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导入蓝牙功能模块

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DESKTOP-B25GA9E\W35 2 years ago
parent
commit
f440cee959
  1. 8
      Assets/BlE.meta
  2. 8
      Assets/BlE/BlEClient.meta
  3. 49
      Assets/BlE/BlEClient/BLEAdapter.cs
  4. 11
      Assets/BlE/BlEClient/BLEAdapter.cs.meta
  5. 69
      Assets/BlE/BluetoothTest.cs
  6. 11
      Assets/BlE/BluetoothTest.cs.meta
  7. 2350
      Assets/BlE/SampleScene.unity
  8. 7
      Assets/BlE/SampleScene.unity.meta
  9. 0
      Assets/BlE/Scenes.meta
  10. 2174
      Assets/BlE/Scenes/BluetoothTestScene.unity
  11. 0
      Assets/BlE/Scenes/BluetoothTestScene.unity.meta
  12. 8
      Assets/BlE/Unity-Logs-Viewer.meta
  13. 22
      Assets/BlE/Unity-Logs-Viewer/README.md
  14. 8
      Assets/BlE/Unity-Logs-Viewer/README.md.meta
  15. 9
      Assets/BlE/Unity-Logs-Viewer/Reporter.meta
  16. 5
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  17. 91
      Assets/BlE/Unity-Logs-Viewer/Reporter/Editor/ReporterEditor.cs
  18. 8
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  19. 5
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  90. 30
      Assets/BlE/Unity-Logs-Viewer/Reporter/MultiKeyDictionary.cs
  91. 8
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  92. 2030
      Assets/BlE/Unity-Logs-Viewer/Reporter/Reporter.cs
  93. 12
      Assets/BlE/Unity-Logs-Viewer/Reporter/Reporter.cs.meta
  94. 16
      Assets/BlE/Unity-Logs-Viewer/Reporter/ReporterGUI.cs
  95. 8
      Assets/BlE/Unity-Logs-Viewer/Reporter/ReporterGUI.cs.meta
  96. 42
      Assets/BlE/Unity-Logs-Viewer/Reporter/ReporterMessageReceiver.cs
  97. 8
      Assets/BlE/Unity-Logs-Viewer/Reporter/ReporterMessageReceiver.cs.meta
  98. 5
      Assets/BlE/Unity-Logs-Viewer/Reporter/Test.meta
  99. 523
      Assets/BlE/Unity-Logs-Viewer/Reporter/Test/ReporterScene.unity
  100. 4
      Assets/BlE/Unity-Logs-Viewer/Reporter/Test/ReporterScene.unity.meta
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8
Assets/BlE.meta

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Assets/BlE/BlEClient.meta

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49
Assets/BlE/BlEClient/BLEAdapter.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BLEAdapter : MonoBehaviour
{
public Text BLEMsg;
public Text BLEData;
public InputField linkInput;
public InputField msgInput;
// Start is called before the first frame update
void Start()
{
}
public void CreateCentral() {
}
public void LinkBLE() {
}
public void UnLinkBLE() {
}
public void SendMsg() {
byte[] byteArray = System.Text.Encoding.UTF8.GetBytes(linkInput.text);
}
public void OnDidUpdateState()
{
BLEMsg.text = "状态已更新";
}
public void OnDidConnect()
{
BLEMsg.text = "已连接";
}
public void OnDidDisconnect()
{
BLEMsg.text = "已断开连接";
}
public void OnDidReceiveWriteRequests(string base64String)
{
BLEData.text = "收到消息:" + base64String;
}
}

11
Assets/BlE/BlEClient/BLEAdapter.cs.meta

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69
Assets/BlE/BluetoothTest.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class BluetoothTest : MonoBehaviour
{
public Text deviceName;
public Text dataToSend;
private bool IsConnected;
public static string dataRecived = "";
// Start is called before the first frame update
void Start()
{
IsConnected = false;
BluetoothService.CreateBluetoothObject();
}
// Update is called once per frame
void Update()
{
if (IsConnected) {
try
{
string datain = BluetoothService.ReadFromBluetooth();
if (datain.Length > 1)
{
dataRecived = datain;
print(dataRecived);
}
}
catch (Exception e)
{
}
}
}
public void StartButton()
{
if (!IsConnected)
{
print(deviceName.text.ToString());
IsConnected = BluetoothService.StartBluetoothConnection(deviceName.text.ToString());
}
}
public void SendButton()
{
if (IsConnected && (dataToSend.ToString() != "" || dataToSend.ToString() != null))
{
BluetoothService.WritetoBluetooth(dataToSend.text.ToString());
}
}
public void StopButton()
{
if (IsConnected)
{
BluetoothService.StopBluetoothConnection();
}
Application.Quit();
}
}

11
Assets/BlE/BluetoothTest.cs.meta

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Assets/BlE/SampleScene.unity.meta

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8
Assets/BlE/Unity-Logs-Viewer.meta

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22
Assets/BlE/Unity-Logs-Viewer/README.md

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# Unity-Logs-Viewer
Using this tool you can easily check your editor console logs inside the game itself!
All what you have to do is to make a circle gesture using your mouse (click and drag) or your finger (touch and drag) on the mobile screen to show all these logs!
You can download also from unity asset store
https://www.assetstore.unity3d.com/en/#!/content/12047
To setup log viewer do the following
<li>1 - create reporter from menu (Reporter->Create) at first scene your game start . </li>
<li>2 - then set the ” Scrip execution order ” in (Edit -> Project Settings ) of Reporter.cs to be the highest.</li>
<li>3 - in reporter.cs at first line choose the proper #define which is matching your unity version, also do the same for testReporter.cs
<ul>
<li>#define UNITY_CHANGE1 for unity older than "unity 5"</li>
<li>#define UNITY_CHANGE2 for unity 5.0 -> 5.3</li>
<li>#define UNITY_CHANGE3 for unity 5.3 (fix for new SceneManger system )</li>
<ul>
</li>
<a href="https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=J9MX5C6Q7B2NY">
<img src="https://www.paypalobjects.com/webstatic/en_US/btn/btn_donate_cc_147x47.png">
</img>
</a>

8
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5
Assets/BlE/Unity-Logs-Viewer/Reporter/Editor.meta

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91
Assets/BlE/Unity-Logs-Viewer/Reporter/Editor/ReporterEditor.cs

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using UnityEngine;
using UnityEditor;
using UnityEditor.Callbacks;
using System.IO;
using System.Collections;
public class ReporterEditor : Editor
{
[MenuItem("Reporter/Create")]
public static void CreateReporter()
{
const int ReporterExecOrder = -12000;
GameObject reporterObj = new GameObject();
reporterObj.name = "Reporter";
Reporter reporter = reporterObj.AddComponent<Reporter>();
reporterObj.AddComponent<ReporterMessageReceiver>();
//reporterObj.AddComponent<TestReporter>();
// Register root object for undo.
Undo.RegisterCreatedObjectUndo(reporterObj, "Create Reporter Object");
MonoScript reporterScript = MonoScript.FromMonoBehaviour(reporter);
string reporterPath = Path.GetDirectoryName(AssetDatabase.GetAssetPath(reporterScript));
if (MonoImporter.GetExecutionOrder(reporterScript) != ReporterExecOrder) {
MonoImporter.SetExecutionOrder(reporterScript, ReporterExecOrder);
//Debug.Log("Fixing exec order for " + reporterScript.name);
}
reporter.images = new Images();
reporter.images.clearImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/clear.png"), typeof(Texture2D));
reporter.images.collapseImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/collapse.png"), typeof(Texture2D));
reporter.images.clearOnNewSceneImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/clearOnSceneLoaded.png"), typeof(Texture2D));
reporter.images.showTimeImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/timer_1.png"), typeof(Texture2D));
reporter.images.showSceneImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/UnityIcon.png"), typeof(Texture2D));
reporter.images.userImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/user.png"), typeof(Texture2D));
reporter.images.showMemoryImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/memory.png"), typeof(Texture2D));
reporter.images.softwareImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/software.png"), typeof(Texture2D));
reporter.images.dateImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/date.png"), typeof(Texture2D));
reporter.images.showFpsImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/fps.png"), typeof(Texture2D));
//reporter.images.graphImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/chart.png"), typeof(Texture2D));
reporter.images.infoImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/info.png"), typeof(Texture2D));
reporter.images.searchImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/search.png"), typeof(Texture2D));
reporter.images.closeImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/close.png"), typeof(Texture2D));
reporter.images.buildFromImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/buildFrom.png"), typeof(Texture2D));
reporter.images.systemInfoImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/ComputerIcon.png"), typeof(Texture2D));
reporter.images.graphicsInfoImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/graphicCard.png"), typeof(Texture2D));
reporter.images.backImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/back.png"), typeof(Texture2D));
reporter.images.logImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/log_icon.png"), typeof(Texture2D));
reporter.images.warningImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/warning_icon.png"), typeof(Texture2D));
reporter.images.errorImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/error_icon.png"), typeof(Texture2D));
reporter.images.barImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/bar.png"), typeof(Texture2D));
reporter.images.button_activeImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/button_active.png"), typeof(Texture2D));
reporter.images.even_logImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/even_log.png"), typeof(Texture2D));
reporter.images.odd_logImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/odd_log.png"), typeof(Texture2D));
reporter.images.selectedImage = (Texture2D)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/selected.png"), typeof(Texture2D));
reporter.images.reporterScrollerSkin = (GUISkin)AssetDatabase.LoadAssetAtPath(Path.Combine(reporterPath, "Images/reporterScrollerSkin.guiskin"), typeof(GUISkin));
}
}
public class ReporterModificationProcessor : UnityEditor.AssetModificationProcessor
{
[InitializeOnLoad]
public class BuildInfo
{
static BuildInfo()
{
EditorApplication.update += Update;
}
static bool isCompiling = true;
static void Update()
{
if (!EditorApplication.isCompiling && isCompiling) {
//Debug.Log("Finish Compile");
if (!Directory.Exists(Application.dataPath + "/StreamingAssets")) {
Directory.CreateDirectory(Application.dataPath + "/StreamingAssets");
}
string info_path = Application.dataPath + "/StreamingAssets/build_info.txt";
StreamWriter build_info = new StreamWriter(info_path);
build_info.Write("Build from " + SystemInfo.deviceName + " at " + System.DateTime.Now.ToString());
build_info.Close();
}
isCompiling = EditorApplication.isCompiling;
}
}
}

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Assets/BlE/Unity-Logs-Viewer/Reporter/Editor/ReporterEditor.cs.meta

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Assets/BlE/Unity-Logs-Viewer/Reporter/MultiKeyDictionary.cs

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MultiKeyDictionary<T1, T2, T3> : Dictionary<T1, Dictionary<T2, T3>>
{
new public Dictionary<T2, T3> this[T1 key]
{
get
{
if (!ContainsKey(key))
Add(key, new Dictionary<T2, T3>());
Dictionary<T2, T3> returnObj;
TryGetValue(key, out returnObj);
return returnObj;
}
}
public bool ContainsKey(T1 key1, T2 key2)
{
Dictionary<T2, T3> returnObj;
TryGetValue(key1, out returnObj);
if (returnObj == null)
return false;
return returnObj.ContainsKey(key2);
}
}

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Assets/BlE/Unity-Logs-Viewer/Reporter/ReporterGUI.cs

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using UnityEngine;
using System.Collections;
public class ReporterGUI : MonoBehaviour
{
Reporter reporter;
void Awake()
{
reporter = gameObject.GetComponent<Reporter>();
}
void OnGUI()
{
reporter.OnGUIDraw();
}
}

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Assets/BlE/Unity-Logs-Viewer/Reporter/ReporterMessageReceiver.cs

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using UnityEngine;
using System.Collections;
public class ReporterMessageReceiver : MonoBehaviour
{
Reporter reporter;
void Start()
{
reporter = gameObject.GetComponent<Reporter>();
}
void OnPreStart()
{
//To Do : this method is called before initializing reporter,
//we can for example check the resultion of our device ,then change the size of reporter
if (reporter == null)
reporter = gameObject.GetComponent<Reporter>();
if (Screen.width < 1000)
reporter.size = new Vector2(32, 32);
else
reporter.size = new Vector2(48, 48);
reporter.UserData = "Put user date here like his account to know which user is playing on this device";
}
void OnHideReporter()
{
//TO DO : resume your game
}
void OnShowReporter()
{
//TO DO : pause your game and disable its GUI
}
void OnLog(Reporter.Log log)
{
//TO DO : put you custom code
}
}

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