObject.GetComponent<ActionPlanController>();
        m_actionPlanUpdateController = gameObject.GetComponent <ActionPlanUpdateController>();
        //m_boidsController = gameObject.GetComponent<SimpleBoidsTreeOfVoice>();
        // m_boidsRenderer = gameObject.GetComponent<BoidsRendererTreeOfVoice>();

        m_dictManager           = gameObject.GetComponent <DictManager>();
        m_ledColorGenController = gameObject.GetComponent <LEDColorGenController>(); // compute Shader use

        m_pointerEventsController = gameObject.GetComponent <PointerEventsController>();


        // this  gets the reference  to the instance of  class PointerEventsController
        // The instance is automatically created (by new  PointerEventsController() ) when the component is added to the gameObject
        // The gameboject will has the reference to that instance.

        //m_irSensorMasterController = gameObject.GetComponent<IRSensorMasterController>();  //IRSensorMasterControlle component should be added to CommHub game object
        m_ledMasterController = gameObject.GetComponent <LEDMasterController>();  //LEDMasterController component should be added to CommHub game object
        //m_neuroHeadSetController = gameObject.GetComponent<NeuroHeadSetController>(); //NeuroHeadSetController component should be added to CommHub game object



        //In Start(): call actionPlanController.InitActionPlan
        //pointerEventController.onDrag += actionPlanController.ChangeActionTimes;
        //pointerEventController.onDrag += actionPlanController.RedrawActionPlan ==> NO, NO: all drawings are controlled by the Renderer Components such as
        // CanvasRenderer and LineRenderer. All you need to change is to change the locations and properties of the gameobjects involved.
        //pointerEventController.onPointerClick += actionPlanController.MergeOrSplitActionFields;;
        //                           two right mouse clicks merge or split the fields based on the position of the mouse within the field
        //inputField.onEndEdit += actionPlanController.ChangeActionValues
        //neuroHeadSetController.onReceived += boidsController.ChangeColorOfElectrodeBoids
        //irsensorMasterController.onReceived += boidsController.ChangeBrightnessOfInnerCircleBoids;
        // In Update call boidsController.SampleColorsAtLEDPoints
        // In Update call ledMasterController.SendLEDData
        // uiMenuController.onLoadActionPlan += actionPlanController.LoadActionPlan
        // uiMenuController.onSaveActionPlan += actionPlanController.SaveActionPlan
    }