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mirror of synced 2024-11-27 23:50:50 +01:00

Improve Touch Delay

Reduce Touch Overhead by only sending input state once a second to keep the game reading alive, on top of whenever a change in the state happens. Also add a small cube to the scene to use for debugging touch in editor when needed
This commit is contained in:
Kylemc1413 2022-05-24 19:29:59 -04:00
parent 8b3c03af3d
commit 9c0f3dd989
3 changed files with 149 additions and 12 deletions

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@ -9,6 +9,7 @@ public class ColliderToSerial : MonoBehaviour
{
private Renderer cr;
private int _insideColliderCount = 0;
public static event Action touchDidChange;
private void Start()
{
@ -19,6 +20,7 @@ public class ColliderToSerial : MonoBehaviour
{
_insideColliderCount += 1;
Serial.SetTouch(Convert.ToInt32(gameObject.name), true);
touchDidChange?.Invoke();
cr.material.color = new Color(1f, 1f, 1f, 1f);
}
@ -26,10 +28,12 @@ public class ColliderToSerial : MonoBehaviour
{
_insideColliderCount -= 1;
_insideColliderCount = Mathf.Max(0, _insideColliderCount);
cr.material.color = new Color(0f, 0f, 0f, 0f);
if (_insideColliderCount == 0)
{
Serial.SetTouch(Convert.ToInt32(gameObject.name), false);
touchDidChange?.Invoke();
cr.material.color = new Color(0f, 0f, 0f, 0f);
}
}
}

View File

@ -1,9 +1,9 @@
using UnityEngine;
using System.IO.Ports;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO.Ports;
using System.Linq;
using UnityEngine;
public class Serial : MonoBehaviour
{
@ -42,6 +42,10 @@ public class Serial : MonoBehaviour
SetSettingData_201();
SetSettingData_162();
SetSettingData_148();
//Send touch update periodically to keep "read" alive
InvokeRepeating("SendTouchState", 0, 1);
//Send touch updates whenever actual state changes to achieve desired update frequency without overloading
ColliderToSerial.touchDidChange += SendTouchState;
}
void Update()
@ -50,14 +54,23 @@ public class Serial : MonoBehaviour
ReadHead(ComL, 0);
if (ComR.IsOpen)
ReadHead(ComR, 1);
if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
StartCoroutine(TouchTest(true));
// if (Input.GetKeyDown(KeyCode.M)) //this is a touch test code
// StartCoroutine(TouchTest(true));
if (Input.GetKeyDown(KeyCode.M) && StartUp)
SendTouchState();
}
private void FixedUpdate() {
SendTouch(ComL, TouchPackL);
private void SendTouchState()
{
Debug.Log("Sending Touch State");
Debug.Log("Sending Left");
SendTouch(ComL, TouchPackL);
Debug.Log("Sending Right");
SendTouch(ComR, TouchPackR);
}
private void FixedUpdate() {
//SendTouchState();
}
IEnumerator TouchTest(bool State) //this is a touch test code
{
@ -181,7 +194,13 @@ public class Serial : MonoBehaviour
void SendTouch(SerialPort Serial, byte[] Pack) //Send touch data
{
if (StartUp)
Serial.Write(GetTouchPack(Pack), 0, 36);
{
// Debug.Log($"Pack {string.Join(" ", Pack)}");
var output = GetTouchPack(Pack);
// Debug.Log($"Output {string.Join(" ", output)}");
Serial.Write(output, 0, 36);
}
}
public static void SetTouch(int Area, bool State) //set touch data 0-239
{