void OnMouseDown() { communications = comPort.GetComponent<UnitySerialPort>() as UnitySerialPort; Debug.Log("Mouse Down"); if (!Occupied) { Occupied = !Occupied; arrow.SetActive(true); xSign.SetActive(false); if (communications.isActiveAndEnabled) { communications.setState(0x01, 0x23, Occupied); } } else { Occupied = !Occupied; arrow.SetActive(false); xSign.SetActive(true); if (communications.isActiveAndEnabled) { communications.setState(0x1, 0x23, Occupied); } } }
/// <summary> /// The awake call is used to populate refs to the gui elements used in this /// example. These can be removed or replaced if needed with bespoke elements. /// This will not affect the functionality of the system. If we are using awake /// then the script is being run non staticaly ie. its initiated and run by /// being dropped onto a gameObject, thus enabling the game loop events to be /// called e.g. start, update etc. /// </summary> void Awake() { DataKey = new object(); // Define the script Instance if (Instance == null) { //DontDestroyOnLoad(this.gameObject); Instance = this; } else { Debug.LogWarning("Instance of Serial Port Already exist"); return; } try { ComPort = SerialPort.GetPortNames()[0]; } catch { } // If we have used the editor inspector to populate any included gui // elements then lets initiate them and set some default values. // Details if the port is open or closed //if (ComStatusText != null) //{ ComStatusText.guiText.text = "ComStatus: Closed"; } this.ChunkData = new string[0]; }
// Use this for initialization void Start() { curValues = new int[16]; // numbers is a 16-element array sp = UnitySerialPort.Instance; sp.OpenSerialPort(); }
/// <summary> /// Use this for initialization /// </summary> void Start() { // Register reference to the UnitySerialPort. This // was defined in the scripts Awake function so we // know it is instantiated before this call. unitySerialPort = UnitySerialPort.Instance; // Register the script for all of the available event // notifications. UnitySerialPort.SerialDataParseEvent += new UnitySerialPort.SerialDataParseEventHandler(UnitySerialPort_SerialDataParseEvent); // Port status events UnitySerialPort.SerialPortOpenEvent += new UnitySerialPort.SerialPortOpenEventHandler(UnitySerialPort_SerialPortOpenEvent); UnitySerialPort.SerialPortCloseEvent += new UnitySerialPort.SerialPortCloseEventHandler(UnitySerialPort_SerialPortCloseEvent); // Sent data events UnitySerialPort.SerialPortSentDataEvent += new UnitySerialPort.SerialPortSentDataEventHandler(UnitySerialPort_SerialPortSentDataEvent); UnitySerialPort.SerialPortSentLineDataEvent += new UnitySerialPort.SerialPortSentLineDataEventHandler(UnitySerialPort_SerialPortSentLineDataEvent); }
// Refs populated by the editor inspector for default gui // functionality if script is to be used in a non-static // context. //public GameObject ComStatusText; //public GameObject RawDataText; #endregion Properties #region Unity Frame Events /// <summary> /// The awake call is used to populate refs to the gui elements used in this /// example. These can be removed or replaced if needed with bespoke elements. /// This will not affect the functionality of the system. If we are using awake /// then the script is being run non staticaly ie. its initiated and run by /// being dropped onto a gameObject, thus enabling the game loop events to be /// called e.g. start, update etc. /// </summary> void Awake() { // Define the script Instance Instance = this; // If we have used the editor inspector to populate any included gui // elements then lets initiate them and set some default values. spaceGPSestado = false; biometricsEstado = true; // Details if the port is open or closed }
// Use this for initialization void Start() { //init arrays curValues = new int[16]; // numbers is a 16-element array oldValues = curValues; //init port sp = UnitySerialPort.Instance; sp.OpenSerialPort(); lt = GetComponent <Light>(); }
/// <summary> /// The awake call is used to populate refs to the gui elements used in this /// example. These can be removed or replaced if needed with bespoke elements. /// This will not affect the functionality of the system. If we are using awake /// then the script is being run non staticaly ie. its initiated and run by /// being dropped onto a gameObject, thus enabling the game loop events to be /// called e.g. start, update etc. /// </summary> void Awake() { // Define the script Instance Instance = this; // If we have used the editor inspector to populate any included gui // elements then lets initiate them and set some default values. // Details if the port is open or closed if (ComStatusText != null) { ComStatusText.GetComponent <GUIText>().text = "ComStatus: Closed"; } }
/// <summary> /// The awake call is used to populate refs to the gui elements used in this /// example. These can be removed or replaced if needed with bespoke elements. /// This will not affect the functionality of the system. If we are using awake /// then the script is being run non staticaly ie. its initiated and run by /// being dropped onto a gameObject, thus enabling the game loop events to be /// called e.g. start, update etc. /// </summary> void Awake() { // Define the script Instance Instance = this; // If we have used the editor inspector to populate any included gui // elements then lets initiate them and set some default values. // Details if the port is open or closed if (ComStatusText != null) { ComStatusText.GetComponent<GUIText>().text = "ComStatus: Closed"; } }
void Start() { unitySerialPort = new UnitySerialPort(Instance); unitySerialPort = UnitySerialPort.Instance; }
public UnitySerialPort(XBeeManager manager) { Instance = this; PopulateComPorts(); if (OpenPortOnStart) { OpenSerialPort(); } }
void setRed() { communications = comPort.GetComponent<UnitySerialPort>() as UnitySerialPort; if (communications.isActiveAndEnabled) { communications.setState((byte)(m_Grana + 1), (byte)(m_Adresa + 1), true); } }
void setAuto() { isManualyRed = !isManualyRed; communications = comPort.GetComponent<UnitySerialPort>() as UnitySerialPort; if (communications.isActiveAndEnabled) { communications.setState((byte)(m_Grana + 1), (byte)(m_Adresa + 1), false); } }
void OnMouseDown() { communications = comPort.GetComponent<UnitySerialPort>() as UnitySerialPort; if (communications.isActiveAndEnabled) { if (!Occupied) { //Occupied = !Occupied; setRed(); isManualyRed = true; } } else { Occupied = !Occupied; } }
void Start() { Respond = new List<byte>(); Grana1Data1 = new List<byte>(); Grana2Data1 = new List<byte>(); Grana3Data1 = new List<byte>(); Grana4Data1 = new List<byte>(); Grana5Data1 = new List<byte>(); occupied = ToBoolean(0); foreach (GameObject go in m_Grana1) { go.transform.parent = this.gameObject.transform; } serialPort = GetComponent<UnitySerialPort>() as UnitySerialPort; StartCoroutine(Pool()); }
// Update is called once per frame void FixedUpdate() { Vector3 pos = Camera.main.ScreenToWorldPoint (Input.mousePosition); RaycastHit2D hit = Physics2D.Raycast(pos, Vector2.zero); if (hit != null && hit.collider != null) { OnMouseDown(); } communications = comPort.GetComponent<UnitySerialPort>() as UnitySerialPort; if (!communications.isActiveAndEnabled) { if (!Occupied) { GetComponent<SpriteRenderer>().color = green; } else { GetComponent<SpriteRenderer>().color = red; } } }
// Use this for initialization void Start() { MagneticPinchHand = GameObject.Find ("RigidHandRight"); PortScript = MagneticPinchHand.GetComponent ("UnitySerialPort") as UnitySerialPort; //PortScript.middleTip //PortScript = (UnitySerialPort) GameObject.FindObjectOfType (typeof(UnitySerialPort)); //GUIScript = GameObject.FindGameObjectWithTag("PlayerAnimation").GetComponent<MyAnimationScript>(); }
/// <summary> /// The awake call is used to populate refs to the gui elements used in this /// example. These can be removed or replaced if needed with bespoke elements. /// This will not affect the functionality of the system. If we are using awake /// then the script is being run non staticaly ie. its initiated and run by /// being dropped onto a gameObject, thus enabling the game loop events to be /// called e.g. start, update etc. /// </summary> void Awake() { path = Application.dataPath + "/StreamingAssets/ComPorts.xml"; xmlDoc = new XmlDocument(); // xmlDoc is the new xml document. // Define the script Instance Instance = this; xmlDoc.Load(path); XMLReader(); for (int i = 0; i < etaze.Count; i++) { string etazaName = ""; string baudrate = ""; string active = ""; etaze[i].TryGetValue("name", out etazaName); Debug.Log(" OVO IMAM " + etazaName); Debug.Log(" OVO JE TAG " + this.gameObject.tag); if (this.gameObject.tag == etazaName) { etaze[i].TryGetValue("comPort", out ComPort); Debug.Log(" COMPORT " + ComPort); etaze[i].TryGetValue("baudrate", out baudrate); etaze[i].TryGetValue("active", out active); if (active.Equals("true")) { OpenPortOnStart = true; } else { OpenPortOnStart = false; } } } // ComPort = this.gameObject.tag; // If we have used the editor inspector to populate any included gui // elements then lets initiate them and set some default values. // Details if the port is open or closed if (ComStatusText != null) { ComStatusText.GetComponent<GUIText>().text = "ComStatus: Closed"; } }