// Use this for initialization void Start() { SerialHandler_ = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); ForceText_ = transform.Find("ForceText").GetComponent <Text>(); PreceText_ = transform.Find("PreceText").GetComponent <Text>(); }
// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); StartCoroutine("moveToRankingScene"); audioController = GameObject.Find("AudioController"); serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateAppreciate); }
// Update is called once per frame void Update() { //Read Input from keyboard if (Input.GetKeyDown(interaction.keyCode)) { interaction.value = !interaction.value; } if (SerialHandler.serial_is_open && SerialHandler.getSensorDown((int)interaction.sensorTrigger1)) { interaction.value = !interaction.value; } if (interaction.value) { animator.SetInteger("AnimState", 1); interaction.counter += Time.deltaTime; if (interaction.counter > interaction.timeOut) { interaction.value = !interaction.value; interaction.counter = 0; } } else { animator.SetInteger("AnimState", 0); } }
// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); //信号を受信したときに、そのメッセージの処理を行う serialHandler.OnDataReceived += OnDataReceived; serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStatePlaying); }
/// <summary> /// Switch mode to disconnected /// </summary> public void SwitchToDisconnected() { IsModeConnected = false; SerialHandler.ClosePort(); SeriesCollection[0].Values.Clear(); SerialHandler.IncomingData.Clear(); Timestamp = ""; if (SeriesCollection.Count == 1) { SeriesCollection.Add( new LineSeries { Title = "Low", Values = new ChartValues <ObservablePoint>(), LineSmoothness = 0.1, StrokeThickness = 0.5 }); SeriesCollection.Add( new LineSeries { Title = "High", Values = new ChartValues <ObservablePoint>(), LineSmoothness = 0.1, StrokeThickness = 0.5 }); } dataX = 0; }
void Start() { SerialHandler_ = GameObject.Find("systemManager").GetComponent <SerialHandler>(); line = diagram.AddLine("force", Color.yellow); time = 0; }
// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); countText = GetComponent <Text>(); sound = GetComponent <AudioSource>(); StartCoroutine("countDownStartTime", maxCount); serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateWaitingStart); }
void Awake() { if(instance == null) { instance = this; } else { Destroy( this ); } }
void Awake() { serial = gameObject.GetComponent <SerialHandler>(); if (serial == null) { Debug.LogError("No SerialHandler script on this object"); } }
/// <summary> /// Sets up serial port connection /// </summary> /// <returns>True if connection was successfully established</returns> public bool SetUpSerial() { SerialHandler = SerialFacade.GetInstance(); SerialHandler.SetVM(this); SerialHandler.IncomingData.CollectionChanged += SerialIncomingData_CollectionChanged; IsSerialWorking = SerialHandler.SetupConnection(); return(IsSerialWorking); }
void ReadInput() { //interaction.value = (Input.GetKeyDown(interaction.keyCode)); //|| (SerialHandler.serial_is_open && SerialHandler.getSensorDown((int)interaction.sensorTrigger1)); if ((Input.GetKeyDown(interaction.keyCode)) || SerialHandler.getSensorDown((int)interaction.sensorTrigger1)) { interaction.value = true; } }
void Start() { _serial = new SerialHandler(); _serial.portName = COMPort; _serial.baudRate = 115200; _data[0] = (byte)'d'; _serial.OnDataReceived += OnDataReceived; _serial.Open(false); }
void Start() { lightComponent = GetComponent <Light>(); serialHandler = new SerialHandler(); serialHandler.OnDataReceived += OnDataReceived; serialHandler.SendLog += WriteLog; serialHandler.Init("Write serial port name", 115200); serialHandler.StartRead(); }
// Use this for initialization void Start() { save_ = save.GetComponent <Text>(); save_.text = "stop_save"; saveCheck = false; SerialHandler_ = maneger_.GetComponent <SerialHandler>(); }
private void button1_Click(object sender, EventArgs e) { var serialHandler = new SerialHandler(); serialHandler.InitSerial("COM3"); var t = new Thread(() => serialHandler.RequestJvsInformation()); t.Start(); //serialHandler.CloseSerial(); }
// Use this for initialization void Start() { string[] names = SerialHandler.getPortNames(); for (int i = 0; i < names.Length; i++) { Debug.Log(names[i]); } serial.OnDataReceived += Serial_OnDataReceived; }
// Use this for initialization void Start() { Debug.Log("@SerialTestClient"); SerialHandler.Open(); SerialHandler.Pressed += onPressed; SerialHandler.Pressing += onPressing; SerialHandler.Released += onReleased; SerialHandler.SwitchOn += onSwitchOn; SerialHandler.SwitchOff += onSwitchOff; }
void Awake() { if (instance == null) { instance = this; } else { Destroy(this); } }
public void onClick() { Text text = InputMessage.GetComponent <Text>(); Text inputtext = input.GetComponent <Text>(); text.text = inputtext.text; Debug.Log(text.text); SerialHandler sh = SerialHandler.GetComponent <SerialHandler>(); sh.Write(text.text); }
// Use this for initialization void Start() { miss = 0; serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); //信号を受信したときに、そのメッセージの処理を行う serialHandler.OnDataReceived += OnDataReceived; hitObject = GameObject.Find("HitLabel"); hitImageObject = GameObject.Find("TargetImage"); hitTextObject = GameObject.Find("HitText"); hitObject.SetActive(false); }
private void HandleTraffic() { Thread.Sleep(1000); KillTheThread = false; var serialHandler = new SerialHandler(); serialHandler.InitSerial("COM3"); var jvsThread = new Thread(() => serialHandler.RequestJvsInformation()); jvsThread.Start(); var keyb = new KeyboardInjector.KeyboardInject(); var idSet = false; var vJoyFeeder = new vJoyInjector.VJoyFeeder(); while (!KillTheThread) { if (!serialHandler.JvsInformation.SyncOk) { Thread.Sleep(10); continue; } if (!jvsThread.IsAlive) { Thread.Sleep(100); jvsThread = new Thread(() => serialHandler.RequestJvsInformation()); jvsThread.Start(); Thread.Sleep(100); } vJoyFeeder.Digitals = serialHandler.JvsInformation.DigitalBytes; vJoyFeeder.AnalogChannels = serialHandler.JvsInformation.AnalogChannels; if (idSet) { keyb.SendInputs(serialHandler.JvsInformation.DigitalBytes); } if (!idSet && serialHandler.JvsInformation.JvsIdentifier != "") { idSet = true; //keyb.Initialize(); new Thread(vJoyFeeder.StartInjector).Start(); Dispatcher.Invoke(DispatcherPriority.Normal, (Action)(() => { TxtJvsIo.Text += serialHandler.JvsInformation.JvsIdentifier; TxtJvsCmd.Text += serialHandler.JvsInformation.CmdFormatVersion.ToString("X2"); TxtJvsVersion.Text += serialHandler.JvsInformation.JvsVersion.ToString("X2"); TxtJvsComm.Text += serialHandler.JvsInformation.CommVersion.ToString("X2"); })); } Thread.Sleep(10); } vJoyFeeder.KillMe = true; serialHandler.CloseSerial(); }
// Start is called before the first frame update void Start() { currentModuleNum = 1; serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); //信号を受信したときに、そのメッセージの処理を行う serialHandler.OnDataReceived += OnDataReceived; passObject = GameObject.Find("PassLabel"); //passImageObject = GameObject.Find("PassImage"); //passTextObject = GameObject.Find("PassText"); passText = GameObject.Find("PassText").GetComponent <Text>(); passObject.SetActive(false); }
protected virtual void Start() { if (!_serialHandler) { _serialHandler = GetComponent <SerialHandler>(); } _rigidbody = GetComponent <Rigidbody>(); _serialHandler.OnDataReceived += OnDataReceived; var hitHandler = _virtualHand_R.gameObject.GetComponent <HitEventHandler>(); hitHandler.OnHitEnter += OnHandEnter; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(interaction.keyCode)) { interaction.value = !interaction.value; } if (Input.GetKeyDown(interaction.keyCode2)) { interaction.value2 = !interaction.value2; } if (SerialHandler.serial_is_open && SerialHandler.getSensorDown((int)interaction.sensorTrigger1)) { interaction.value = !interaction.value; } if (SerialHandler.serial_is_open && SerialHandler.getSensorDown((int)interaction.sensorTrigger2)) { interaction.value2 = !interaction.value2; } if (state == 0) { if (interaction.value) { animator.SetTrigger("state1"); state = 1; interaction.value2 = false; interaction.value = false; } } else if (state == 1) { if (interaction.value2) { animator.SetTrigger("state2"); state = 2; interaction.value2 = false; interaction.value = false; interaction.counter = 0; } TimerCount(); } else if (state == 2) { TimerCount(); } }
/// <summary> /// Switch mode to connected /// </summary> /// <returns></returns> public bool SwitchToConnected() { if (!SerialHandler.OpenPort()) { Debug.WriteLine("couldnt open port"); return(false); } while (SeriesCollection.Count > 1) { SeriesCollection.RemoveAt(SeriesCollection.Count - 1); } IsModeConnected = true; return(true); }
// [Inlet] // public float Actuator5 // { // set // { // Actuators[4] = CheckTemp(value); // } // } void Start() { _serial = new SerialHandler(); _serial.portName = COMPort; _serial.baudRate = 115200; _serial.OnDataReceived += OnDataReceived; _serial.Open(true); Thread.Sleep(500); for (int i = 0; i < 4; ++i) { _average[i] = new MovingAverageF(SamplesCount); } }
public bool DecreaseBrightness() { int value = int.Parse(BrightnessValue); if (value > 0) { BrightnessValue = (--value).ToString(); if (!SerialHandler.SendBrightnessValue(value)) { MessageBox.Show("Connection lost...switching to disconnected mode"); return(false); } } return(true); }
void Start() { serial = SerialHandler.Instance; bool success = serial.Open(portNum, SerialHandler.Baudrate.B_115200); if (!success) { return; } serial.OnDataReceived += SerialCallBack; // player = GameObject.Find("Player") as GameObject; // // }
// Update is called once per frame void Update() { SerialHandler sh = GetComponent <SerialHandler>(); Debug.Log(sh.X + sh.Y + sh.Z); if (sh.Y >= 60 && sh.Y <= 90 && sh.Z <= -100) { Debug.Log("パンチ(手:横)"); } if (sh.Y >= 0 && sh.Y <= 50 && sh.Z <= -100) { Debug.Log("パンチ(手:正面)"); } }
void ReadInput() { if (Input.GetKey(interaction.keyCode) || SerialHandler.getSensorDown((int)interaction.sensorTrigger1)) { interaction.value = !interaction.value; //Debug.Log("masuk 1"); } if (Input.GetKey(interaction.keyCode2) || SerialHandler.getSensorDown((int)interaction.sensorTrigger2)) { interaction.value2 = !interaction.value2; //Debug.Log("masuk 2"); } }
void Awake() { // スクリプトが設定されていなければゲームオブジェクトを残しつつスクリプトを設定 if (singleton == null) { DontDestroyOnLoad(gameObject); singleton = this; Open(); is_added_event [0] = false; is_added_event [1] = false; // 既にGameStartスクリプトがあればこのシーンの同じゲームオブジェクトを削除 } else { Destroy(this); } }
//private int[] pat30; // Use this for initialization void Start() { //Define frame rate Application.targetFrameRate = 60; //Set UDPReceiver instance & Port number set udprcv = GetComponent<UDPReceiver> (); udprcv.PORT_SET_INIT (20321, 20322, 20323, 20324, 20326, 20327); //Set serialHandler serialHandler = GetComponent<SerialHandler> (); //Set indicatorSetter indicatorSetter = GetComponent<IndicatorSetter> (); //Set indicatorSetter stateMachine = GetComponent<StateMachine> (); //Set GetComponents (must be put here, or Start() function) box1 = systemObj1.GetComponent<Image>(); box2 = systemObj2.GetComponent<Image>(); box3 = systemObj3.GetComponent<Image>(); box4 = systemObj4.GetComponent<Image>(); //Indicators in pic text_Indicator1 = systemObj_I1.GetComponent<Text> (); text_Indicator2 = systemObj_I2.GetComponent<Text> (); text_Indicator3 = systemObj_I3.GetComponent<Text> (); text_Indicator4 = systemObj_I4.GetComponent<Text> (); box_Indicator1 = systemObj_boxI1.GetComponent<Text> (); box_Indicator2 = systemObj_boxI2.GetComponent<Text> (); box_Indicator3 = systemObj_boxI3.GetComponent<Text> (); box_Indicator4 = systemObj_boxI4.GetComponent<Text> (); text_MessageLog = systemObj_MessageLog.GetComponent<Text> (); //(For debug) text1 = systemObj5.GetComponent<Text> (); //text2 = systemObj6.GetComponent<Text> (); textA = systemObj7.GetComponent<Text> (); textB = systemObj8.GetComponent<Text> (); textC = systemObj9.GetComponent<Text> (); textD = systemObj10.GetComponent<Text> (); text_PORT1 = systemObj11.GetComponent<Text> (); text_PORT2 = systemObj12.GetComponent<Text> (); text_PORT3 = systemObj13.GetComponent<Text> (); text_PORT4 = systemObj14.GetComponent<Text> (); //text_PORT5 = systemObj15.GetComponent<Text> (); //Set BoxFlicker instance box_A = systemObj1.AddComponent<BoxFlicker>(); box_B = systemObj2.AddComponent<BoxFlicker>(); box_C = systemObj3.AddComponent<BoxFlicker>(); box_D = systemObj4.AddComponent<BoxFlicker>(); //Set patternArray patternArray = GetComponent<PatternArray> (); patA = patternArray.getPat7_sin_plus1(); patB = patternArray.getPat15(); patC = patternArray.getPat12_sin_plus1(); patD = patternArray.getPat20_sin_plus1(); //pat30 = patternArray.getPat30(); box_A.Setting (patA, box1); box_B.Setting (patB, box2); box_C.Setting (patC, box3); box_D.Setting (patD, box4); }