示例#1
0
    void Update()
    {
        if (My_SerialPort.IsOpen)
        {
            //con = true;
            try
            {
                if (!isError)
                {
                    var x = My_SerialPort.CtsHolding;
                }
            }
            catch (Exception)
            {
                DeviceErr();
                return; //throw;
            }
        }
        if (state != MainManerger.MainStatus)
        {
            //Debug.Log("Trigger Test: " + MainManerger.MainStatus);
            switch (MainManerger.MainStatus)
            {
            case MainCtrl.GameStatus.INITIAL:

                if (state == MainCtrl.GameStatus.ERROR)
                {
                    //Debug.Log("Port_Reset");
                    Port_Reset();
                }
                break;

            case MainCtrl.GameStatus.ERROR:
                My_SerialPort.Close();
                break;
            }
        }
        switch (MainManerger.MainStatus)
        {
        case MainCtrl.GameStatus.INITIAL:
            Port_Connect();
            break;

        case MainCtrl.GameStatus.STANDBY:
        case MainCtrl.GameStatus.SYNC:
        case MainCtrl.GameStatus.TPOSE:
            break;

        case MainCtrl.GameStatus.ERROR:
            break;
        }
        state = MainManerger.MainStatus;

        Port_Check();
    }
示例#2
0
    void Update()
    {
        if (state != MainManerger.MainStatus)
        {
            switch (MainManerger.MainStatus)
            {
            case MainCtrl.GameStatus.INITIAL:
                DisableUI();
                break;

            case MainCtrl.GameStatus.STANDBY:
                EnableUI(); TposeFin();
                break;

            case MainCtrl.GameStatus.SYNC:
                break;

            case MainCtrl.GameStatus.TPOSE:
                DisableUI();
                break;

            case MainCtrl.GameStatus.ERROR:
                DisableUI();
                ShowError();
                break;
            }
        }
        switch (state)
        {
        case MainCtrl.GameStatus.INITIAL:
            //DisableUI();
            break;

        case MainCtrl.GameStatus.STANDBY:
            //EnableUI();
            break;

        case MainCtrl.GameStatus.ERROR:
            UpdateError();
            break;
        }
        state = MainManerger.MainStatus;
        UpdateJoint();
        UpdateDeviceInfo();
    }
示例#3
0
    void Update()
    {
        if (state != MainManerger.MainStatus)
        {
            switch (MainManerger.MainStatus)
            {
            case MainCtrl.GameStatus.STANDBY:
                ResetPose();
                break;

            case MainCtrl.GameStatus.TPOSE:
                ResetPose();
                Invoke("FinishTpose", 3.0f);
                break;
            }
        }
        state = MainManerger.MainStatus;
        switch (MainManerger.MainStatus)
        {
        case MainCtrl.GameStatus.SYNC:
            for (int i = 0; i < ActiveJoint.Length; i++)
            {
                Vector3 off = new Vector3(180, 0, 0);
                ActiveJoint[i].transform.eulerAngles = MainManerger.AllJoint[i].rotation + off;    // - offsetPose[i].rotation;
            }
            break;

        case MainCtrl.GameStatus.TPOSE:
            for (int i = 0; i < MainManerger.AllJoint.Length; i++)
            {
                offsetPose[i].rotation = new Vector3(0, 0, 0);
            }
            CollectingPose();
            break;
        }
    }