/// <summary> /// Return the max value that this servo will ever move /// </summary> public int GetServoMax(ServoPortEnum servoPort) { return(_servoMax[(int)servoPort]); }
/// <summary> /// Set the mininum servo value that this servo will ever be able to go /// </summary> public void SetServoMin(ServoPortEnum servoPort, int min) { _servoMin[(int)servoPort] = min; }
/// <summary> /// Return the fine tunign value of the specified servo /// </summary> public int GetServoFineTune(ServoPortEnum servoPort) { return(_servoFineTune[(int)servoPort]); }
/// <summary> /// Set the fine tuning value for the specified servo. This means that if the fine tune value for a servo is set to 1, then every position that is specified will be incremented by 1. /// This allows you to fine tune a servo position across the entire application. /// </summary> public void SetServoFineTune(ServoPortEnum servoPort, int fineTune) { _servoFineTune[(int)servoPort] = fineTune; }
/// <summary> /// Set the position of a servo but do not send it to the server. /// This merely caches the position, which you can send the cache later with SendCachedServoPositions() /// By caching, it allows you to effeciently use the communication by sending only servo updates. /// You would want to do this when there's a bunch of servo positions to set, and then send later. /// For example, in Unity you can send servo positions with every frame Update rather than send the updates separately. /// </summary> public void SetCachedServoPosition(ServoPortEnum servo, byte position) { _positions[(int)servo] = position; _servosChanged = true; }