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First Version

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xpeng 2022-05-16 23:38:40 +02:00
parent 9f8dfe4b2d
commit cfc2455e84
283 changed files with 36283 additions and 0 deletions

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{
"displayName":"Example XR Management implementation",
"description": "Example code showing how to implement various portions of the XR Management API.",
"createSeparatePackage": true
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using System.Linq;
using UnityEditor;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
namespace Samples
{
/// <summary>
/// Simple build processor that makes sure that any custom configuration that the user creates is
/// correctly passed on to the provider implementation at runtime.
///
/// Custom configuration instances that are stored in EditorBuildSettings are not copied to the target build
/// as they are considered unreferenced assets. In order to get them to the runtime side of things, they need
/// to be serialized to the build app and deserialized at runtime. Previously this would be a manual process
/// requiring the implementor to manually serialize to some location that can then be read from to deserialize
/// at runtime. With the new PlayerSettings Preloaded Assets API we can now just add our asset to the preloaded
/// list and have it be instantiated at app launch.
///
/// Note that the preloaded assets are only notified with Awake, so anything you want or need to do with the
/// asset after launch needs to be handled there.
///
/// More info on APIs used here:
/// * &lt;a href="https://docs.unity3d.com/ScriptReference/EditorBuildSettings.html"&gt;EditorBuildSettings&lt;/a&gt;
/// * &lt;a href="https://docs.unity3d.com/ScriptReference/PlayerSettings.GetPreloadedAssets.html&gt;PlayerSettings.GetPreloadedAssets&lt;/a&gt;
/// * &lt;a href="https://docs.unity3d.com/ScriptReference/PlayerSettings.SetPreloadedAssets.html"&gt;PlayerSettings.SetPreloadedAssets&lt;/a&gt;
/// </summary>
public class SampleBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
{
/// <summary>Override of <see cref="IPreprocessBuildWithReport"/> and <see cref="IPostprocessBuildWithReport"/></summary>
public int callbackOrder
{
get { return 0; }
}
void CleanOldSettings()
{
UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
if (preloadedAssets == null)
return;
var oldSettings = from s in preloadedAssets
where s != null && s.GetType() == typeof(SampleSettings)
select s;
if (oldSettings != null && oldSettings.Any())
{
var assets = preloadedAssets.ToList();
foreach (var s in oldSettings)
{
assets.Remove(s);
}
PlayerSettings.SetPreloadedAssets(assets.ToArray());
}
}
/// <summary>Override of <see cref="IPreprocessBuildWithReport"/></summary>
/// <param name="report">Build report.</param>
public void OnPreprocessBuild(BuildReport report)
{
// Always remember to cleanup preloaded assets after build to make sure we don't
// dirty later builds with assets that may not be needed or are out of date.
CleanOldSettings();
SampleSettings settings = null;
EditorBuildSettings.TryGetConfigObject(SampleConstants.k_SettingsKey, out settings);
if (settings == null)
return;
UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets();
if (!preloadedAssets.Contains(settings))
{
var assets = preloadedAssets.ToList();
assets.Add(settings);
PlayerSettings.SetPreloadedAssets(assets.ToArray());
}
}
/// <summary>Override of <see cref="IPostprocessBuildWithReport"/></summary>
/// <param name="report">Build report.</param>
public void OnPostprocessBuild(BuildReport report)
{
// Always remember to cleanup preloaded assets after build to make sure we don't
// dirty later builds with assets that may not be needed or are out of date.
CleanOldSettings();
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.XR.Management;
using UnityEditor.XR.Management.Metadata;
namespace Samples
{
class SamplePackage : IXRPackage
{
class SampleLoaderMetadata : IXRLoaderMetadata
{
public string loaderName { get; set; }
public string loaderType { get; set; }
public List<BuildTargetGroup> supportedBuildTargets { get; set; }
}
class SamplePackageMetadata : IXRPackageMetadata
{
public string packageName { get; set; }
public string packageId { get; set; }
public string settingsType { get; set; }
public List<IXRLoaderMetadata> loaderMetadata { get; set; }
}
static IXRPackageMetadata s_Metadata = new SamplePackageMetadata() {
packageName = "Sample Package <SAMPLE ONLY YOU MUST REIMPLEMENT>",
packageId = "com.unity.xr.samplespackage",
settingsType = typeof(SampleSettings).FullName,
loaderMetadata = new List<IXRLoaderMetadata>() {
new SampleLoaderMetadata() {
loaderName = "Sample Loader One <SAMPLE ONLY YOU MUST REIMPLEMENT>",
loaderType = typeof(SampleLoader).FullName,
supportedBuildTargets = new List<BuildTargetGroup>() {
BuildTargetGroup.Standalone,
BuildTargetGroup.WSA
}
},
new SampleLoaderMetadata() {
loaderName = "Sample Loader Two <SAMPLE ONLY YOU MUST REIMPLEMENT>",
loaderType = typeof(SampleLoader).FullName,
supportedBuildTargets = new List<BuildTargetGroup>() {
BuildTargetGroup.Android,
BuildTargetGroup.iOS,
#if !UNITY_2021_2_OR_NEWER
BuildTargetGroup.Lumin
#endif
}
}
}
};
const string k_PackageNotificationTooltip =
@"This loader is purely a sample and will not load any XR Device.
This message is a part of sample code to show how to register a loader that might contain issues or require additonal
context. One example could be that the package that contains this loader is being deprecated and any user who intends to
use the package needs to be aware of deprecation.
Click this icon to be taken to the XR Plug-in Management documentation home page.";
const string k_PackageNotificationIcon = "console.warnicon.sml";
const string k_PackageNotificationManagementDocsURL = @"https://docs.unity3d.com/Packages/com.unity.xr.management@latest/index.html";
public IXRPackageMetadata metadata
{
get
{
// Register package notification information anytime the metadata is asked requested.
var packageNotificationInfo = new PackageNotificationInfo(
EditorGUIUtility.IconContent(k_PackageNotificationIcon),
k_PackageNotificationTooltip,
k_PackageNotificationManagementDocsURL);
PackageNotificationUtils.RegisterPackageNotificationInformation(s_Metadata.packageId, packageNotificationInfo);
return s_Metadata;
}
}
public bool PopulateNewSettingsInstance(ScriptableObject obj)
{
return true;
}
}
}

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using UnityEditor;
using UnityEngine;
namespace Samples
{
/// <summary>
/// Simple custom editor used to show how to enable custom UI for XR Management
/// configuraton data.
/// </summary>
[CustomEditor(typeof(SampleSettings))]
public class SampleSettingsEditor : Editor
{
static string k_RequiresProperty = "m_RequiresItem";
static string k_RuntimeToggleProperty = "m_RuntimeToggle";
static GUIContent k_ShowBuildSettingsLabel = new GUIContent("Build Settings");
static GUIContent k_RequiresLabel = new GUIContent("Item Requirement");
static GUIContent k_ShowRuntimeSettingsLabel = new GUIContent("Runtime Settings");
static GUIContent k_RuntimeToggleLabel = new GUIContent("Should I stay or should I go?");
bool m_ShowBuildSettings = true;
bool m_ShowRuntimeSettings = true;
SerializedProperty m_RequiesItemProperty;
SerializedProperty m_RuntimeToggleProperty;
/// <summary>Override of Editor callback.</summary>
public override void OnInspectorGUI()
{
if (serializedObject == null || serializedObject.targetObject == null)
return;
if (m_RequiesItemProperty == null) m_RequiesItemProperty = serializedObject.FindProperty(k_RequiresProperty);
if (m_RuntimeToggleProperty == null) m_RuntimeToggleProperty = serializedObject.FindProperty(k_RuntimeToggleProperty);
serializedObject.Update();
m_ShowBuildSettings = EditorGUILayout.Foldout(m_ShowBuildSettings, k_ShowBuildSettingsLabel);
if (m_ShowBuildSettings)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_RequiesItemProperty, k_RequiresLabel);
EditorGUI.indentLevel--;
}
EditorGUILayout.Space();
m_ShowRuntimeSettings = EditorGUILayout.Foldout(m_ShowRuntimeSettings, k_ShowRuntimeSettingsLabel);
if (m_ShowRuntimeSettings)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_RuntimeToggleProperty, k_RuntimeToggleLabel);
EditorGUI.indentLevel--;
}
serializedObject.ApplyModifiedProperties();
}
}
}

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using System;
using UnityEditor;
using UnityEditor.XR.Management;
using UnityEngine;
namespace Samples
{
/// <summary>
/// Sample loader UI demonstrating how to provide your own loader selection UI for the
/// loader selection list.
/// </summary>
[XRCustomLoaderUI("Samples.SampleLoader", BuildTargetGroup.Standalone)]
public class SampleStandaloneLoaderUI : IXRCustomLoaderUI
{
static readonly string[] features = new string[]{
"Feature One",
"Feature Two",
"Feature Three"
};
struct Content
{
public static readonly GUIContent k_LoaderName = new GUIContent("Sample Loader One Custom <SAMPLE ONLY YOU MUST REIMPLEMENT>");
public static readonly GUIContent k_Download = new GUIContent("Download");
public static readonly GUIContent k_WarningIcon = EditorGUIUtility.IconContent("console.warnicon.sml");
}
float renderLineHeight = 0;
/// <inheritdoc />
public bool IsLoaderEnabled { get; set; }
/// <inheritdoc />
public string[] IncompatibleLoaders => new string[] { "UnityEngine.XR.WindowsMR.WindowsMRLoader" };
/// <inheritdoc />
public float RequiredRenderHeight { get; private set; }
/// <inheritdoc />
public void SetRenderedLineHeight(float height)
{
renderLineHeight = height;
RequiredRenderHeight = height;
if (IsLoaderEnabled)
{
RequiredRenderHeight += features.Length * height;
}
}
/// <inheritdoc />
public BuildTargetGroup ActiveBuildTargetGroup { get; set; }
/// <inheritdoc />
public void OnGUI(Rect rect)
{
var size = EditorStyles.toggle.CalcSize(Content.k_LoaderName);
var labelRect = new Rect(rect);
labelRect.width = size.x;
labelRect.height = renderLineHeight;
IsLoaderEnabled = EditorGUI.ToggleLeft(labelRect, Content.k_LoaderName, IsLoaderEnabled);
// The following shows how to make draw an icon with a tooltip
size = EditorStyles.label.CalcSize(Content.k_WarningIcon);
var imageRect = new Rect(rect);
imageRect.xMin = labelRect.xMax + 1;
imageRect.width = size.y;
imageRect.height = renderLineHeight;
var iconWithTooltip = new GUIContent("", Content.k_WarningIcon.image, "Warning: This is a sample to show how to draw a custom icon with a tooltip!");
EditorGUI.LabelField(imageRect, iconWithTooltip);
if (IsLoaderEnabled)
{
EditorGUI.indentLevel++;
var featureRect = new Rect(rect);
featureRect.yMin = labelRect.yMax + 1;
featureRect.height = renderLineHeight;
foreach (var feature in features)
{
var buttonSize = EditorStyles.toggle.CalcSize(Content.k_Download);
var featureLabelRect = new Rect(featureRect);
featureLabelRect.width -= buttonSize.x;
EditorGUI.ToggleLeft(featureLabelRect, feature, false);
var buttonRect = new Rect(featureRect);
buttonRect.xMin = featureLabelRect.xMax + 1;
buttonRect.width = buttonSize.x;
if (GUI.Button(buttonRect, Content.k_Download))
{
Debug.Log($"{feature} download button pressed. Do something here!");
}
featureRect.yMin += renderLineHeight;
featureRect.height = renderLineHeight;
}
EditorGUI.indentLevel--;
}
}
}
}

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{
"name": "Unity.XR.Management.Samples.Editor",
"references": [
"Unity.XR.Management.Editor",
"Unity.XR.Management.Samples",
"Unity.XR.Management"
],
"optionalUnityReferences": [
],
"includePlatforms": [
"Editor"
],
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}

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using System;
namespace Samples
{
/// <summary>
/// Static constants
/// </summary>
public static class SampleConstants
{
/// <summary>
/// Key we use to store and retrieve custom configuration settings from EditorBuildSettings
/// </summary>
public const string k_SettingsKey = "com.unity.xr.management.sample_settings";
}
}

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using System.Collections.Generic;
using UnityEngine.XR;
using UnityEngine.XR.Management;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.XR.Management;
#endif
namespace Samples
{
/// <summary>
/// Sample loader implentation showing how to create simple loader.
/// NOTE: You have to rename this class to make it appear in the loader list for
/// XRManager.
/// </summary>
#if UNITY_EDITOR
[XRSupportedBuildTarget(BuildTargetGroup.Standalone, new BuildTarget[]{ BuildTarget.StandaloneWindows, BuildTarget.StandaloneWindows64})]
[XRSupportedBuildTarget(BuildTargetGroup.Android)]
#endif
public class SampleLoader : XRLoaderHelper
{
static List<XRInputSubsystemDescriptor> s_InputSubsystemDescriptors =
new List<XRInputSubsystemDescriptor>();
/// <summary>Return the currently active Input Subsystem intance, if any.</summary>
public XRInputSubsystem inputSubsystem
{
get { return GetLoadedSubsystem<XRInputSubsystem>(); }
}
SampleSettings GetSettings()
{
SampleSettings settings = null;
// When running in the Unity Editor, we have to load user's customization of configuration data directly from
// EditorBuildSettings. At runtime, we need to grab it from the static instance field instead.
#if UNITY_EDITOR
UnityEditor.EditorBuildSettings.TryGetConfigObject(SampleConstants.k_SettingsKey, out settings);
#else
settings = SampleSettings.s_RuntimeInstance;
#endif
return settings;
}
#region XRLoader API Implementation
/// <summary>Implementaion of <see cref="XRLoader.Initialize"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Initialize()
{
SampleSettings settings = GetSettings();
if (settings != null)
{
// TODO: Pass settings off to plugin prior to subsystem init.
}
CreateSubsystem<XRInputSubsystemDescriptor, XRInputSubsystem>(s_InputSubsystemDescriptors, "InputSubsystemDescriptor");
return false;
}
/// <summary>Implementaion of <see cref="XRLoader.Start"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Start()
{
StartSubsystem<XRInputSubsystem>();
return true;
}
/// <summary>Implementaion of <see cref="XRLoader.Stop"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Stop()
{
StopSubsystem<XRInputSubsystem>();
return true;
}
/// <summary>Implementaion of <see cref="XRLoader.Deinitialize"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Deinitialize()
{
DestroySubsystem<XRInputSubsystem>();
return base.Deinitialize();
}
#endregion
}
}

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using UnityEngine;
namespace Samples
{
/// <summary>
/// Simple sample settings showing how to create custom configuration data for your package.
/// </summary>
// Uncomment below line to have the settings appear in unified settings.
//[XRConfigurationData("Sample Settings", SampleConstants.k_SettingsKey)]
[System.Serializable]
public class SampleSettings : ScriptableObject
{
#if !UNITY_EDITOR
/// <summary>Static instance that will hold the runtime asset instance we created in our build process.</summary>
/// <see cref="SampleBuildProcessor"/>
public static SampleSettings s_RuntimeInstance = null;
#endif
/// <summary>Requirement settings enumeration</summary>
public enum Requirement
{
/// <summary>Required</summary>
Required,
/// <summary>Optional</summary>
Optional,
/// <summary>None</summary>
None
}
[SerializeField, Tooltip("Changes item requirement.")]
Requirement m_RequiresItem;
/// <summary>Whether or not the item is required.</summary>
public Requirement requiresItem
{
get { return m_RequiresItem; }
set { m_RequiresItem = value; }
}
[SerializeField, Tooltip("Some toggle for runtime.")]
bool m_RuntimeToggle = true;
/// <summary>Where we toggled?</summary>
public bool runtimeToggle
{
get { return m_RuntimeToggle; }
set { m_RuntimeToggle = value; }
}
void Awake()
{
#if !UNITY_EDITOR
s_RuntimeInstance = this;
#endif
}
}
}

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{
"name": "Unity.XR.Management.Samples",
"references": [
"Unity.XR.Management.Editor",
"Unity.XR.Management"
],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
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using UnityEngine;
using System.IO.Ports;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Collections;
public class ColliderToSerial : MonoBehaviour
{
private int _insideColliderCount = 0;
private void OnTriggerEnter(Collider other)
{
_insideColliderCount += 1;
Serial.SetTouch(Convert.ToInt32(gameObject.name), true);
}
private void OnTriggerExit(Collider other)
{
_insideColliderCount -= 1;
_insideColliderCount = Mathf.Max(0, _insideColliderCount);
if (_insideColliderCount == 0)
{
Serial.SetTouch(Convert.ToInt32(gameObject.name), false);
}
}
}

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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.Generic;
using System.Linq;
using System.Collections;
public class Serial : MonoBehaviour
{
static SerialPort ComL = new SerialPort ("COM5", 115200);
static SerialPort ComR = new SerialPort ("COM6", 115200);
List<byte> inBytes;
List<byte> Bytes;
byte inByte;
byte[] SettingData_160 = new byte[8];
byte[] SettingData_114 = new byte[81];
byte[] SettingData_168 = new byte[45];
byte[] SettingData_162 = new byte[7];
byte[] SettingData_148 = new byte[7];
byte[] SettingData_201 = new byte[7];
int TouchPackCounter = 0;
static byte[] TouchPackL = new byte[36];
static byte[] TouchPackR = new byte[36];
public TextAsset SettingData_114_Text;
public TextAsset SettingData_168_Text;
bool StartUp = false;
void Start()
{
ComL.Open();
ComR.Open();
Debug.Log("Touch Serial Started");
SetSettingData_160();
SetSettingData_201();
SetSettingData_162();
SetSettingData_148();
SettingData_114 = ByteHelper.ConvertTextToByteArray(SettingData_114_Text);
SettingData_168 = ByteHelper.ConvertTextToByteArray(SettingData_168_Text);
}
// Update is called once per frame
void Update()
{
ReadHead(ComL);
ReadHead(ComR);
//SendTouch(ComL, TouchPackL);
//SendTouch(ComR, TouchPackR);
if (Input.GetKeyDown(KeyCode.M))
StartCoroutine(Test(true));
}
private void FixedUpdate() {
SendTouch(ComL, TouchPackL);
SendTouch(ComR, TouchPackR);
}
IEnumerator Test(bool State)
{
for (int i = 0; i < 240; i++)
{
SetTouch(i, true);
Debug.Log(i);
yield return new WaitForSeconds(0.05f);
SetTouch(i, false);
yield return new WaitForSeconds(0.05f);
}
}
void ReadHead(SerialPort Serial)
{
while (Serial.BytesToRead > 0)
{
inByte = Convert.ToByte(Serial.ReadByte());
if (inByte == 144 || inByte == 148 || inByte == 154 || inByte == 160 || inByte == 162 || inByte == 168 || inByte == 201)
{
SendResp(Serial);
break;
}
}
}
void SendResp(SerialPort Serial)
{
switch(inByte)
{
case 160:
StartUp = false;
Serial.Write(SettingData_160, 0, SettingData_160.Length);
Debug.Log(SettingData_160.Length);
//Bytes.Clear();
break;
case 114:
StartUp = false;
Debug.Log(114);
Serial.Write(SettingData_114, 0, 81);
//Bytes.Clear();
break;
case 168:
StartUp = false;
Serial.Write(SettingData_168, 0, 45);
Debug.Log(168);
//Bytes.Clear();
break;
case 162:
StartUp = false;
Serial.Write(SettingData_162, 0, 3);
Debug.Log(162);
Debug.Log(SettingData_162.Length);
Debug.Log("RX: "+SettingData_162[0]+"-"+
SettingData_162[1]+"-"+
SettingData_162[2]);
//Bytes.Clear();
break;
case 148:
StartUp = false;
Serial.Write(SettingData_148, 0, 3);
Debug.Log(148);
//Bytes.Clear();
break;
case 201:
Serial.Write(SettingData_201.ToArray(), 0, 3);
Debug.Log(201);
//Bytes.Clear();
StartUp = true;
break;
case 154:
StartUp = false;
Debug.Log("BAD");
//Bytes.Clear();
break;
}
}
byte[] GetTouchPack(byte[] Pack)
{
Pack[0] = 129;
Pack[34] = Pack[34]++;
Pack[35] = 128;
Pack[35] = ByteHelper.CalCheckSum(Pack, 36);
if (Pack[34] > 127)
Pack[34] = 0;
return Pack;
}
void SendTouch(SerialPort Serial, byte[] Pack)
{
if (StartUp)
Serial.Write(GetTouchPack(Pack), 0, 36);
}
public static void SetTouch(int Area, bool State)
{
Area +=1;
if (Area < 121)
{
Area += (Area-1) / 5 * 3 + 7;
ByteHelper.SetBit(TouchPackR, Area, State);
}
else if (Area >= 120)
{
Area -= 120;
Area += (Area-1) / 5 * 3 + 7;
ByteHelper.SetBit(TouchPackL, Area, State);
}
}
void SetSettingData_160()
{
SettingData_160[0]=160;
SettingData_160[1]=49;
SettingData_160[2]=57;
SettingData_160[3]=48;
SettingData_160[4]=53;
SettingData_160[5]=50;
SettingData_160[6]=51;
SettingData_160[7]=44;
}
void SetSettingData_201()
{
SettingData_201[0]=201;
SettingData_201[1]=0;
SettingData_201[2]=73;
}
void SetSettingData_162()
{
SettingData_162[0]=162;
SettingData_162[1]=63;
SettingData_162[2]=29;
}
void SetSettingData_148()
{
SettingData_148[0]=148;
SettingData_148[1]=0;
SettingData_148[2]=20;
}
}
public static class ByteHelper
{
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;
}
public static byte CalCheckSum(byte[] _PacketData,int PacketLength)
{
Byte _CheckSumByte = 0x00;
for (int i = 0; i < PacketLength; i++)
_CheckSumByte ^= _PacketData[i];
return _CheckSumByte;
}
public static byte[] ConvertTextToByteArray(TextAsset TextObj)
{
var splitedData = TextObj.text.Split(Convert.ToChar("\n"));
byte[] tempList = new byte[100];
for (int i = 0; i < splitedData.Length; i++)
tempList[i] = Convert.ToByte(splitedData[i]);
return tempList;
}
}

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