void Start() { manualInput = ManualInputs.instance; arduino = manualInput.arduinos[arduinoNum]; counter = 3; StartCoroutine("setBaseline"); }
void Start() { manualInput = ManualInputs.instance; arduino = new Arduino_ManualInputs[arduinoNum]; for (int i = 0; i < arduinoNum; i++) { arduino[i] = manualInput.arduinos[i]; } }
// Use this for initialization //new void Awake () { // base.Awake(); // boatManager = boat.GetComponent<BoatManager>(); // //float posX = transform.position.x * (boat.position.x + Random.Range(0, 5)); // //float posY = transform.position.y + Random.Range(3, 7 + 2); //TODO no magic number!! // //transform.position = new Vector2(posX, posY); // manualInput = ManualInputs.instance; // arduino = manualInput.arduinos[arduinoNum]; // } new void Start() { base.Start(); boatManager = boat.GetComponent <BoatManager>(); //float posX = transform.position.x * (boat.position.x + Random.Range(0, 5)); //float posY = transform.position.y + Random.Range(3, 7 + 2); //TODO no magic number!! //transform.position = new Vector2(posX, posY); manualInput = ManualInputs.instance; arduino = manualInput.arduinos[arduinoNum]; }
void Start() { manualInput = ManualInputs.instance; arduino = manualInput.arduinos[arduinoNum]; for (int i = 0; i < counter.Length; i++) { counter[i] = 3; } StartCoroutine("setBaseline"); }
// Use this for initialization void Start() { button = Button.instance; if (buzzInMenu) //get Arduino and start buzzing { manualInput = ManualInputs.instance; arduino = manualInput.arduinos[arduinoNum]; for (int i = 0; i < buzzChars.Length; i++) { //arduino.sendData(buzzChars[i]); } } }
// Use this for initialization //new void Start () { // base.Start(); // boatManager = boat.GetComponent<BoatManager>(); // manualInput = ManualInputs.instance; // arduinoOutput = manualInput.arduinos[arduinoOutputNum]; // } void OnEnable() { if (boatManager == null) { base.Start(); boatManager = boat.GetComponent <BoatManager>(); manualInput = ManualInputs.instance; arduinoOutput = manualInput.arduinos[arduinoOutputNum]; } StartCoroutine("startSound"); toggleLED(); isLeaking = true; Debug.Log("Leak enabled: " + gameObject.name); }
void Awake() { _arduinos = new Arduino_ManualInputs[arduinoNum]; if (instance == null) { instance = this; for (int i = 0; i < arduinoNum; i++) { arduinoPrefab.GetComponent <Arduino_ManualInputs>().portName = portNames[i]; _arduinos[i] = Instantiate(arduinoPrefab, transform).GetComponent <Arduino_ManualInputs>(); } } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }