最新对接硬件提交
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8
Assets/SenSorSystem.meta
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8
Assets/SenSorSystem.meta
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63
Assets/SenSorSystem/ChuanCiZhen_SenSor.cs
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63
Assets/SenSorSystem/ChuanCiZhen_SenSor.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 穿刺针对接硬件脚本
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/// </summary>
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public class ChuanCiZhen_SenSor : Sensor
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{
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/// <summary>
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/// 进度值
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/// </summary>
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[HideInInspector]
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public float progressValue;
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/// <summary>
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/// 旋转X
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/// </summary>
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[HideInInspector]
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public float X;
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/// <summary>
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/// 旋转Y
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/// </summary>
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[HideInInspector]
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public float Y;
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/// <summary>
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/// 旋转Z
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/// </summary>
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[HideInInspector]
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public float Z;
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[SerializeField]
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Text txt;
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private void Start()
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{
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transform.parent.GetComponent<SensorManager>().SendFunction("+++");
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}
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split("OK")[0].Split("ID:")[1].Split(',')[0].Equals("CCZ")) return;
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//this.Error(datas);
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progressValue = (Convert.ToInt32(datas.Split("OK")[0].Split("LEVEL:")[1])) / 10.0f;
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//this.Error($"当前穿刺针的拔出进度为:{progressValue}");
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X = float.Parse(datas.Split("OK")[0].Split("PIT:")[1].Split(',')[0]);
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Y = float.Parse(datas.Split("OK")[0].Split("YAW:")[1].Split(',')[0]);
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Z = float.Parse(datas.Split("OK")[0].Split("ROL:")[1].Split(',')[0]);
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this.Error($"当前旋转角度为:{X},{Y},{Z}");
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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txt.text = $"穿刺针进度:{progressValue},X:{X},Y:{Y},Z:{Z}";
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}
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}
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11
Assets/SenSorSystem/ChuanCiZhen_SenSor.cs.meta
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11
Assets/SenSorSystem/ChuanCiZhen_SenSor.cs.meta
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54
Assets/SenSorSystem/MianQian_SenSor.cs
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54
Assets/SenSorSystem/MianQian_SenSor.cs
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using DongWuYiXue.DaoNiaoShu;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 棉签对接硬件脚本
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/// </summary>
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public class MianQian_SenSor : Sensor
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{
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/// <summary>
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/// 旋转X
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/// </summary>
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[HideInInspector]
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public float X;
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/// <summary>
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/// 旋转Y
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/// </summary>
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[HideInInspector]
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public float Y;
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/// <summary>
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/// 旋转Z
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/// </summary>
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[HideInInspector]
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public float Z;
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[SerializeField]
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Text txt;
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private void Start()
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{
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GameManager.Instance.senSor.SendFunction("+++");
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}
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split("OK")[0].Split("ID:")[1].Split(',')[0].Equals("MQ")) return;
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//this.Error(datas);
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X = float.Parse(datas.Split("OK")[0].Split("PIT:")[1].Split(',')[0]);
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Y = float.Parse(datas.Split("OK")[0].Split("YAW:")[1].Split(',')[0]);
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Z = float.Parse(datas.Split("OK")[0].Split("ROL:")[1].Split(',')[0]);
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this.Error($"当前旋转角度为:{X},{Y},{Z}");
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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txt.text = $"棉签:X:{X},Y:{Y},Z:{Z}";
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}
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}
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11
Assets/SenSorSystem/MianQian_SenSor.cs.meta
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11
Assets/SenSorSystem/MianQian_SenSor.cs.meta
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41
Assets/SenSorSystem/ZhuSheQi_10SenSor.cs
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41
Assets/SenSorSystem/ZhuSheQi_10SenSor.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 10ml注射器对接硬件脚本
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/// </summary>
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public class ZhuSheQi_10SenSor : Sensor
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{
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/// <summary>
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/// 进度值
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/// </summary>
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[HideInInspector]
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public float progressValue;
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[SerializeField]
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Text txt;
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private void Start()
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{
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transform.parent.GetComponent<SensorManager>().SendFunction("+++");
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}
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ10")) return;
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//this.Error(datas);
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progressValue = (Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1])) / 10.0f;
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//this.Error($"当前10ml注射器的进度为:{progressValue}");
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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txt.text = $"10ml注射器拉取进度:{progressValue}";
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}
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}
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11
Assets/SenSorSystem/ZhuSheQi_10SenSor.cs.meta
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11
Assets/SenSorSystem/ZhuSheQi_10SenSor.cs.meta
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63
Assets/SenSorSystem/ZhuSheQi_20SenSor.cs
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63
Assets/SenSorSystem/ZhuSheQi_20SenSor.cs
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@ -0,0 +1,63 @@
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using DongWuYiXue.DaoNiaoShu;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 20ml注射器对接硬件脚本
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/// </summary>
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public class ZhuSheQi_20SenSor : Sensor
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{
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/// <summary>
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/// 进度值
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/// </summary>
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[HideInInspector]
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public float progressValue;
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[SerializeField]
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Text txt;
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[HideInInspector]
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public bool isOpen;
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private void Start()
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{
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//transform.parent.GetComponent<SensorManager>().SendFunction("+++");
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GameManager.Instance.senSor.SendFunction("+++");
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}
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ20")) return;
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lastTime = time;
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//this.Error(datas);
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progressValue = ((Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1])) - 1) / 9.0f;
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//this.Error($"当前20ml注射器的进度为:{progressValue}");
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}
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float time;
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float lastTime;
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private void Update()
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{
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time += Time.deltaTime;
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if (time - lastTime < 1.0f)
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{
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isOpen = true;
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}
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else
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{
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isOpen = false;
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//progressValue = 0;
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}
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txt.text = $"20ml注射器开启:{isOpen}拉取进度:{progressValue}";
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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}
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}
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11
Assets/SenSorSystem/ZhuSheQi_20SenSor.cs.meta
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11
Assets/SenSorSystem/ZhuSheQi_20SenSor.cs.meta
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60
Assets/SenSorSystem/ZhuSheQi_50SenSor.cs
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60
Assets/SenSorSystem/ZhuSheQi_50SenSor.cs
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@ -0,0 +1,60 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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/// <summary>
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/// 50ml注射器对接硬件脚本
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/// </summary>
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public class ZhuSheQi_50SenSor : Sensor
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{
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/// <summary>
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/// 进度值
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/// </summary>
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[HideInInspector]
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public float progressValue;
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[SerializeField]
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Text txt;
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public bool isOpen;
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private void Start()
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{
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transform.parent.GetComponent<SensorManager>().SendFunction("+++");
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}
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ50")) return;
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lastTime = time;
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progressValue = (Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1])) / 10.0f;
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//this.Error($"当前50ml注射器的进度为:{progressValue}");
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}
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float time;
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float lastTime;
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private void Update()
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{
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time += Time.deltaTime;
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if (time - lastTime < 1.0f)
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{
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isOpen = true;
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}
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else
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{
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isOpen = false;
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//progressValue = 0;
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}
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txt.text = $"50ml注射器开启:{isOpen}拉取进度:{progressValue}";
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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}
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}
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11
Assets/SenSorSystem/ZhuSheQi_50SenSor.cs.meta
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11
Assets/SenSorSystem/ZhuSheQi_50SenSor.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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43
Assets/SenSorSystem/ZhuSheQi_5SenSor.cs
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43
Assets/SenSorSystem/ZhuSheQi_5SenSor.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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using ZXKFramework;
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/// <summary>
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/// 5ml注射器对接硬件脚本
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/// </summary>
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public class ZhuSheQi_5SenSor : Sensor
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{
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/// <summary>
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/// 进度值
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/// </summary>
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[HideInInspector]
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public float progressValue;
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[SerializeField]
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Text txt;
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private void Start()
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{
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transform.parent.GetComponent<SensorManager>().SendFunction("+++");
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}
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("ZSQ5")) return;
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//this.Error(datas);
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//progressValue = ((Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1]))-3) / 7.0f;
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progressValue = ((Convert.ToInt32(datas.Split("%")[0].Split("LEVEL:")[1]))-3) / 6.0f;
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//this.Error($"当前5ml注射器的进度为:{progressValue}");
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}
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public override void Display(string datas)
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{
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base.Display(datas);
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txt.text = $"5ml注射器拉取进度:{progressValue}";
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}
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}
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11
Assets/SenSorSystem/ZhuSheQi_5SenSor.cs.meta
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11
Assets/SenSorSystem/ZhuSheQi_5SenSor.cs.meta
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userData:
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8
Assets/SenSorSystem/胃管置入术.meta
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8
Assets/SenSorSystem/胃管置入术.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 477adfb4edcb2de43b8e701c1a1f22d8
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67
Assets/SenSorSystem/胃管置入术/WeiGuanJianCe_SenSor.cs
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67
Assets/SenSorSystem/胃管置入术/WeiGuanJianCe_SenSor.cs
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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public class WeiGuanJianCe_SenSor : Sensor
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{
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public bool isBiQiang = false;
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/// <summary>
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/// 是否进入口咽部
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/// </summary>
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public bool isYanHou = false;
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/// <summary>
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/// 是否进入气管
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/// </summary>
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public bool isQiGuan = false;
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int BiQiangNum = 0;
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int YanHouNum = 0;
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int QiGuanNum = 0;
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public Text txt;
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public override void ReceiveData(string datas)
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{
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base.ReceiveData(datas);
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if (!datas.Split('%')[0].Split("ID:")[1].Split(',')[0].Equals("XTJC")) return;
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if (datas.Contains("Channl:"))
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{
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string str = datas.Split("Channl:")[1].Split(',')[0];
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this.Log($"检测的数据为:{datas.Split("Channl:")[1].Split(',')[0]}");
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switch (str)
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{
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case "1":
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BiQiangNum++;
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break;
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case "2":
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YanHouNum++;
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break;
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case "3":
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QiGuanNum++;
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break;
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default:
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break;
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}
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isBiQiang = BiQiangNum % 2 != 0;
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isYanHou = YanHouNum % 2 != 0;
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isQiGuan = QiGuanNum % 2 != 0;
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}
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}
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|
||||
public void SetZero_WeiGuan()
|
||||
{
|
||||
BiQiangNum = 0;
|
||||
YanHouNum = 0;
|
||||
QiGuanNum = 0;
|
||||
isBiQiang = false;
|
||||
isYanHou = false;
|
||||
isQiGuan = false;
|
||||
txt.text = $"胃管:{isBiQiang}+{BiQiangNum},咽喉:{isYanHou}+{YanHouNum},气管:{isQiGuan}+{QiGuanNum}";
|
||||
}
|
||||
|
||||
public override void Display(string datas)
|
||||
{
|
||||
base.Display(datas);
|
||||
txt.text = $"胃管:{isBiQiang}+{BiQiangNum},咽喉:{isYanHou}+{YanHouNum},气管:{isQiGuan}+{QiGuanNum}";
|
||||
}
|
||||
}
|
||||
11
Assets/SenSorSystem/胃管置入术/WeiGuanJianCe_SenSor.cs.meta
Normal file
11
Assets/SenSorSystem/胃管置入术/WeiGuanJianCe_SenSor.cs.meta
Normal file
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|
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25
Assets/SenSorSystem/胃管置入术/WeiGuanZhiRu_SenSor.cs
Normal file
25
Assets/SenSorSystem/胃管置入术/WeiGuanZhiRu_SenSor.cs
Normal file
@ -0,0 +1,25 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class WeiGuanZhiRu_SenSor : Sensor
|
||||
{
|
||||
[HideInInspector]
|
||||
public int deep_Num;
|
||||
|
||||
public Text txt;
|
||||
public override void ReceiveData(string datas)
|
||||
{
|
||||
base.ReceiveData(datas);
|
||||
if (!datas.Contains("WBJC")) return;
|
||||
|
||||
deep_Num = int.Parse(datas.Split('%')[0].Split("Deep:")[1].Split("mm")[0]);
|
||||
}
|
||||
|
||||
public override void Display(string datas)
|
||||
{
|
||||
base.Display(datas);
|
||||
txt.text = $"θ¹ÜµÄ²åÈëÉî¶ÈΪ£º{deep_Num}";
|
||||
}
|
||||
}
|
||||
11
Assets/SenSorSystem/胃管置入术/WeiGuanZhiRu_SenSor.cs.meta
Normal file
11
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Normal file
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68
Assets/SenSorSystem/胃管置入术/WeiGuan_Sensor.cs
Normal file
68
Assets/SenSorSystem/胃管置入术/WeiGuan_Sensor.cs
Normal file
@ -0,0 +1,68 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class WeiGuan_Sensor : Sensor
|
||||
{
|
||||
|
||||
public Text txt;
|
||||
|
||||
/// <summary>
|
||||
/// 是否插到了鼻孔
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isBiKong;
|
||||
|
||||
/// <summary>
|
||||
/// 是否插到了喉咙
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isHouLong;
|
||||
|
||||
/// <summary>
|
||||
/// 是否插到了胃部
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isWeiBu;
|
||||
|
||||
bool isChannl1;
|
||||
bool isChannl2;
|
||||
bool isChannl4;
|
||||
public override void ReceiveData(string datas)
|
||||
{
|
||||
base.ReceiveData(datas);
|
||||
if (!datas.Contains("WB")) return;
|
||||
//this.Error($"胃管插入:{datas}");
|
||||
string[] arrDatas = datas.Split('%')[0].Split(',');
|
||||
for (int i = 0; i < arrDatas.Length; i++)
|
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{
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if (arrDatas[i].Contains("Channl:"))
|
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{
|
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if (arrDatas[i].Split("Channl:")[1].Equals("1"))
|
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{
|
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|
||||
}
|
||||
if (arrDatas[i].Split("Channl:")[1].Equals("2"))
|
||||
{
|
||||
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|
||||
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{
|
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|
||||
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||||
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||||
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|
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|
||||
isWeiBu = (isChannl1 && isChannl2 && isChannl4);
|
||||
|
||||
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|
||||
}
|
||||
|
||||
public override void Display(string datas)
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{
|
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base.Display(datas);
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}
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}
|
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11
Assets/SenSorSystem/胃管置入术/WeiGuan_Sensor.cs.meta
Normal file
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8
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646
Assets/SensorModule/Scenes/SampleScene.unity
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guid: 241b85daacaad9c4ba0c421dd706f7af
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/SensorModule/Scripts/Common.meta
Normal file
8
Assets/SensorModule/Scripts/Common.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 23cd81b4a2fb0584489fc0f58b41cd58
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
136
Assets/SensorModule/Scripts/Common/CommonTools.cs
Normal file
136
Assets/SensorModule/Scripts/Common/CommonTools.cs
Normal file
@ -0,0 +1,136 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 通用工具
|
||||
/// </summary>
|
||||
public class CommonTools
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取角度
|
||||
/// </summary>.
|
||||
/// <returns></returns>
|
||||
public static float GetDu(string data1, string data2)
|
||||
{
|
||||
float loData = (Convert.ToInt32(data1, 16) << 8 | Convert.ToInt32(data2, 16)) / 100f;
|
||||
if (loData > 360)
|
||||
{
|
||||
loData = 360 - (Convert.ToInt32("0xffff", 16) - (Convert.ToInt32(data1, 16) << 8 | Convert.ToInt32(data2, 16))) / 100f;
|
||||
}
|
||||
return loData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取数据
|
||||
/// </summary>
|
||||
/// <param name="data1"></param>
|
||||
/// <param name="data2"></param>
|
||||
/// <returns></returns>
|
||||
public static float GetShuJu(string data1, string data2)
|
||||
{
|
||||
return Convert.ToInt32(data1, 16) * 256 + Convert.ToInt32(data2, 16);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取角度
|
||||
/// </summary>
|
||||
public static Quaternion GetEuler(float pitch, float yaw, float roll)
|
||||
{
|
||||
Vector3 eulerAngles2 = new(pitch, yaw, roll);
|
||||
return Quaternion.Euler(eulerAngles2);
|
||||
}
|
||||
#region 16进制转换相关
|
||||
/// <summary>
|
||||
/// 字节数组转16进制字符串
|
||||
/// </summary>
|
||||
public static string byteToHexStr(byte[] bytes)
|
||||
{
|
||||
string returnStr = "";
|
||||
if (bytes != null)
|
||||
{
|
||||
for (int i = 0; i < bytes.Length; i++)
|
||||
{
|
||||
returnStr += bytes[i].ToString("X2");
|
||||
returnStr += "-";
|
||||
}
|
||||
}
|
||||
return returnStr;
|
||||
}
|
||||
/// <summary>
|
||||
/// 字符串转16进制
|
||||
/// </summary>
|
||||
/// <param name="input">要转格式的字符串</param>
|
||||
/// <returns>转化为16进制的字符串</returns>
|
||||
private static string ToSixteen(string input)
|
||||
{
|
||||
char[] values = input.ToCharArray();
|
||||
string end = string.Empty;
|
||||
foreach (char letter in values)
|
||||
{
|
||||
int value = Convert.ToInt32(letter);
|
||||
string hexoutput = string.Format("{0:X}", value); //0 表示占位符 x或X表示十六进制
|
||||
end += hexoutput + "_";
|
||||
}
|
||||
end = end.Remove(end.Length - 1);
|
||||
return end;
|
||||
}
|
||||
/// <summary>
|
||||
/// 16进制转回字符串
|
||||
/// </summary>
|
||||
/// <param name="input">16进制</param>
|
||||
/// <returns>转回的字符串</returns>
|
||||
private static string ToMyString(string input)
|
||||
{
|
||||
string[] hexvaluesplit = input.Split('_');
|
||||
string end = string.Empty;
|
||||
foreach (string hex in hexvaluesplit)
|
||||
{
|
||||
int value = Convert.ToInt32(hex, 16);
|
||||
string stringvalue = char.ConvertFromUtf32(value);
|
||||
char charValue = (char)value;
|
||||
end += charValue;
|
||||
}
|
||||
return end;
|
||||
}
|
||||
/// <summary>
|
||||
/// 字符串转字节流
|
||||
/// </summary>
|
||||
/// <param name="hexStr"></param>
|
||||
/// <returns></returns>
|
||||
public static byte[] HexStringToBytes(string hexStr)
|
||||
{
|
||||
if (string.IsNullOrEmpty(hexStr))
|
||||
{
|
||||
return new byte[0];
|
||||
}
|
||||
if (hexStr.StartsWith("0x"))
|
||||
{
|
||||
hexStr = hexStr.Remove(0, 2);
|
||||
}
|
||||
var count = hexStr.Length;
|
||||
var byteCount = count / 2;
|
||||
var result = new byte[byteCount];
|
||||
for (int ii = 0; ii < byteCount; ++ii)
|
||||
{
|
||||
var tempBytes = Byte.Parse(hexStr.Substring(2 * ii, 2), System.Globalization.NumberStyles.HexNumber);
|
||||
result[ii] = tempBytes;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
/// <summary>
|
||||
/// 字符串转字节流 -- 推荐用法
|
||||
/// </summary>
|
||||
public static byte[] Convert16(string strText)
|
||||
{
|
||||
strText = strText.Replace(" ", "");
|
||||
byte[] bText = new byte[strText.Length / 2];
|
||||
for (int i = 0; i < strText.Length / 2; i++)
|
||||
{
|
||||
bText[i] = Convert.ToByte(Convert.ToInt32(strText.Substring(i * 2, 2), 16));
|
||||
}
|
||||
return bText;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
11
Assets/SensorModule/Scripts/Common/CommonTools.cs.meta
Normal file
11
Assets/SensorModule/Scripts/Common/CommonTools.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d0ec13398055c23489b7a6ecb8f465d2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/SensorModule/Scripts/Sensor.meta
Normal file
8
Assets/SensorModule/Scripts/Sensor.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a6238098e030c84fad1cc5546bd27db
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
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||||
assetBundleVariant:
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||||
17
Assets/SensorModule/Scripts/Sensor/AngleSensor.cs
Normal file
17
Assets/SensorModule/Scripts/Sensor/AngleSensor.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class AngleSensor : Sensor
|
||||
{
|
||||
public Text x;
|
||||
public Text y;
|
||||
public Text z;
|
||||
public override void ReceiveData(string datas)
|
||||
{
|
||||
base.ReceiveData(datas);
|
||||
Debug.Log(datas);
|
||||
}
|
||||
public override void Display(string datas)
|
||||
{
|
||||
}
|
||||
}
|
||||
11
Assets/SensorModule/Scripts/Sensor/AngleSensor.cs.meta
Normal file
11
Assets/SensorModule/Scripts/Sensor/AngleSensor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13c6e4cb294236a48bfa83317ee7a51c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/SensorModule/Scripts/Sensor/Base.meta
Normal file
8
Assets/SensorModule/Scripts/Sensor/Base.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2eccb318e4dfaf5449eff90d3387cb45
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
28
Assets/SensorModule/Scripts/Sensor/Base/Sensor.cs
Normal file
28
Assets/SensorModule/Scripts/Sensor/Base/Sensor.cs
Normal file
@ -0,0 +1,28 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
/// <summary>
|
||||
/// ´«¸ÐÆ÷»ùÀà
|
||||
/// </summary>
|
||||
public abstract class Sensor : MonoBehaviour
|
||||
{
|
||||
SensorManager sensorManager;
|
||||
public void Init(SensorManager sm)
|
||||
{
|
||||
sensorManager = sm;
|
||||
}
|
||||
public void SendData(string data)
|
||||
{
|
||||
sensorManager.SendFunction(data);
|
||||
}
|
||||
public virtual void ReceiveData(string datas)
|
||||
{
|
||||
if (!gameObject.activeSelf) return;
|
||||
Display(datas);
|
||||
}
|
||||
|
||||
public virtual void Display(string datas)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/SensorModule/Scripts/Sensor/Base/Sensor.cs.meta
Normal file
11
Assets/SensorModule/Scripts/Sensor/Base/Sensor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1241e5cf7985ea145a27ee4429841c9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
32
Assets/SensorModule/Scripts/Sensor/DYKGSensor.cs
Normal file
32
Assets/SensorModule/Scripts/Sensor/DYKGSensor.cs
Normal file
@ -0,0 +1,32 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class DYKGSensor : Sensor
|
||||
{
|
||||
/// <summary>
|
||||
/// µçÔ´ÊÇ·ñ¿ªÆô
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isOpen;
|
||||
public override void ReceiveData(string datas)
|
||||
{
|
||||
base.ReceiveData(datas);
|
||||
|
||||
//if (!datas.Split(',')[0].Split(':')[1].Equals(" XWJ")) return;
|
||||
this.Log(datas);
|
||||
if (datas.Contains("CONNECTED 1") || !string.IsNullOrEmpty(datas))
|
||||
{
|
||||
isOpen = true;
|
||||
}
|
||||
if (datas.Contains("DISCONNECTED"))
|
||||
{
|
||||
isOpen = false;
|
||||
}
|
||||
//isOpen = (!string.IsNullOrEmpty(datas));
|
||||
}
|
||||
public override void Display(string datas)
|
||||
{
|
||||
//pressText.text = press;
|
||||
}
|
||||
}
|
||||
11
Assets/SensorModule/Scripts/Sensor/DYKGSensor.cs.meta
Normal file
11
Assets/SensorModule/Scripts/Sensor/DYKGSensor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0b457dfe735ee534d800c5050702f685
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
52
Assets/SensorModule/Scripts/Sensor/PipeSensor.cs
Normal file
52
Assets/SensorModule/Scripts/Sensor/PipeSensor.cs
Normal file
@ -0,0 +1,52 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// 洗胃机接入三个管道
|
||||
/// </summary>
|
||||
public class PipeSensor : Sensor
|
||||
{
|
||||
/// <summary>
|
||||
/// 接胃管是否链接
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isJieWei;
|
||||
|
||||
/// <summary>
|
||||
/// 排污管是否链接
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isPaiWu;
|
||||
|
||||
/// <summary>
|
||||
/// 进液管是否链接
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public bool isJinYe;
|
||||
public override void ReceiveData(string datas)
|
||||
{
|
||||
base.ReceiveData(datas);
|
||||
//if (!datas.Split(',')[0].Split(':')[1].Equals(" XWJ")) return;
|
||||
if (datas.Contains("Channl"))
|
||||
{
|
||||
if (datas.Split(',')[8].Split(':')[1].Equals("1"))
|
||||
{
|
||||
isPaiWu = true;
|
||||
}
|
||||
else if (datas.Split(',')[8].Split(':')[1].Equals("2"))
|
||||
{
|
||||
isJieWei = true;
|
||||
}
|
||||
else if (datas.Split(',')[8].Split(':')[1].Equals("3"))
|
||||
{
|
||||
isJinYe = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void Display(string datas)
|
||||
{
|
||||
base.Display(datas);
|
||||
}
|
||||
}
|
||||
11
Assets/SensorModule/Scripts/Sensor/PipeSensor.cs.meta
Normal file
11
Assets/SensorModule/Scripts/Sensor/PipeSensor.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bc56e723d7a82e548b9d67a825c4132c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
8
Assets/SensorModule/Scripts/Sensor/导尿术_狗.meta
Normal file
8
Assets/SensorModule/Scripts/Sensor/导尿术_狗.meta
Normal file
@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcb2d505986238e4d972a75539abb577
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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31
Assets/SensorModule/Scripts/Sensor/导尿术_狗/DaoNiao_Sensor.cs
Normal file
31
Assets/SensorModule/Scripts/Sensor/导尿术_狗/DaoNiao_Sensor.cs
Normal file
@ -0,0 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DaoNiao_Sensor : Sensor
|
||||
{
|
||||
/// <summary>
|
||||
/// 导尿管插入深度
|
||||
/// </summary>
|
||||
[HideInInspector]
|
||||
public float daoNiaoDeep;
|
||||
string data;
|
||||
public Text txt;
|
||||
public override void ReceiveData(string datas)
|
||||
{
|
||||
base.ReceiveData(datas);
|
||||
data = datas.Split("#")[1].Split("%")[0];
|
||||
if (!data.Contains("DWYX2")) return;
|
||||
if (data.Contains("DNDeep"))
|
||||
{
|
||||
daoNiaoDeep = float.Parse(data.Split(",")[3].Split(":")[1].Split("mm")[0]);
|
||||
}
|
||||
}
|
||||
|
||||
public override void Display(string datas)
|
||||
{
|
||||
base.Display(datas);
|
||||
txt.text = $"导尿管插入深度:{daoNiaoDeep}mm";
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b7dbd95d45afec74c972e04b25b4cd74
|
||||
MonoImporter:
|
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externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
213
Assets/SensorModule/Scripts/SensorManager.cs
Normal file
213
Assets/SensorModule/Scripts/SensorManager.cs
Normal file
@ -0,0 +1,213 @@
|
||||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Collections.Generic;
|
||||
using System.Data.SqlTypes;
|
||||
using System.IO.Ports;
|
||||
using System.Text;
|
||||
using System.Threading;
|
||||
//using UnityEditor.PackageManager.UI;
|
||||
using UnityEngine;
|
||||
using UnityThreadingUtils;
|
||||
using ZXKFramework;
|
||||
|
||||
public class SensorManager : MonoBehaviour /*MonoSingleton<SensorManager>*/
|
||||
{
|
||||
public enum DataType
|
||||
{
|
||||
字符串,
|
||||
字节流,
|
||||
}
|
||||
#region 串口参数,主要修改串口名与波特率
|
||||
[Header("串口名")]
|
||||
public string portName = "COM10";
|
||||
[Header("波特率")]
|
||||
public int baudRate = 115200;
|
||||
[Header("奇偶校验")]
|
||||
private Parity parity = Parity.None;
|
||||
[Header("数据位")]
|
||||
private int dataBits = 8;
|
||||
[Header("停止位")]
|
||||
private StopBits stopBits = StopBits.One;
|
||||
SerialPort sp = null;
|
||||
Thread dataReceiveThread;
|
||||
[Header("接收数据格式")]
|
||||
public DataType dataType;
|
||||
#endregion
|
||||
private Dictionary<string, Sensor> allSensor = new Dictionary<string, Sensor>();
|
||||
StringBuilder sb = new StringBuilder();
|
||||
private void Start()
|
||||
{
|
||||
sp = new SerialPort(portName, baudRate, parity, dataBits, stopBits);
|
||||
foreach (Sensor s in GetComponentsInChildren<Sensor>())
|
||||
{
|
||||
allSensor.TryAdd(s.GetType().Name, s);
|
||||
}
|
||||
switch (dataType)
|
||||
{
|
||||
case DataType.字节流:
|
||||
dataReceiveThread = new Thread(new ThreadStart(DataReceiveBytesThread));
|
||||
break;
|
||||
case DataType.字符串:
|
||||
dataReceiveThread = new Thread(new ThreadStart(DataReceiveStrThread));
|
||||
break;
|
||||
}
|
||||
OpenPort();
|
||||
}
|
||||
/// <summary>
|
||||
/// 接收字节流
|
||||
/// </summary>
|
||||
private void DataReceiveBytesThread()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (sp != null && sp.IsOpen)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (sp.BytesToRead > 0)
|
||||
{
|
||||
byte[] buffer = new byte[sp.BytesToRead];
|
||||
sp.Read(buffer, 0, sp.BytesToRead);
|
||||
string receivedData = Encoding.Default.GetString(buffer);
|
||||
//Debug.Log(receivedData);
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
||||
foreach (var s in allSensor)
|
||||
{
|
||||
s.Value.ReceiveData(receivedData);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.Log("消息接收失败");
|
||||
}
|
||||
}
|
||||
Thread.Sleep(20);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 接收字符串
|
||||
/// </summary>
|
||||
private void DataReceiveStrThread()
|
||||
{
|
||||
while (true)
|
||||
{
|
||||
if (sp != null && sp.IsOpen)
|
||||
{
|
||||
try
|
||||
{
|
||||
if (sp.BytesToRead > 0)
|
||||
{
|
||||
sb.Append(sp.ReadExisting());
|
||||
//this.ColorLog(GDLog.LogColorState.Blue, sp.ReadLine());
|
||||
UnityMainThreadDispatcher.Instance().Enqueue(() =>
|
||||
{
|
||||
foreach (var s in allSensor)
|
||||
{
|
||||
s.Value.ReceiveData(sb.ToString());
|
||||
}
|
||||
sb.Clear();
|
||||
});
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.Log("消息接收失败");
|
||||
}
|
||||
}
|
||||
Thread.Sleep(20);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 发送消息
|
||||
/// </summary>
|
||||
/// <param name="dataSend"></param>
|
||||
public void SendFunction(string str)
|
||||
{
|
||||
try
|
||||
{
|
||||
byte[] dataSend = Encoding.ASCII.GetBytes(str);
|
||||
if (sp != null && sp.IsOpen)
|
||||
{
|
||||
if (dataSend != null && dataSend.Length > 0)
|
||||
{
|
||||
sp.Write(dataSend, 0, dataSend.Length);
|
||||
Debug.Log("发送消息成功:" + str);
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.Log("发送消息失败:" + str);
|
||||
}
|
||||
}
|
||||
//获取指定传感器
|
||||
public T GetSensor<T>() where T : Sensor
|
||||
{
|
||||
try
|
||||
{
|
||||
string name = typeof(T).Name;
|
||||
if (!allSensor.ContainsKey(name))
|
||||
{
|
||||
allSensor.TryAdd(name, GetComponentInChildren<T>());
|
||||
allSensor[name].Init(this);
|
||||
}
|
||||
//Debug.Log("传感器获取成功");
|
||||
return allSensor[name] as T;
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.Log("传感器获取失败");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
#region 串口开启关闭相关
|
||||
//打开串口
|
||||
public void OpenPort()
|
||||
{
|
||||
try
|
||||
{
|
||||
if (!sp.IsOpen)
|
||||
{
|
||||
sp.Open();
|
||||
dataReceiveThread.Start();
|
||||
Debug.Log("串口打开成功");
|
||||
}
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.Log("串口打开失败");
|
||||
}
|
||||
}
|
||||
|
||||
//关闭串口
|
||||
public void ClosePort()
|
||||
{
|
||||
try
|
||||
{
|
||||
sp.Close();
|
||||
dataReceiveThread.Abort();
|
||||
Debug.Log("串口关闭");
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
Debug.Log("串口关闭失败");
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Unity 退出相关
|
||||
private void OnApplicationQuit()
|
||||
{
|
||||
ClosePort();
|
||||
}
|
||||
private void OnDisable()
|
||||
{
|
||||
this.Log("为什么关闭了:" + gameObject.name);
|
||||
ClosePort();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
11
Assets/SensorModule/Scripts/SensorManager.cs.meta
Normal file
11
Assets/SensorModule/Scripts/SensorManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6c58763dd2491d94c882310d382a6dfc
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
2387
Assets/SensorModule/SensorConsole.prefab
Normal file
2387
Assets/SensorModule/SensorConsole.prefab
Normal file
File diff suppressed because it is too large
Load Diff
7
Assets/SensorModule/SensorConsole.prefab.meta
Normal file
7
Assets/SensorModule/SensorConsole.prefab.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1a1201bb09fe35a4ba7a1d787be0c122
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -19,7 +19,7 @@ namespace UnityThreadingUtils
|
||||
{
|
||||
_instance = this;
|
||||
// 让这个游戏对象在场景切换时不被销毁,确保持续可用
|
||||
DontDestroyOnLoad(gameObject);
|
||||
//DontDestroyOnLoad(gameObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -39,7 +39,7 @@ namespace UnityThreadingUtils
|
||||
GameObject dispatcherGameObject = new GameObject("UnityMainThreadDispatcher");
|
||||
_instance = dispatcherGameObject.AddComponent<UnityMainThreadDispatcher>();
|
||||
// 让这个游戏对象在场景切换时不被销毁,确保持续可用
|
||||
UnityEngine.Object.DontDestroyOnLoad(dispatcherGameObject);
|
||||
//UnityEngine.Object.DontDestroyOnLoad(dispatcherGameObject);
|
||||
}
|
||||
|
||||
return _instance;
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@ -29,14 +29,21 @@ namespace DongWuYiXue.DaoNiaoShu
|
||||
public override void OnStateStay()
|
||||
{
|
||||
base.OnStateStay();
|
||||
if (isChaGuan)
|
||||
//if (isChaGuan)
|
||||
//{
|
||||
// chaGuanValue += .0005f;
|
||||
// fsm.PlayClip("²å¹Ü_TimeLine", null, chaGuanValue);
|
||||
// avProValue.PlayValue = chaGuanValue;
|
||||
// avProValue.PlayVideoAsValue();
|
||||
//}
|
||||
if (isChaGuan && Input.GetKeyDown(KeyCode.L))
|
||||
{
|
||||
chaGuanValue += .0005f;
|
||||
chaGuanValue = 1.0f;
|
||||
fsm.PlayClip("²å¹Ü_TimeLine", null, chaGuanValue);
|
||||
avProValue.PlayValue = chaGuanValue;
|
||||
avProValue.PlayVideoAsValue();
|
||||
}
|
||||
if (isChaGuan && Input.GetKeyDown(KeyCode.L))
|
||||
if (isChaGuan && GameManager.Instance.senSor.GetSensor<DaoNiao_Sensor>().daoNiaoDeep > 45f)
|
||||
{
|
||||
chaGuanValue = 1.0f;
|
||||
fsm.PlayClip("²å¹Ü_TimeLine", null, chaGuanValue);
|
||||
@ -65,7 +72,7 @@ namespace DongWuYiXue.DaoNiaoShu
|
||||
}
|
||||
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
|
||||
{
|
||||
fsm.ShowTxtQuestion("²åÈëµ¼Äò¹Ü¡·²å¹Ü¡·²½Öè2",3, 5, 3, () =>
|
||||
fsm.ShowTxtQuestion("²åÈëµ¼Äò¹Ü¡·²å¹Ü¡·²½Öè2", 3, 5, 3, () =>
|
||||
{
|
||||
fsm.nextState = true;
|
||||
});
|
||||
|
||||
@ -50,14 +50,14 @@ namespace DongWuYiXue.DaoNiaoShu
|
||||
public override void OnStateStay()
|
||||
{
|
||||
base.OnStateStay();
|
||||
if (isTui)
|
||||
{
|
||||
tuiValue += .0005f;
|
||||
fsm.PlayClip("冲洗包皮腔_TimeLine", null, tuiValue);
|
||||
//ZhuSheQi.length += .0005f;
|
||||
//ZhuSheQi.animName = "注射器打入";
|
||||
//ZhuSheQi.Move();
|
||||
}
|
||||
//if (isTui)
|
||||
//{
|
||||
// tuiValue += .0005f;
|
||||
// fsm.PlayClip("녑求관튄퓨_TimeLine", null, tuiValue);
|
||||
// //ZhuSheQi.length += .0005f;
|
||||
// //ZhuSheQi.animName = "鬧<>포댔흙";
|
||||
// //ZhuSheQi.Move();
|
||||
//}
|
||||
if (isTui && Input.GetKeyDown(KeyCode.L))
|
||||
{
|
||||
//ZhuSheQi.length = 1.0f;
|
||||
@ -65,8 +65,23 @@ namespace DongWuYiXue.DaoNiaoShu
|
||||
//ZhuSheQi.Move();
|
||||
tuiValue = 1.0f;
|
||||
fsm.PlayClip("³åÏ´°üƤǻ_TimeLine", null, tuiValue);
|
||||
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
||||
{
|
||||
fsm.AddScore(5, 1);
|
||||
}
|
||||
if (fsm.main_gameModel.modeType == ModeType.KaoHe)
|
||||
{
|
||||
fsm.AddScore(5, 1);
|
||||
}
|
||||
isTui = false;
|
||||
fsm.nextState = true;
|
||||
}
|
||||
if (tuiValue >= 1.0f)
|
||||
if (isTui && GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen)
|
||||
{
|
||||
tuiValue = GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().progressValue;
|
||||
fsm.PlayClip("녑求관튄퓨_TimeLine", null, 1.0f - tuiValue);
|
||||
}
|
||||
if (tuiValue == 0f && GameManager.Instance.senSor.GetSensor<ZhuSheQi_20SenSor>().isOpen && isTui)
|
||||
{
|
||||
if (fsm.main_gameModel.modeType == ModeType.ShiXun)
|
||||
{
|
||||
|
||||
@ -6,6 +6,11 @@ namespace DongWuYiXue.DaoNiaoShu
|
||||
{
|
||||
public class GameManager : MonoSingleton<GameManager>
|
||||
{
|
||||
bool isActive = false;
|
||||
|
||||
[SerializeField]
|
||||
GameObject yingJianCanvas;
|
||||
public SensorManager senSor;
|
||||
//½»»¥Ä£¿é
|
||||
[HideInInspector]
|
||||
public InteractionManager interactionManager;
|
||||
@ -89,6 +94,22 @@ namespace DongWuYiXue.DaoNiaoShu
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (Input.GetKeyDown(KeyCode.Escape))
|
||||
{
|
||||
isActive = !isActive;
|
||||
if (isActive)
|
||||
{
|
||||
yingJianCanvas.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
yingJianCanvas.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void PlaySound(PlaySoundEvent e)
|
||||
{
|
||||
Game.Instance.sound.PlayBGM(e.path, false, clip => {
|
||||
|
||||
@ -818,7 +818,8 @@ PlayerSettings:
|
||||
gcIncremental: 0
|
||||
assemblyVersionValidation: 1
|
||||
gcWBarrierValidation: 0
|
||||
apiCompatibilityLevelPerPlatform: {}
|
||||
apiCompatibilityLevelPerPlatform:
|
||||
Standalone: 3
|
||||
m_RenderingPath: 1
|
||||
m_MobileRenderingPath: 1
|
||||
metroPackageName: com.unity.template-starter-kit
|
||||
|
||||
@ -5,3 +5,10 @@ E0925 09:32:11.709 15412:Res_mgr::Res_delete | res still been used, refCount = 1
|
||||
E0925 09:32:11.710 15412:Error: ret= 60010
|
||||
E0925 09:32:11.710 15412:IvwInterfaceImp::wIvwResourceDelete | ResType = IVW_KEYWORD, ResID = 119, ret = 60010
|
||||
E0925 09:32:11.710 15412:Error: ret= 60010
|
||||
Log file created at: 2025/11/25 15:23:37
|
||||
Running on machine: ADMIN
|
||||
Log line format: [IWEF]mmdd hh:mm:ss.mmm threadid: msg
|
||||
E1125 15:23:37.581 35828:Res_mgr::Res_delete | res still been used, refCount = 1 resId = 119 resType = IVW_KEYWORD
|
||||
E1125 15:23:37.622 35828:Error: ret= 60010
|
||||
E1125 15:23:37.622 35828:IvwInterfaceImp::wIvwResourceDelete | ResType = IVW_KEYWORD, ResID = 119, ret = 60010
|
||||
E1125 15:23:37.622 35828:Error: ret= 60010
|
||||
|
||||
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user