Пример #1
0
    // Use this for initialization
    void Start()
    {
        BLE = FindObjectOfType <BLEConnector> ();
        Debug.Log("sr:" + BLE.max_sr);
        sr_image [0] = Resources.Load <Sprite>("ccr");
        sr_image [1] = Resources.Load <Sprite>("ccb");
        sr_image [2] = Resources.Load <Sprite>("ccg");
        sr_image [3] = Resources.Load <Sprite>("ccyy");

        mode = statue.Load;

        myB.GetComponentInChildren <Text> ().text = "Click to Connect";
        myText.text = "";



        for (int i = 0; i < 4; i++)
        {
            on_sr [i]    = false;
            setImage [i] = false;
        }
        myB.onClick.AddListener(myB_click);



        for (int i = 0; i < 4; i++)
        {
            string temp = "cross" + i;
            cross [i] = GameObject.Find(temp);
            cross[i].SetActive(false);
        }
    }
 public process(int a,int b,int c,int d)
 {
     num = a;
     stat = statue.waiting;
     prior = b;
     time_in = c;
     need_period_num = d;
     period_need_left = d;
 }
Пример #3
0
 public void myB_click()
 {
     if (mode == statue.Load)
     {
         myB.GetComponentInChildren <Text> ().text = "STOP";
         for (int i = 0; i < 4; i++)
         {
             cross [i].SetActive(true);
         }
         BLE.StartIMU();
         mode = statue.Connecting;
     }
     else if (mode == statue.Connecting)
     {
         //myB.gameObject.SetActive (false);
         CancelInvoke("ShowText");
         myText.text = "";
         mode        = statue.Calibration;
         BLE.SetConFlag(false);
     }
 }
Пример #4
0
    // Update is called once per frame
    void Update()
    {
        if (mode == statue.Connecting)
        {
            if (myText.text == "")
            {
                InvokeRepeating("ShowText", 0f, 0.5f);
            }

            int t = 0;
            for (int i = 0; i < BLE.max_sr; i++)
            {
                if (BLE.GetConnectState(i) && !setImage [i])
                {
                    ConnectSucc(i);
                    t++;
                }
            }
            Debug.Log("Con:" + t + " " + BLE.max_sr);
            if (t == BLE.max_sr)
            {
                myB_click();
            }
        }
        else if (mode == statue.Calibration)
        {
            int n = 0;
            for (int i = 0; i < BLE.max_sr; i++)
            {
                if (BLE.GetBLEpro(i) >= Gobal.CAL / 4)
                {
                    n++;
                }
            }
            Debug.Log("Cal:" + n + " " + BLE.max_sr);
            if (n == BLE.max_sr)
            {
                mode = statue.Ready;
            }
            if (myText.text == "")
            {
                InvokeRepeating("ShowText2", 0f, 0.5f);
            }
            debug_log1.text = BLE.GetBLEpro(0).ToString();
        }
        else if (mode == statue.Ready)
        {
            float[] temp = new float[3];
            temp            = BLE.GetBLEeuler(0);
            debug_log1.text = temp [0] + " " + temp [1] + " " + temp [2];

            mode = statue.Switch;
            CancelInvoke("ShowText2");
            DontDestroyOnLoad(BLE);
            SceneManager.LoadScene("GameVer1");
        }

        if (mode != statue.Switch && Input.GetKeyDown("escape"))
        {
            Debug.Log("close");
            BLE.CloseIMU();
        }
        //myB.GetComponentInChildren<Text> ().text=str;
    }