public void Awake() { InteractiveObj_MultiTag script_I = GetComponent <InteractiveObj_MultiTag>(); if (script_I != null && script_I.ObjType == InteractiveObj_MultiTag.AllType.Monitor) { obj_Type = 1; } }
}//데이터 복귀시키기 void Pick_tower_to_Control(GameObject target) { //Debug.Log("From player_shot Tower Pick tried"); InteractiveObj_MultiTag script_IM = target.GetComponent <InteractiveObj_MultiTag>(); if (script_IM != null) { script_IM.Get_Signal_tower_pick(); } }//안씀
}//홀로그램 인식시 데이터 흡수 void CNN_cam_place(GameObject target) { Module_Lable ML = target.GetComponent <Module_Lable>(); if (machine_Obj_locating_target != null) { Circuit script_C = machine_Obj_locating_target.GetComponent <Circuit>(); InteractiveObj_MultiTag script_I = machine_Obj_locating_target.GetComponent <InteractiveObj_MultiTag>(); if ((script_C != null && script_C.signal_Type != 0) || (script_I != null && script_I.ObjType == InteractiveObj_MultiTag.AllType.Tower_Table)) { //Instantiate(placing_Tower, aimed_circuit_position, machine_Obj_locating_target.transform.rotation); Connectec_Data_Obj.transform.position = aimed_circuit_position; Connectec_Data_Obj.transform.rotation = machine_Obj_locating_target.transform.rotation; target.SetActive(true); //Connectec_Data_Obj.GetComponent<function_CNN>().Classifier_Placed(machine_Obj_locating_target); Connectec_Data_Obj.SetActive(true); Connectec_Data_Obj.GetComponent <Tower_test>().Classifier_Placed(machine_Obj_locating_target); Connectec_Data_Obj.GetComponent <Machine_Effect>().Get_Signal(true); Connectec_Data_Obj = null; aim_Mark_obj.transform.position = Vector3.zero; module_Buffer = 0; Gun_Module_script.GetSignal(module_Buffer); } }//회로 위에 배치 else if (ML != null) { if (ML.ModuleID % 100 == 0 && ML.Check_Module_Restrict(module_Buffer) == 1) { ML.GetSignal(module_Buffer); ML.Get_Machine_Signal(Connectec_Data_Obj); module_Buffer = 0; Gun_Module_script.GetSignal(module_Buffer); previous_script_ML = null; Connectec_Data_Obj = null; } } //모듈에 배치 } //회로위에 장치 배치 신호
}//홀로그램 인식시 데이터 흡수 void CNN_cam_place(GameObject target) { TransferableDataObject Data = target.GetComponent <TransferableDataObject>(); if (machine_Obj_locating_target != null) { Circuit script_C = machine_Obj_locating_target.GetComponent <Circuit>(); InteractiveObj_MultiTag script_I = machine_Obj_locating_target.GetComponent <InteractiveObj_MultiTag>(); if ((script_C != null && script_C.signal_Type != 0) || (script_I != null && script_I.ObjType == InteractiveObj_MultiTag.AllType.Tower_Table)) { //Instantiate(placing_Tower, aimed_circuit_position, machine_Obj_locating_target.transform.rotation); Connectec_Data_Obj.transform.position = aimed_circuit_position; Connectec_Data_Obj.transform.rotation = machine_Obj_locating_target.transform.rotation; target.SetActive(true); //Connectec_Data_Obj.GetComponent<function_CNN>().Classifier_Placed(machine_Obj_locating_target); Connectec_Data_Obj.gameObject.SetActive(true); Connectec_Data_Obj.GetComponent <MagneticMachine>().Classifier_Placed(machine_Obj_locating_target); Connectec_Data_Obj.GetComponent <Machine_Effect>().Get_Signal(true); Connectec_Data_Obj = null; aim_Mark_obj.transform.position = Vector3.zero; module_Buffer = 0; Gun_Module_script.GetSignal(module_Buffer); } }//회로 위에 배치 else if (Data != null) { if (Data.ID % 100 == 0 && Data.IsTransferPossible) { Data.OnDataTransfer(module_Buffer); Data.OnMachineDataTransfer(Connectec_Data_Obj); module_Buffer = 0; Gun_Module_script.GetSignal(module_Buffer); previous_script_ML = null; Connectec_Data_Obj = null; } } //모듈에 배치 } //회로위에 장치 배치 신호