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Trying to get water station to work, connecting with esp32. Issues on the side of the sensor right now.
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@ -16,7 +16,10 @@ public class BoundWaterScript : MonoBehaviour
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public GameObject TestWater;
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public GameObject TestWater;
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public GameObject BoundFire;
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public GameObject BoundEarth;
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public GameObject BoundAir;
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// Start is called before the first frame update
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// Start is called before the first frame update
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void Start()
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void Start()
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{
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{
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@ -31,11 +34,50 @@ public class BoundWaterScript : MonoBehaviour
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//Use Yield return to like not make it start instantly????
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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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public void OnTriggerEnter(Collider other)
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{
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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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{
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Debug.Log("Entered Water");
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Debug.Log("Entered Water");
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TestWater.SetActive(true);
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TestWater.SetActive(true);
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//Play narration and remove other temp
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//Play narration and remove other temp
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BoundAir.SetActive(false);
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BoundFire.SetActive(false);
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BoundEarth.SetActive(false);
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StartCoroutine(NarrationAndSignalCoroutine());
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}
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}
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IEnumerator NarrationAndSignalCoroutine()
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{
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narrationHasStarted = true;
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audioSource.PlayOneShot(narrationClip);
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yield return new WaitForSeconds(narrationClip.length);
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narrationHasFinished = true;
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}
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public void collectDistance()
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{
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if (narrationHasFinished && !dropHasAppeared)
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{
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//Force sensor
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// if (ConnectUnityWithSensors.isForceDetected)
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// {
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//}
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waterObjectToCollect.SetActive(true);
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audioSource.PlayOneShot(narrationClipTwo);
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dropHasAppeared = true;
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//Make these not go until narration has ended?
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//Or make it so that these are not activated until the object has been collected
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//Implement this for all of the different elements
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BoundAir.SetActive(true);
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BoundFire.SetActive(true);
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BoundEarth.SetActive(true);
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}
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}
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}
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}
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@ -56,7 +56,7 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
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void Update()
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void Update()
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{//Change to Water script
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{//Change to Water script
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if (waterScript.narrationHasFinished /*&& !waterScript.seedHasAppeared*/)
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if (waterScript.narrationHasFinished && !waterScript.dropHasAppeared)
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{
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{
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Debug.Log("Asking for distance.");
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Debug.Log("Asking for distance.");
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@ -64,11 +64,11 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
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if (distanceDataReceived)
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if (distanceDataReceived)
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{
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{
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if (receivedDistanceValue > 900)
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if (receivedDistanceValue < 10)
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{
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{
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Debug.Log("Distance threshold exceeded, action triggered.");
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Debug.Log("Distance threshold exceeded, action triggered.");
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isDistanceDetected = true;
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isDistanceDetected = true;
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//waterScript.methodNameDependingOnDistance();
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waterScript.collectDistance();
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}
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}
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distanceDataReceived = false; // Reset for the next message
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distanceDataReceived = false; // Reset for the next message
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@ -31919,10 +31919,13 @@ MonoBehaviour:
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dropHasAppeared: 0
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dropHasAppeared: 0
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narrationHasStarted: 0
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narrationHasStarted: 0
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audioSource: {fileID: 171465764}
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audioSource: {fileID: 171465764}
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narrationClip: {fileID: 0}
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narrationClip: {fileID: 8300000, guid: 09a27277c062f490ea6f7f06842f100f, type: 3}
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narrationClipTwo: {fileID: 0}
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narrationClipTwo: {fileID: 8300000, guid: 33724cce213214c3e8bba7e1c8b7f9de, type: 3}
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waterObjectToCollect: {fileID: 297646202}
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waterObjectToCollect: {fileID: 297646202}
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TestWater: {fileID: 707071907}
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TestWater: {fileID: 707071907}
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BoundFire: {fileID: 634926185}
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BoundEarth: {fileID: 1596973207}
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BoundAir: {fileID: 579970255}
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--- !u!1 &1726452294
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--- !u!1 &1726452294
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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