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https://github.com/nick7ass/NNMDETGroupProject.git
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Preparations for collections of objects, stand ins have been implemented but not tested
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parent
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Assets
1OurScripts
BoundAirScript.csBoundEarthScript.csBoundFireScript.csBoundWaterScript.csFireCollisionAudioScript.csWaterConnectUnityWithSensors.cs
Inguz Media Studio/The Beauty Medieval War Banners and PROPS/Materials
OccaSoftware/Enflame/Prefabs
OurESP32Scripts
DistanceSensorESPOriginalCode_copy_20240308133237.meta
DistanceSensorESPOriginalCode_copy_20240308133237
Scenes
Ultrasonic.metaUltrasonic
Decorative Plant Assets.meta
Decorative Plant Assets
Materials.meta
Materials
mushroom_white_mat.matmushroom_white_mat.mat.metaplant1_mat.matplant1_mat.mat.metaplant2_mat.matplant2_mat.mat.metaplant3_mat.matplant3_mat.mat.metaplant4_mat.matplant4_mat.mat.meta
Meshes.metaMeshes
Flower 1.assetFlower 1.asset.metaFlower 2.assetFlower 2.asset.metaFlower 3.assetFlower 3.asset.metaFlower 4.assetFlower 4.asset.metaGrass 1.assetGrass 1.asset.metaGrass 2.assetGrass 2.asset.metaGrass 3.assetGrass 3.asset.metaLeafy Bush.assetLeafy Bush.asset.metaMushroom 1.assetMushroom 1.asset.metaMushroom 2.assetMushroom 2.asset.metaMushroom 3.assetMushroom 3.asset.metaMushroom Cluster 1.assetMushroom Cluster 1.asset.metaMushroom Cluster 2.assetMushroom Cluster 2.asset.metaMushroom Cluster 3.assetMushroom Cluster 3.asset.meta
Prefabs.metaPrefabs
Flower 1.prefabFlower 1.prefab.metaFlower 2.prefabFlower 2.prefab.metaFlower 3.prefabFlower 3.prefab.metaFlower 4.prefabFlower 4.prefab.metaGrass 1.prefabGrass 1.prefab.metaGrass 2.prefabGrass 2.prefab.metaGrass 3.prefabGrass 3.prefab.metaLeafy Bush.prefabLeafy Bush.prefab.metaMushroom 1.prefabMushroom 1.prefab.metaMushroom 2.prefabMushroom 2.prefab.metaMushroom 3.prefabMushroom 3.prefab.metaMushroom Cluster 1.prefabMushroom Cluster 1.prefab.metaMushroom Cluster 2.prefabMushroom Cluster 2.prefab.metaMushroom Cluster 3.prefabMushroom Cluster 3.prefab.meta
Scenes.metaScenes
Textures.metaTextures
@ -17,6 +17,7 @@ public class BoundAirScript : MonoBehaviour
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public AudioClip narrationClip;
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public GameObject TestAir;
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public GameObject WhirlObjectToCollect;
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public GameObject BoundFire;
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public GameObject BoundWater;
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@ -29,7 +30,7 @@ public class BoundAirScript : MonoBehaviour
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}
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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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@ -46,7 +47,7 @@ public class BoundAirScript : MonoBehaviour
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narrationHasPlayed = true;
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//Play narration and remove other temp
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StartCoroutine(NarrationAndSignalCoroutine());
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}
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}
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@ -80,26 +81,28 @@ public class BoundAirScript : MonoBehaviour
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//Air effects
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public void AdjustParticleSpeed()
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{
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var masterMain = masterEmitter.main;
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masterMain.startLifetime = fasterLifetime; // Adjust master emitter lifetime
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var slaveMain = slaveEmitter.main;
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slaveMain.duration = fasterLifetime; // Adjust slave emitter duration to match
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var masterMain = masterEmitter.main;
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masterMain.startLifetime = fasterLifetime; // Adjust master emitter lifetime
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// Restart the particle systems to apply the changes immediately
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masterEmitter.Stop();
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masterEmitter.Play();
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var slaveMain = slaveEmitter.main;
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slaveMain.duration = fasterLifetime; // Adjust slave emitter duration to match
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slaveEmitter.Stop();
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slaveEmitter.Play();
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// Restart the particle systems to apply the changes immediately
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masterEmitter.Stop();
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masterEmitter.Play();
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moreSpirals.SetActive(true);
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slaveEmitter.Stop();
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slaveEmitter.Play();
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isWindActive = true;
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moreSpirals.SetActive(true);
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isWindActive = true;
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StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
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WhirlObjectToCollect.SetActive(true);
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StartCoroutine(ResetParticleSpeed(5.0f)); // Assuming gesture lasts for * seconds
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}
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IEnumerator ResetParticleSpeed(float delay)
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@ -12,7 +12,7 @@ public class BoundEarthScript : MonoBehaviour
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public AudioClip narrationClip;
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public AudioClip narrationClipTwo;
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public GameObject seedObject;
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public GameObject earthObjectToCollect;
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public GameObject TestEarth;
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@ -84,9 +84,13 @@ public class BoundEarthScript : MonoBehaviour
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// if (ConnectUnityWithSensors.isForceDetected)
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// {
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//}
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seedObject.SetActive(true);
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earthObjectToCollect.SetActive(true);
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audioSource.PlayOneShot(narrationClipTwo);
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seedHasAppeared = 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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BoundWater.SetActive(true);
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@ -6,6 +6,7 @@ public class BoundFireScript : MonoBehaviour
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{
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public GameObject TestFire;
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// Start is called before the first frame update
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void Start()
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@ -4,8 +4,19 @@ using UnityEngine;
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public class BoundWaterScript : MonoBehaviour
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{
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public bool narrationHasFinished = false;
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public bool dropHasAppeared = false;
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public bool narrationHasStarted = 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 waterObjectToCollect;
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public GameObject TestWater;
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// Start is called before the first frame update
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void Start()
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{
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@ -11,6 +11,8 @@ public class FireCollisionAudioScript : MonoBehaviour
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public GameObject fireEvenBigger;
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private bool isFireBigger = false;
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public GameObject fireObjectToCollect;
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public void OnCollisionEnter(Collision collision)
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{
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if (collision.gameObject.tag == "GroundTag") // || collision.gameObject.tag == "BrickTag"
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@ -21,6 +23,7 @@ public class FireCollisionAudioScript : MonoBehaviour
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audioPlayerFire.Play();
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fireBigger.SetActive(true);
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isFireBigger = true;
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fireObjectToCollect.SetActive(true);
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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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@ -19,7 +19,7 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
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public static bool isDistanceDetected = false;
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//Change to waterpublic BoundEarthScript earthScript = new BoundEarthScript();
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public BoundWaterScript waterScript = new BoundWaterScript();
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void Start()
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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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{//Change to Water script
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/*if (earthScript.narrationHasFinished && !earthScript.seedHasAppeared)
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if (waterScript.narrationHasFinished /*&& !waterScript.seedHasAppeared*/)
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{
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Debug.Log("Asking for distance.");
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@ -68,18 +68,18 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
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{
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Debug.Log("Distance threshold exceeded, action triggered.");
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isDistanceDetected = true;
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//earthScript.collectForce();
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//waterScript.methodNameDependingOnDistance();
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}
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distanceDataReceived = false; // Reset for the next message
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}*/
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}
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}
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}
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/* void OnDestroy()
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void OnDestroy()
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{
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if (ws != null && ws.IsAlive)
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{
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@ -87,5 +87,5 @@ public class WaterConnectUnityWithSensors : MonoBehaviour
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}
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}
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}*/
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}
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37
Assets/OurESP32Scripts/DistanceSensorESPOriginalCode_copy_20240308133237/DistanceSensorESPOriginalCode_copy_20240308133237.ino
Normal file
37
Assets/OurESP32Scripts/DistanceSensorESPOriginalCode_copy_20240308133237/DistanceSensorESPOriginalCode_copy_20240308133237.ino
Normal file
@ -0,0 +1,37 @@
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#include <Ultrasonic.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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Ultrasonic ultrasonic(trigPin, echoPin);
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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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}
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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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// Calculate distance in centimeters
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float 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); // Adjust the delay based on your needs
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}
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