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xpeng 2022-08-11 17:07:27 +02:00
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ButtonLock : MonoBehaviour
{
public List<GameObject> buttons;
bool isLocked = false;
Material material;
void Start()
{
material = GetComponent<Renderer>().material;
material.color = Color.green;
Debug.Log("ButtonLock Start");
}
// Update is called once per frame
void OnTriggerEnter(Collider other)
{
for (int i = 0; i < buttons.Count; i++)
{
buttons[i].SetActive(!buttons[i].activeSelf);
}
isLocked = !isLocked;
if (isLocked)
{
material.color = Color.red;
}
else
{
material.color = Color.green;
}
}
}

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using System;
using System.Runtime.InteropServices;
using UnityEngine;
using WindowsInput.Native;
public class ButtonToKey : MonoBehaviour
{
[DllImport("user32.dll")]
public static extern uint MapVirtualKey(uint uCode, uint uMapType);
[DllImport("user32.dll")]
static extern void keybd_event(byte bVk, byte bScan, uint dwFlags, UIntPtr dwExtraInfo);
public VirtualKeyCode keyToPress;
private int _insideColliderCount = 0;
private void OnTriggerEnter(Collider other)
{
_insideColliderCount += 1;
keybd_event(System.Convert.ToByte(keyToPress), (byte)MapVirtualKey((uint)keyToPress, 0), 0, UIntPtr.Zero);
}
private void OnTriggerExit(Collider other)
{
_insideColliderCount -= 1;
_insideColliderCount = Mathf.Max(0, _insideColliderCount);
if (_insideColliderCount == 0)
keybd_event(System.Convert.ToByte(keyToPress), (byte)MapVirtualKey((uint)keyToPress, 0), 2, UIntPtr.Zero);
}
}

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using UnityEngine;
[RequireComponent(typeof(Camera))]
public class CameraSmooth : MonoBehaviour {
public Transform target;
public float smoothSpeed = 0.125f;
public Vector3 PositionOffset;
public int FPS = 60;
float elapsed;
Camera cam;
private void Start()
{
QualitySettings.vSyncCount = 1;
//Application.targetFrameRate = FPS;
}
void Update ()
{
transform.position = Vector3.Lerp(transform.position, target.position + PositionOffset, smoothSpeed);
transform.rotation = Quaternion.Lerp(transform.rotation, target.rotation, smoothSpeed);
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class Controller : MonoBehaviour
{
public XRNode Hand;
InputDevice device;
public float duration;
public float amplitude;
private void OnTriggerEnter(Collider other)
{
device = InputDevices.GetDeviceAtXRNode(Hand);
device.SendHapticImpulse(0, amplitude, duration);
}
private void OnTriggerExit(Collider other)
{
device = InputDevices.GetDeviceAtXRNode(Hand);
device.StopHaptics();
}
}

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using UnityEngine;
using System.IO.Ports;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading;
public class LedSerial : MonoBehaviour
{
static SerialPort p1Serial = new SerialPort ("COM51", 115200);
public List<List<byte>> dataListP1 = new List<List<byte>>();
public List<List<byte>> dataListStreamP1 = new List<List<byte>>();
public List<List<byte>> dataListInstantP1 = new List<List<byte>>();
static bool isUpdateCMD = false;
public List<Light> RingLeds = new List<Light>();
public Light BodyLed;
public Light DisplayLed;
public float BodyLedIntensity = 0.0f;
public float DisplayLedIntensity = 0.0f;
Color32 PrevFadeColor;
Color32 nowCorlor;
Thread thread;
void Start()
{
Debug.Log("Started LED Serial");
try
{
p1Serial.Open();
}
catch (Exception ex)
{
Console.WriteLine($"Failed to Open Serial Ports: {ex}");
}
Debug.Log("LED Serial Started");
thread = new Thread(new ParameterizedThreadStart(ReadDataList));
thread.Start(p1Serial);
}
void Update()
{
if (isUpdateCMD)
{
UpdateLedListInstant(ref dataListInstantP1, RingLeds, BodyLed, DisplayLed);
isUpdateCMD = false;
}
UpdateLedListStream(ref dataListStreamP1, RingLeds, BodyLed, DisplayLed);
}
void OnDestroy()
{
thread.Abort();
p1Serial.Close();
}
void ReadDataList(object Serial)
{
SerialPort _serial = (SerialPort)Serial;
byte headbyte = 0;
List<byte> data = new List<byte>();
List<List<byte>> dataList = new List<List<byte>>();
while (true)
{
if (!_serial.IsOpen && _serial.BytesToRead < 1)
continue;
else if (!isUpdateCMD)
headbyte = (byte)_serial.ReadByte();
if (headbyte == 224)
{
data = ReadData(_serial);
SeperatData(data);
headbyte = 0;
//Debug.Log($"data: {string.Join(", ", data)}");
}
}
}
void SeperatData(List<byte> data)
{
if (data[0] == 57)
dataListStreamP1.Add(data);
else if (data[0] == 60)
isUpdateCMD = true;
if (!isUpdateCMD)
dataListInstantP1.Add(data);
}
List<byte> ReadData(SerialPort Serial)
{
List<byte> data = new List<byte>();
byte[] head = new byte[3];
Serial.Read(head, 0, 3);
for (int i = 0; i < head[2]; i++)
data.Add((byte)Serial.ReadByte());
return data;
}
void UpdateLedListStream(ref List<List<byte>> dataList, List<Light> ringLeds, Light bodyLed, Light displayLed)
{
if (dataList.Count < 1)
return;
UpdateLED(dataList[0], ringLeds, bodyLed, displayLed);
dataList.RemoveAt(0);
if (dataList.Count > 64)
dataList.Clear();
}
void UpdateLedListInstant(ref List<List<byte>> dataList, List<Light> ringLeds, Light bodyLed, Light displayLed)
{
while (dataList.Count > 0)
{
UpdateLED(dataList[0], ringLeds, bodyLed, displayLed);
dataList.RemoveAt(0);
}
}
void UpdateLED(List<byte> _data, List<Light> ringLeds, Light bodyLed, Light dispayLed)
{
var data = new List<byte>(_data);
byte mp;
if (data.Count < 3)
return;
switch (data[0])
{
case 49:
//Debug.Log($"CMD49: {string.Join(", ", data)}");
int index = data[1];
mp = Convert.ToByte(127 * ((data[2]+data[3]+data[4]) / 765));
ringLeds[index].color = new Color32((byte)(data[2] - mp), (byte)(data[3] - mp), (byte)(data[4] - mp), 255);
if (!Serial.startUp)
Serial.startUp = true;
break;
case 50:
case 51:
//Debug.Log($"CMD50/51: {string.Join(", ", data)}");
if (data[2] > 8)
data[2] = 8;
mp = Convert.ToByte(127 * ((data[4]+data[5]+data[6]) / 765));
nowCorlor = new Color32((byte)(data[4] - mp), (byte)(data[5] - mp), (byte)(data[6] - mp), 255);
if (data[0]==50)
Switch(data[1], data[2], ringLeds, nowCorlor);
else
{
StopCoroutine(Fade(data[1], data[2], ringLeds, PrevFadeColor, nowCorlor, data[7]));
StartCoroutine(Fade(data[1], data[2], ringLeds, PrevFadeColor, nowCorlor, data[7]));
}
PrevFadeColor = nowCorlor;
break;
case 57:
//Debug.Log($"CMD57: {string.Join(", ", data)}");
bodyLed.intensity = BodyLedIntensity * (data[1] / 255f);
dispayLed.intensity = DisplayLedIntensity * (data[2] / 255f);
break;
}
}
IEnumerator Fade(byte start, byte end, List<Light> ringLeds, Color32 prevColor, Color32 nowColor, float duration)
{
duration = 4095 / duration * 8 / 1000;
for (float time = 0f; time < duration; time += Time.deltaTime)
{
float progress = time / duration;
for (int i = start; i < end; i++)
{
ringLeds[i].color = Color.Lerp(prevColor, nowColor, progress);
}
yield return null;
}
}
void Switch(byte start, byte end, List<Light> ringLeds, Color32 Color)
{
for (int i = start; i < end; i++)
{
ringLeds[i].color = Color;
}
}
}

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using UnityEngine;
using System.IO.Ports;
using System;
using System.Collections;
public class Serial : MonoBehaviour
{
static SerialPort p1Serial = new SerialPort ("COM5", 9600);
static SerialPort p2Serial = new SerialPort ("COM6", 9600);
byte[] settingPacket = new byte[6] {40, 0, 0, 0, 0, 41};
static byte[] touchData = new byte[9] {40, 0, 0, 0, 0, 0, 0, 0, 41};
static byte[] touchData2 = new byte[9] {40, 0, 0, 0, 0, 0, 0, 0, 41};
public static bool startUp = false; //use ture for default start up state to prevent restart game
public string recivData;
void Start()
{
try
{
Debug.Log("Try start Serial");
p1Serial.Open();
p2Serial.Open();
}
catch (Exception ex)
{
Console.WriteLine($"Failed to Open Serial Ports: {ex}");
}
Debug.Log("Serial Started");
TouchToSerial.touchDidChange += UpdateTouch;
}
void Update()
{
if(p1Serial.IsOpen)
ReadData(p1Serial);
if(p2Serial.IsOpen)
ReadData(p2Serial);
UpdateTouch();
if (Input.GetKeyDown(KeyCode.T))
startUp = !startUp;
}
private void OnDestroy()
{
p1Serial.Close();
p2Serial.Close();
}
void ReadData(SerialPort Serial)
{
if (Serial.BytesToRead == 6)
{
recivData = Serial.ReadExisting();
TouchSetUp(Serial, recivData);
}
}
void TouchSetUp(SerialPort Serial, string data)
{
switch (Convert.ToByte(data[3]))
{
case 76:
case 69:
startUp = false;
break;
case 114:
case 107:
for (int i=1; i<5; i++)
settingPacket[i] = Convert.ToByte(data[i]);
Serial.Write(settingPacket, 0, settingPacket.Length);
break;
case 65:
startUp = true;
break;
}
}
public static void SendTouch(byte[] data)
{
if (startUp)
p1Serial.Write(data, 0, 9);
}
public static void UpdateTouch()
{
if (!startUp)
return;
SendTouch(touchData);
SendTouch(touchData2);
}
public static void ChangeTouch(bool isP1, int Area, bool State)
{
if (isP1)
ByteArrayExt.SetBit(touchData, Area+8, State);
else
ByteArrayExt.SetBit(touchData2, Area+8, State);
}
}
public static class ByteArrayExt
{
public static byte[] SetBit(this byte[] self, int index, bool value)
{
var bitArray = new BitArray(self);
bitArray.Set(index, value);
bitArray.CopyTo(self, 0);
return self;
}
}

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@ -1,140 +0,0 @@
using System.IO;
using UnityEngine;
using Newtonsoft.Json;
using Unity.XR.CoreUtils;
using uWindowCapture;
using WindowsInput.Native;
using System;
public class SettingsManager : MonoBehaviour
{
string JsonPath;
string JsonStr;
Settings Setting = new Settings();
bool FocusChecked = true;
public GameObject LHandObj;
public GameObject RHandObj;
public GameObject ScreenObj;
public Material ScreenMaterial;
public GameObject SmoothCameraObj;
public Camera SmoothCamera;
public GameObject XROriginObj;
public GameObject[] ButtonObjs;
public GameObject SelectButton;
public GameObject HeadCube;
private void Awake()
{
FirstStart();
UpdateFromFile();
}
void Update()
{
if (Input.GetKeyDown(KeyCode.F5) | !FocusChecked)
{
if (Application.isFocused)
{
FocusChecked=true;
JsonStr = File.ReadAllText(JsonPath);
Setting = JsonConvert.DeserializeObject<Settings>(JsonStr);
UpdateFromFile();
}
}
if (!Application.isFocused)
FocusChecked=false;
}
void UpdateFromFile()
{
LHandObj.transform.localScale = new Vector3(Setting.HandSize/100,Setting.HandSize/100,Setting.HandSize/100);
RHandObj.transform.localScale = new Vector3(Setting.HandSize/100,Setting.HandSize/100,Setting.HandSize/100);
LHandObj.transform.localPosition = new Vector3(Setting.HandPosition[0]/100,Setting.HandPosition[1]/100,Setting.HandPosition[2]/100);
RHandObj.transform.localPosition = new Vector3(Setting.HandPosition[0]/-100,Setting.HandPosition[1]/100,Setting.HandPosition[2]/100);
XROrigin XROriginScp = XROriginObj.GetComponent<XROrigin>();
XROriginScp.CameraYOffset = Setting.PlayerHigh;
UwcWindowTexture ScreenScp = ScreenObj.GetComponent<UwcWindowTexture>();
ScreenScp.captureFrameRate = Setting.CaptureFrameRate;
ScreenMaterial.SetTextureScale("_MainTex",new Vector2(Setting.Capture1PlayerOnly ? 1f : 0.5f, -1));
CameraSmooth CameraSmoothScp = SmoothCameraObj.GetComponent<CameraSmooth>();
CameraSmoothScp.smoothSpeed = Setting.CameraSmooth;
SmoothCamera.fieldOfView = Setting.CameraFOV;
CameraSmoothScp.PositionOffset = new Vector3(Setting.CameraPosition[0],Setting.CameraPosition[1],Setting.CameraPosition[2]);
MeshRenderer HeadCubeMesh = HeadCube.GetComponent<MeshRenderer>();
HeadCubeMesh.enabled = Setting.ShowHeadCube;
Controller LHandScp = LHandObj.GetComponent<Controller>();
LHandScp.amplitude = Setting.HapticAmplitude;
Controller RHandScp = RHandObj.GetComponent<Controller>();
RHandScp.amplitude = Setting.HapticAmplitude;
XROriginScp.CameraYOffset = Setting.PlayerHigh/100;
Time.fixedDeltaTime = 1/Setting.TouchRefreshRate;
ButtonToKey SelectButtonScp = SelectButton.GetComponent<ButtonToKey>();
SelectButtonScp.keyToPress = (VirtualKeyCode)Enum.Parse(typeof(VirtualKeyCode), Setting.SelectButton);
ButtonToKey Button1Scp = ButtonObjs[0].GetComponent<ButtonToKey>();
Button1Scp.keyToPress = (VirtualKeyCode)Enum.Parse(typeof(VirtualKeyCode), Setting.Button1);
ButtonToKey Button2Scp = ButtonObjs[1].GetComponent<ButtonToKey>();
Button2Scp.keyToPress = (VirtualKeyCode)Enum.Parse(typeof(VirtualKeyCode), Setting.Button2);
ButtonToKey Button3Scp = ButtonObjs[2].GetComponent<ButtonToKey>();
Button3Scp.keyToPress = (VirtualKeyCode)Enum.Parse(typeof(VirtualKeyCode), Setting.Button3);
ButtonToKey Button4Scp = ButtonObjs[3].GetComponent<ButtonToKey>();
Button4Scp.keyToPress = (VirtualKeyCode)Enum.Parse(typeof(VirtualKeyCode), Setting.Button4);
Debug.Log("Setting Updated");
}
void FirstStart()
{
Debug.Log("FirstStart");
Debug.Log("Append Setting File");
JsonPath = Path.GetDirectoryName(Application.dataPath) + "/Settings.json";
Debug.Log(JsonPath);
if (!File.Exists (JsonPath))
{
Settings Setting = new Settings()
{
HandSize = 8f,
HandPosition = new float[3]{2f, -2f, 7f},
PlayerHigh = 180f,
CaptureFrameRate = 90,
Capture1PlayerOnly = false,
TouchRefreshRate = 120,
CameraSmooth = 0.05f,
CameraFOV = 80f,
CameraPosition = new float[3]{0f, 0f, 0f},
ShowHeadCube = false,
HapticDuration = 0.2f,
HapticAmplitude = 1f,
SelectButton = "VK_3",
Button1 = "SCROLL",
Button2 = "PAUSE",
Button3 = "VK_1",
Button4 = "VK_2"
};
JsonStr = JsonConvert.SerializeObject(Setting, Formatting.Indented);
Debug.Log(JsonStr);
File.AppendAllText(JsonPath, JsonStr);
Debug.Log("Setting FileAppended");
}
Debug.Log("Read Setting File");
JsonStr = File.ReadAllText(JsonPath);
Setting = JsonConvert.DeserializeObject<Settings>(JsonStr);
Debug.Log("Setting File Readed");
}
}
public class Settings
{
public float HandSize { get; set; }
public float[] HandPosition { get; set; }
public float PlayerHigh { get; set; }
public int CaptureFrameRate { get; set; }
public bool Capture1PlayerOnly { get; set; }
public float TouchRefreshRate { get; set; }
public float CameraSmooth { get; set; }
public float CameraFOV { get; set; }
public float[] CameraPosition { get; set; }
public bool ShowHeadCube { get; set; }
public float HapticDuration { get; set; }
public float HapticAmplitude { get; set; }
public string SelectButton { get; set; }
public string Button1 { get; set; }
public string Button2 { get; set; }
public string Button3 { get; set; }
public string Button4 { get; set; }
}

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using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class ToggleMove : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.M))
{
if (GetComponent<ContinuousMoveProviderBase>().enabled)
{
GetComponent<ContinuousMoveProviderBase>().enabled = false;
GetComponent<ContinuousTurnProviderBase>().enabled = false;
}
else
{
GetComponent<ContinuousMoveProviderBase>().enabled = true;
GetComponent<ContinuousTurnProviderBase>().enabled = true;
}
}
}
}

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using UnityEngine;
using System;
public class TouchToSerial : MonoBehaviour
{
public int Area;
private int _insideColliderCount = 0;
public static event Action touchDidChange;
private void OnTriggerEnter(Collider other)
{
_insideColliderCount += 1;
Serial.ChangeTouch(true, (int)Area, true);
touchDidChange?.Invoke();
}
private void OnTriggerExit(Collider other)
{
_insideColliderCount -= 1;
_insideColliderCount = Mathf.Max(0, _insideColliderCount);
if (_insideColliderCount == 0)
{
Serial.ChangeTouch(true, (int)Area, false);
touchDidChange?.Invoke();
}
}
}

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