mirror of
https://github.com/nick7ass/NNMDETGroupProject.git
synced 2025-04-14 09:50:35 +02:00
A lot of errors fixed, boundries and narrations and items working properly
Most things work properly, just force sensor that is not working properly
This commit is contained in:
parent
66378208d7
commit
826ab478f7
.DS_Store
Assets
.DS_Store
1OurAudioNarrationFiles
1OurScripts
BoundAirScript.csBoundEarthScript.csBoundFireScript.csBoundWaterScript.csBoundaryControlScript.csConnectUnityWithSensors.csFireCollisionAudioScript.csWaterConnectUnityWithSensors.cs
OurESP32Scripts
.DS_Store
DistanceSensorESPOriginalCode_copy_20240308133237
Scenes
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.DS_Store
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Assets/1OurAudioNarrationFiles/.DS_Store
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@ -14,15 +14,20 @@ public class BoundAirScript : MonoBehaviour
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public bool canActivateAir = false;
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public bool narrationHasPlayed = false;
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private bool secondNarrationHasPlayed = false;
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public AudioSource audioSource;
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public AudioClip narrationClip;
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public AudioClip narrationClipTwo;
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public GameObject windObjectToCollect;
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private bool objectHasBeenCollected = false;
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//Boundary control
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private BoundaryControlScript boundControl;
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public BoundaryControlScript boundControl;
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// Start is called before the first frame update
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void Start()
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@ -36,7 +41,7 @@ public class BoundAirScript : MonoBehaviour
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{
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if (other.CompareTag("BoundHMD") && !isWindActive && !narrationHasPlayed) //
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{
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boundControl.tempRemoveBoundary("Air");
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boundControl.TempRemoveBoundary("Air");
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narrationHasPlayed = true;
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//Play narration
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@ -87,10 +92,22 @@ public class BoundAirScript : MonoBehaviour
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StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
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//Insert second narration here
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windObjectToCollect.SetActive(true);
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audioSource.PlayOneShot(narrationClipTwo);
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//StartCoroutine(SecondNarration());
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}
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/*IEnumerator SecondNarration()
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{
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yield return new WaitForSeconds(narrationClipTwo.length);
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}*/
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IEnumerator ResetParticleSpeed(float delay)
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{
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yield return new WaitForSeconds(delay);
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@ -127,15 +144,14 @@ public class BoundAirScript : MonoBehaviour
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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boundControl.removeBoundary("Fire");
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boundControl.reactivateBoundary("Fire");
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//Insert functionality for starting counter narration etc
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windObjectToCollect.SetActive(false);
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boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Air");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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windObjectToCollect.SetActive(false);
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}
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}
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@ -15,9 +15,11 @@ public class BoundEarthScript : MonoBehaviour
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public GameObject earthObjectToCollect;
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private bool objectHasBeenCollected = false;
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//Boundary control
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private BoundaryControlScript boundControl;
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public BoundaryControlScript boundControl;
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//Use Yield return to like not make it start instantly????
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public void OnTriggerEnter(Collider other)
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@ -27,7 +29,7 @@ public class BoundEarthScript : MonoBehaviour
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{
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//Removing other bounds temporarily
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boundControl.tempRemoveBoundary("Earth");
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boundControl.TempRemoveBoundary("Earth");
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//Play narration
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StartCoroutine(NarrationAndSignalCoroutine());
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@ -64,16 +66,14 @@ public class BoundEarthScript : MonoBehaviour
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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boundControl.removeBoundary("Earth");
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boundControl.reactivateBoundary("Earth");
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//Insert functionality for starting counter narration etc
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earthObjectToCollect.SetActive(false);
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boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Earth");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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earthObjectToCollect.SetActive(false);
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}
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}
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@ -13,20 +13,22 @@ public class BoundFireScript : MonoBehaviour
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public GameObject fireObjectToCollect;
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private bool objectHasBeenCollected = false;
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//Object to collect found in Fire collision script
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//Boundary control
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private BoundaryControlScript boundControl;
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public BoundaryControlScript boundControl;
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//Use Yield return to like not make it start instantly????
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public void OnTriggerEnter(Collider other)
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{
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if (other.CompareTag("BoundHMD")) //
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if (other.CompareTag("BoundHMD") && !narrationHasFinished && !narrationHasStarted) //
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{
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//Removing other bounds temporarily
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boundControl.tempRemoveBoundary("Fire");
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boundControl.TempRemoveBoundary("Fire");
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//Play narration
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StartCoroutine(NarrationAndSignalCoroutine());
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@ -44,26 +46,38 @@ public class BoundFireScript : MonoBehaviour
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}
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public void CollectFireObject()
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{
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StartCoroutine(SecondNarrationAndObject());
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audioSource.PlayOneShot(narrationClipTwo);
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fireObjectToCollect.SetActive(true);
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}
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IEnumerator SecondNarrationAndObject()
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{
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audioSource.PlayOneShot(narrationClipTwo);
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fireObjectToCollect.SetActive(true);
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yield return new WaitForSeconds(narrationClipTwo.length);
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}
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//Method to remove the boundary when station has been completed.
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//Start through Unity event wrapper for when item to collect is selected.
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//Make it a coroutine like so that it will wait 2 sec before removing
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//the item to collect (now it goes away instantly)
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//Method for controlling when the item is grabbed
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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boundControl.removeBoundary("Fire");
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boundControl.reactivateBoundary("Fire");
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//Insert functionality for starting counter narration etc
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fireObjectToCollect.SetActive(false);
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boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Fire");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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fireObjectToCollect.SetActive(false);
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}
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}
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@ -14,9 +14,11 @@ public class BoundWaterScript : MonoBehaviour
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public GameObject waterObjectToCollect;
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private bool objectHasBeenCollected = false;
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//Boundary control
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private BoundaryControlScript boundControl;
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public BoundaryControlScript boundControl;
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//Use Yield return to like not make it start instantly????
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@ -28,7 +30,7 @@ public class BoundWaterScript : MonoBehaviour
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//TestWater.SetActive(true);
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//Removing other bounds temporarily
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boundControl.tempRemoveBoundary("Water");
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boundControl.TempRemoveBoundary("Water");
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//Play narration
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StartCoroutine(NarrationAndSignalCoroutine());
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@ -54,7 +56,6 @@ public class BoundWaterScript : MonoBehaviour
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waterObjectToCollect.SetActive(true);
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audioSource.PlayOneShot(narrationClipTwo);
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dropHasAppeared = true;
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stationCompleted();
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}
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}
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@ -65,15 +66,13 @@ public class BoundWaterScript : MonoBehaviour
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public void stationCompleted()
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{
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StartCoroutine(RemoveCollectedItem());
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boundControl.removeBoundary("Water");
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boundControl.reactivateBoundary("Water");
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//Insert functionality for starting counter narration etc
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waterObjectToCollect.SetActive(false);
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boundControl.ReactivateBoundary();
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boundControl.RemoveBoundary("Water");
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}
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IEnumerator RemoveCollectedItem()
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{
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yield return new WaitForSeconds(2.0f);
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waterObjectToCollect.SetActive(false);
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}
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}
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@ -14,13 +14,18 @@ public class BoundaryControlScript : MonoBehaviour
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private bool waterFinished = false;
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private bool fireFinished = false;
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private bool airHasBeenCollected = false;
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private bool earthHasBeenCollected = false;
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private bool waterHasBeenCollected = false;
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private bool fireHasBeenCollected = false;
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private int collectionCounter = 0;
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// Add references for the AudioSource and narration clips
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public AudioSource narrationSource;
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public AudioClip[] narrationClips; // Ensure this array is populated in the Inspector with your narration clips
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public void tempRemoveBoundary(string bound)
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public void TempRemoveBoundary(string bound)
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{
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if (bound == "Air")
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{
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@ -48,7 +53,7 @@ public class BoundaryControlScript : MonoBehaviour
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}
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}
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public void reactivateBoundary(string bound)
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public void ReactivateBoundary()
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{
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if (!airFinished)
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{
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@ -71,34 +76,38 @@ public class BoundaryControlScript : MonoBehaviour
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}
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}
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public void removeBoundary(string bound)
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public void RemoveBoundary(string bound)
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{
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if (bound == "Air")
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if (bound == "Air" && !airHasBeenCollected)
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{
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airFinished = true;
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collectionCounter++;
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PlayCollectionNarration();
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airHasBeenCollected = true;
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airBoundary.SetActive(false);
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}
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else if (bound == "Earth")
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else if (bound == "Earth" && !earthHasBeenCollected)
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{
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earthFinished = true;
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collectionCounter++;
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PlayCollectionNarration();
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earthHasBeenCollected = true;
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earthBoundary.SetActive(false);
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}
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else if (bound == "Water")
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else if (bound == "Water" && !waterHasBeenCollected)
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{
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waterFinished = true;
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collectionCounter++;
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PlayCollectionNarration();
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waterHasBeenCollected = true;
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waterBoundary.SetActive(false);
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}
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else if (bound == "Fire")
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else if (bound == "Fire" && !fireHasBeenCollected)
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{
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fireFinished = true;
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collectionCounter++;
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PlayCollectionNarration();
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fireHasBeenCollected = true;
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fireBoundary.SetActive(false);
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}
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}
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@ -106,6 +115,7 @@ public class BoundaryControlScript : MonoBehaviour
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{
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if (collectionCounter > 0 && collectionCounter <= narrationClips.Length)
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{
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narrationSource.Stop();
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narrationSource.clip = narrationClips[collectionCounter - 1];
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narrationSource.Play();
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}
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@ -11,7 +11,7 @@ public class ConnectUnityWithSensors : MonoBehaviour
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//public AudioSource audioSource; // Assign in inspector
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//public AudioClip narrationClip; // Assign in inspector
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//
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public string esp32IPAddress = "10.204.0.249"; // Assign your ESP32 IP Address
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public string esp32IPAddress = "10.204.0.248"; // Assign your ESP32 IP Address
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public string esp32WebsocketPort = "81"; // Assign your ESP32 WebSocket port, typically "81"
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private bool forceDataReceived = false;
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@ -10,7 +10,7 @@ public class FireCollisionAudioScript : MonoBehaviour
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public GameObject fireBigger;
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public GameObject fireEvenBigger;
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private BoundFireScript boundFireScript;
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public BoundFireScript boundFireScript;
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private bool isFireBigger = false;
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@ -21,11 +21,12 @@ public class FireCollisionAudioScript : MonoBehaviour
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{
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audioPlayerGround.Play();
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}
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else if (collision.gameObject.tag == "CampFireTag" && !isFireBigger) {
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audioPlayerFire.Play();
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else if (collision.gameObject.tag == "CampFireTag" && !isFireBigger && boundFireScript.narrationHasFinished) {
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audioPlayerFire.Play(); //Add more dramatic audio
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fireBigger.SetActive(true);
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isFireBigger = true;
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boundFireScript.fireObjectToCollect.SetActive(true);
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boundFireScript.CollectFireObject();
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} /*else if (collision.gameObject.tag == "CampFireTag" && isFireBigger)
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{
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fireEvenBigger.SetActive(true);
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@ -75,6 +75,10 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
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}
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}
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//Failsafe in case something goes wrong (Get key down to make it so if the sensor
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//doesnt work or is giving issues we can control it somehow (but how if we use apk lol????)
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}
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BIN
Assets/OurESP32Scripts/.DS_Store
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Assets/OurESP32Scripts/.DS_Store
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@ -1,37 +1,85 @@
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#include <Ultrasonic.h>
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#include <ArduinoWebsockets.h>
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#include <WiFi.h>
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// Define the pins for the HC-SR04
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const int trigPin = A5; // Replace with the GPIO pin connected to the Trig pin
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const int echoPin = A1; // Replace with the GPIO pin connected to the Echo pin
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const char* ssid = "dsv-extrality-lab"; // Change to your WiFi network name
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const char* password = "expiring-unstuck-slider"; // Change to your WiFi password
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Ultrasonic ultrasonic(trigPin, echoPin);
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using namespace websockets;
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WebsocketsServer server;
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WebsocketsClient client;
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const int trigPin = A5; // Change to the GPIO pin connected to the Trig pin of the HC-SR04
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const int echoPin = A1; // Change to the GPIO pin connected to the Echo pin of the HC-SR04
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void setup() {
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Serial.begin(115200);
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pinMode(trigPin, OUTPUT);
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pinMode(echoPin, INPUT);
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WiFi.begin(ssid, password);
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while (WiFi.status() != WL_CONNECTED) {
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delay(1000);
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Serial.println("Connecting to WiFi...");
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}
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Serial.print("Connected to WiFi. IP Address: ");
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Serial.println(WiFi.localIP());
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server.listen(81);
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Serial.println("WebSocket server started.");
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}
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void loop() {
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// Trigger the sensor
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digitalWrite(trigPin, LOW);
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delayMicroseconds(2);
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digitalWrite(trigPin, HIGH);
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delayMicroseconds(20); // Adjust this value
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digitalWrite(trigPin, LOW);
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// Read the echo pulse duration
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unsigned long duration = pulseIn(echoPin, HIGH);
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if (server.poll()) {
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client = server.accept();
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Serial.println("Client connected...");
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// Calculate distance in centimeters
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float distance = duration * 0.0343 / 2.0;
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while (client.available()) {
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WebsocketsMessage msg = client.readBlocking();
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Serial.print("Got Message: ");
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Serial.println(msg.data());
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// Print the distance to the Serial Monitor
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Serial.print("Duration: ");
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Serial.print(duration);
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Serial.print(" microseconds, Distance: ");
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Serial.print(distance);
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Serial.println(" cm");
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if (msg.data().equalsIgnoreCase("Need Distance")) {
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Serial.println("Measuring distance...");
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// Trigger the sensor
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digitalWrite(trigPin, LOW);
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delayMicroseconds(2);
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digitalWrite(trigPin, HIGH);
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delayMicroseconds(20); // Adjust this value
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digitalWrite(trigPin, LOW);
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delay(1000); // Adjust the delay based on your needs
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}
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// Read the echo pulse duration
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unsigned long duration = pulseIn(echoPin, HIGH);
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// Calculate distance in centimeters
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int distance = duration * 0.0343 / 2.0;
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// Print the distance to the Serial Monitor
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Serial.print("Duration: ");
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Serial.print(duration);
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Serial.print(" microseconds, Distance: ");
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Serial.print(distance);
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Serial.println(" cm");
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delay(1000);
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// Define a close distance threshold, for example, 10 cm
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if (distance > 0 && distance < 10) {
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// If the object is within the threshold, send a signal to Unity
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Serial.println("Object is close. Sending signal to Unity...");
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//client.send("ObjectClose");
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client.send(String(distance));
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} else {
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// Optional: Send a different signal if the object is not within the threshold
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//client.send("ObjectFar");
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}
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}
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}
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client.close();
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}
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}
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@ -1447,7 +1447,7 @@ Transform:
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m_GameObject: {fileID: 140392492}
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serializedVersion: 2
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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m_LocalPosition: {x: 7.2416973, y: -2.2543073, z: -7.309}
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m_LocalPosition: {x: 7.2416973, y: -2.2543073, z: -6.753239}
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m_LocalScale: {x: 0.1, y: 0.1, z: 0.1}
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m_ConstrainProportionsScale: 1
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m_Children: []
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@ -3022,7 +3022,7 @@ PrefabInstance:
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- target: {fileID: 7809210389736015259, guid: 3a9b7854188d4405280e2aee6b228fc7,
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type: 3}
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propertyPath: m_LocalPosition.x
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value: 2.084
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value: 3.75
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objectReference: {fileID: 0}
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- target: {fileID: 7809210389736015259, guid: 3a9b7854188d4405280e2aee6b228fc7,
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type: 3}
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Loading…
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Reference in New Issue
Block a user