├── Assets
├── segoeuil.ttf
├── Sounds
│ ├── buzzer.wav
│ ├── click.wav
│ ├── hausalarm.wav
│ ├── buzzer.wav.meta
│ ├── click.wav.meta
│ └── hausalarm.wav.meta
├── Sprites
│ ├── Raster.png
│ ├── arrow_back.png
│ ├── bmz-op-panel.gif
│ ├── bmz-op-panel.jpg
│ ├── bmz-dpy-panel.jpg
│ ├── gradient_grey.png
│ ├── baseline_save_white_48dp.png
│ ├── arrow_back.png.meta
│ ├── bmz-dpy-panel.jpg.meta
│ ├── bmz-op-panel.gif.meta
│ ├── bmz-op-panel.jpg.meta
│ ├── gradient_grey.png.meta
│ ├── Raster.png.meta
│ └── baseline_save_white_48dp.png.meta
├── StreamingAssets
│ ├── scenarios.db
│ └── scenarios.db.meta
├── Plugins
│ ├── SQLite4Unity3d
│ │ ├── .DS_Store
│ │ ├── Plugins
│ │ │ ├── .DS_Store
│ │ │ ├── x64
│ │ │ │ ├── sqlite3.dll
│ │ │ │ └── sqlite3.dll.meta
│ │ │ ├── x86
│ │ │ │ ├── sqlite3.dll
│ │ │ │ └── sqlite3.dll.meta
│ │ │ ├── Android
│ │ │ │ ├── .DS_Store
│ │ │ │ ├── libs
│ │ │ │ │ ├── .DS_Store
│ │ │ │ │ ├── x86
│ │ │ │ │ │ ├── libsqlite3.so
│ │ │ │ │ │ └── libsqlite3.so.meta
│ │ │ │ │ └── x86.meta
│ │ │ │ └── libs.meta
│ │ │ ├── x64.meta
│ │ │ ├── x86.meta
│ │ │ └── Android.meta
│ │ ├── Plugins.meta
│ │ └── SQLite.cs.meta
│ ├── SQLite4Unity3d.meta
│ ├── ButtonSoundsEditor.meta
│ └── ButtonSoundsEditor
│ │ ├── Editor.meta
│ │ ├── ButtonClickSound.cs.meta
│ │ ├── Editor
│ │ └── ButtonSoundsEditor.cs.meta
│ │ └── ButtonClickSound.cs
├── Test.unity.meta
├── asdf.json.meta
├── Plugins.meta
├── Scenes.meta
├── Scenes
│ ├── IP_Adress_Scrn.unity.meta
│ ├── MainMenu_Scrn.unity.meta
│ ├── Manual_Scrn.unity.meta
│ ├── SampleScene.unity.meta
│ ├── Simulation_Scrn.unity.meta
│ ├── Tutorial_Scrn.unity.meta
│ ├── Load_Create_Scrn.unity.meta
│ ├── SampleScene.unity.orig.meta
│ ├── ScenarioInput_Scrn.unity.meta
│ ├── Teacher_Student_Scrn.unity.meta
│ ├── ScenarioSelection_Scrn.unity.meta
│ └── TeacherControlcentre_Scrn.unity.meta
├── Scripts.meta
├── Sounds.meta
├── Sprites.meta
├── Scripts
│ ├── Controllers
│ │ ├── Button.prefab.meta
│ │ ├── AlarmList.prefab.meta
│ │ ├── GameObject.prefab.meta
│ │ ├── NetworkController.prefab.meta
│ │ ├── FATController.cs.meta
│ │ ├── RestartServer.cs.meta
│ │ ├── Statemachine.cs.meta
│ │ ├── TimeController.cs.meta
│ │ ├── AsyncHttpListener.cs.meta
│ │ ├── SaveLoadController.cs.meta
│ │ ├── TutorialController.cs.meta
│ │ ├── BMANetworkController.cs.meta
│ │ ├── ScenarioScroll_Controller.cs.meta
│ │ ├── ServerClientConnectionController.cs.meta
│ │ ├── RestartServer.cs
│ │ ├── Statemachine.cs
│ │ ├── ServerClientConnectionController.cs
│ │ ├── SaveLoadController.cs
│ │ ├── TimeController.cs
│ │ ├── TutorialController.cs
│ │ ├── AsyncHttpListener.cs
│ │ ├── AlarmList.prefab
│ │ ├── ScenarioScroll_Controller.cs
│ │ ├── BMANetworkController.cs
│ │ ├── NetworkController.prefab
│ │ └── Button.prefab
│ ├── Models.meta
│ ├── Views.meta
│ ├── Controllers.meta
│ ├── FWControlPanel.meta
│ ├── Models
│ │ ├── SerializableScenarioList.cs
│ │ ├── AlarmList.cs.meta
│ │ ├── FATList.cs.meta
│ │ ├── Scenario.cs.meta
│ │ ├── GlobalSettings.cs.meta
│ │ ├── ManualList.cs.meta
│ │ ├── SerializableScenarioList.cs.meta
│ │ ├── GlobalSettings.cs
│ │ ├── Scenario.cs
│ │ ├── FATList.cs
│ │ ├── ManualList.cs
│ │ └── AlarmList.cs
│ ├── SQLite.cs.meta
│ ├── ConnectToDB.cs.meta
│ ├── DataService.cs.meta
│ ├── LEDView.cs.meta
│ ├── MessageView.cs.meta
│ ├── buttonClick.cs.meta
│ ├── inputScreen.cs.meta
│ ├── ButtonSummerVew.cs.meta
│ ├── ButtonsTutorial.cs.meta
│ ├── ExistingDbScript.cs.meta
│ ├── Views
│ │ ├── BMA_Back.cs.meta
│ │ ├── ManualView.cs.meta
│ │ ├── SaveView.cs.meta
│ │ ├── BMA_Back.cs
│ │ ├── SaveView.cs
│ │ └── ManualView.cs
│ ├── ButtonAnzeigeebene.cs.meta
│ ├── ButtonMessageUpDown.cs.meta
│ ├── ButtonMultipleSoundsView.cs.meta
│ ├── FWControlPanel
│ │ ├── LeftLEDView.cs.meta
│ │ ├── LeftButtonView.cs.meta
│ │ ├── RightButtonView.cs.meta
│ │ ├── rightLEDView.cs.meta
│ │ ├── ButtonUENrTrigger.cs.meta
│ │ ├── ButtonUENrTrigger.cs
│ │ ├── RightButtonView.cs
│ │ ├── LeftButtonView.cs
│ │ ├── rightLEDView.cs
│ │ └── LeftLEDView.cs
│ ├── ConnectToDB.cs
│ ├── ButtonAnzeigeebene.cs
│ ├── MessageView.cs
│ ├── ButtonMultipleSoundsView.cs
│ ├── ButtonSummerVew.cs
│ ├── ExistingDbScript.cs
│ ├── ButtonMessageUpDown.cs
│ ├── DataService.cs
│ ├── buttonClick.cs
│ ├── LEDView.cs
│ ├── ButtonsTutorial.cs
│ └── inputScreen.cs
├── StreamingAssets.meta
├── segoeuil.ttf.meta
└── Test.unity
├── imagesMarkdown
└── BMApp.jpg
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── NetworkManager.asset
├── XRSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── PresetManager.asset
├── AudioManager.asset
├── TagManager.asset
├── EditorSettings.asset
├── UnityConnectSettings.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
├── QualitySettings.asset
└── InputManager.asset
├── .idea
├── misc.xml
├── vcs.xml
├── modules.xml
├── safetydaysBMA.iml
└── workspace.xml
├── UIElementsSchema
└── UIElements.xsd
├── .gitignore
├── README.md
├── LICENSE
├── .github
└── workflows
│ └── main.yml
├── Packages
└── manifest.json
└── Logs
└── Packages-Update.log
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ConnectToDB : MonoBehaviour
6 | {
7 | // Start is called before the first frame update
8 | void Start()
9 | {
10 |
11 | }
12 |
13 | // Update is called once per frame
14 | void Update()
15 | {
16 |
17 | }
18 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class RestartServer : MonoBehaviour
6 | {
7 |
8 | // Start is called before the first frame update
9 | void Start()
10 | {
11 | GameObject.FindGameObjectWithTag("NetworkController").GetComponent().restartHost();
12 | AlarmList.Instance.clearList();
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 |
19 | }
20 | }
21 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ButtonAnzeigeebene : MonoBehaviour
6 | {
7 | public FATController fatController;
8 |
9 | // Start is called before the first frame update
10 | void Start()
11 | {
12 |
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 |
19 | }
20 |
21 | public void displayNextMode()
22 | {
23 | fatController.displayNextMode();
24 | }
25 | }
26 |
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2 |
3 |
4 |
5 |
6 |
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1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 | [Bb]uilds/
6 | Assets/AssetStoreTools*
7 |
8 | # Visual Studio cache directory
9 | .vs/
10 |
11 | # Autogenerated VS/MD/Consulo solution and project files
12 | ExportedObj/
13 | .consulo/
14 | *.csproj
15 | *.unityproj
16 | *.sln
17 | *.suo
18 | *.tmp
19 | *.user
20 | *.userprefs
21 | *.pidb
22 | *.booproj
23 | *.svd
24 | *.pdb
25 | *.opendb
26 |
27 | # Unity3D generated meta files
28 | *.pidb.meta
29 | *.pdb.meta
30 |
31 | # Unity3D Generated File On Crash Reports
32 | sysinfo.txt
33 |
34 | # Builds
35 | *.apk
36 | *.unitypackage
37 | *.json
38 |
--------------------------------------------------------------------------------
/Assets/segoeuil.ttf.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: caed7997ac77521438bfdb05cd9af865
3 | TrueTypeFontImporter:
4 | externalObjects: {}
5 | serializedVersion: 4
6 | fontSize: 16
7 | forceTextureCase: -2
8 | characterSpacing: 0
9 | characterPadding: 1
10 | includeFontData: 1
11 | fontName: Segoe UI
12 | fontNames:
13 | - Segoe UI
14 | fallbackFontReferences: []
15 | customCharacters:
16 | fontRenderingMode: 0
17 | ascentCalculationMode: 1
18 | useLegacyBoundsCalculation: 0
19 | shouldRoundAdvanceValue: 1
20 | userData:
21 | assetBundleName:
22 | assetBundleVariant:
23 |
--------------------------------------------------------------------------------
/Assets/Plugins/ButtonSoundsEditor/ButtonClickSound.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using UnityEngine.EventSystems;
3 |
4 | namespace Assets.Plugins.ButtonSoundsEditor
5 | {
6 | public class ButtonClickSound : MonoBehaviour, IPointerClickHandler
7 | {
8 | public AudioSource AudioSource;
9 | public AudioClip ClickSound;
10 |
11 | public void OnPointerClick(PointerEventData eventData)
12 | {
13 | PlayClickSound();
14 | }
15 |
16 | private void PlayClickSound()
17 | {
18 | AudioSource.PlayOneShot(ClickSound);
19 | }
20 | }
21 |
22 | }
23 |
--------------------------------------------------------------------------------
/ProjectSettings/TagManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
5 | serializedVersion: 2
6 | tags:
7 | - NetworkController
8 | - AlarmList
9 | - GlobalSettings
10 | layers:
11 | - Default
12 | - TransparentFX
13 | - Ignore Raycast
14 | -
15 | - Water
16 | - UI
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | -
41 | -
42 | -
43 | m_SortingLayers:
44 | - name: Default
45 | uniqueID: 0
46 | locked: 0
47 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # safetydaysBMA [](https://github.com/safetydays/safetydaysBMA/actions?query=workflow%3A%22Build+project+apk%22)
2 |
3 |
4 |
5 | Virtuelle Brandmeldeanlage nach DIN Norm als App.
6 | Entwickelt bei den [safety days 2019](www.safetydays.de) in Zusammenarbeit mit dem [Idf-NRW](https://www.idf.nrw.de/)
7 |
8 | 
9 |
10 |
11 | Features:
12 | * Komplette Nachbildung einer BMA nach DIN-Norm
13 | * Trainermodus P2P
14 | * Einzelmodus mit vorgegebenem Szenario
15 |
16 | Entwickelt mit [Unity 2018.3.9](https://unity.com/)
17 |
--------------------------------------------------------------------------------
/Assets/Scripts/Controllers/Statemachine.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Zentrale Statemachine zur Steuerung
7 | ///
8 | public class Statemachine : MonoBehaviour
9 | {
10 | public enum State {Start};
11 |
12 | private State currentState;
13 |
14 | // Start is called before the first frame update
15 | void Start()
16 | {
17 | currentState = State.Start;
18 | }
19 |
20 | // Update is called once per frame
21 | void Update()
22 | {
23 |
24 | }
25 |
26 | public void setState(State state)
27 | {
28 | this.currentState = state;
29 | }
30 | }
31 |
--------------------------------------------------------------------------------
/Assets/Scripts/Views/BMA_Back.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class BMA_Back : MonoBehaviour
7 | {
8 | // Start is called before the first frame update
9 | void Start()
10 | {
11 |
12 | }
13 |
14 | // Update is called once per frame
15 | void Update()
16 | {
17 |
18 | }
19 |
20 | public void backClicked()
21 | {
22 | if (GlobalSettings.Instance.clientType == GlobalSettings.ClientType.Student)
23 | SceneManager.LoadScene("ScenarioSelection_Scrn");
24 | else
25 | SceneManager.LoadScene("Teacher_Student_Scrn");
26 | }
27 | }
28 |
--------------------------------------------------------------------------------
/ProjectSettings/EditorSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!159 &1
4 | EditorSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 7
7 | m_ExternalVersionControlSupport: Visible Meta Files
8 | m_SerializationMode: 2
9 | m_LineEndingsForNewScripts: 2
10 | m_DefaultBehaviorMode: 1
11 | m_SpritePackerMode: 4
12 | m_SpritePackerPaddingPower: 1
13 | m_EtcTextureCompressorBehavior: 1
14 | m_EtcTextureFastCompressor: 1
15 | m_EtcTextureNormalCompressor: 2
16 | m_EtcTextureBestCompressor: 4
17 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd
18 | m_ProjectGenerationRootNamespace:
19 | m_UserGeneratedProjectSuffix:
20 | m_CollabEditorSettings:
21 | inProgressEnabled: 1
22 |
--------------------------------------------------------------------------------
/Assets/Scripts/FWControlPanel/ButtonUENrTrigger.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class ButtonUENrTrigger : MonoBehaviour
7 | {
8 |
9 | public FATController fatController;
10 |
11 | // Start is called before the first frame update
12 | void Start()
13 | {
14 |
15 | }
16 |
17 | // Update is called once per frame
18 | void Update()
19 | {
20 |
21 | }
22 |
23 |
24 |
25 | public void onPress()
26 | {
27 | fatController.switchOnUECheckSignalLED();
28 | }
29 |
30 | public void onRelease()
31 | {
32 | fatController.switchOffUeCheckSignalLED();
33 | }
34 | }
35 |
--------------------------------------------------------------------------------
/Assets/Scripts/Models/GlobalSettings.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class GlobalSettings : MonoBehaviour
6 | {
7 | public static GlobalSettings Instance;
8 |
9 | public enum ClientType { Teacher, Student, SinglePlayer, Team};
10 | public ClientType clientType { get; set; }
11 |
12 | public string filePathJSON;
13 |
14 | void Awake()
15 | {
16 | if (Instance == null)
17 | {
18 | Instance = this;
19 | DontDestroyOnLoad(this);
20 | this.gameObject.SetActive(true);
21 | }
22 | }
23 |
24 | // Start is called before the first frame update
25 | void Start()
26 | {
27 |
28 | }
29 |
30 | // Update is called once per frame
31 | void Update()
32 | {
33 |
34 | }
35 | }
36 |
--------------------------------------------------------------------------------
/Assets/Scripts/Views/SaveView.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class SaveView : MonoBehaviour
7 | {
8 | public SaveLoadController SaveLoadController;
9 | public InputField InputField;
10 |
11 | // Start is called before the first frame update
12 | void Start()
13 | {
14 |
15 | }
16 |
17 | // Update is called once per frame
18 | void Update()
19 | {
20 |
21 | }
22 |
23 | public void onSaveButtonClicked()
24 | {
25 | if (InputField.text.Length > 0)
26 | {
27 | SaveLoadController.SaveFile(InputField.text);
28 | this.gameObject.SetActive(false);
29 | }
30 | }
31 |
32 | public void onAbortButtonClicked()
33 | {
34 | this.gameObject.SetActive(false);
35 | }
36 | }
37 |
--------------------------------------------------------------------------------
/Assets/Scripts/MessageView.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class MessageView : MonoBehaviour
7 | {
8 | public Text message1Line1;
9 | public Text message1Line2;
10 | public Text message2Line1;
11 | public Text message2Line2;
12 |
13 |
14 |
15 | // Start is called before the first frame update
16 | void Start()
17 | {
18 |
19 | }
20 |
21 | // Update is called once per frame
22 | void Update()
23 | {
24 |
25 | }
26 |
27 | public void updateText1(string textLine1, string textLine2)
28 | {
29 | message1Line1.text = textLine1;
30 | message1Line2.text = textLine2;
31 | }
32 |
33 | public void updateText2(string textLine1, string textLine2)
34 | {
35 | message2Line1.text = textLine1;
36 | message2Line2.text = textLine2;
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
/Assets/Scripts/Models/Scenario.cs:
--------------------------------------------------------------------------------
1 | using SQLite4Unity3d;
2 | using System;
3 | using UnityEngine;
4 |
5 | [Serializable]
6 | public class Scenario
7 | {
8 | [PrimaryKey, AutoIncrement]
9 | public int Id { get; set; }
10 | public string MelderType { get; set; }
11 | public string AlarmType { get; set; }
12 | public string TimeDelay { get; set; }
13 | public string MelderGruppe { get; set;}
14 |
15 | public override string ToString()
16 | {
17 | return string.Format("[Scneario: Id={0}, MelderType={1}, ALarmType={2}, TimeDely={3}, MelderGruppe={4}]", Id, MelderType, AlarmType, TimeDelay, MelderGruppe);
18 | }
19 |
20 | public string toJson()
21 | {
22 | /*SerializableScenario serializable = new SerializableScenario(Id, MelderType, AlarmType, TimeDelay, MelderGruppe);
23 | string ret = JsonUtility.ToJson(serializable, false);
24 | return ret;*/
25 | return "";
26 | }
27 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Models/FATList.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class FATList : MonoBehaviour
6 | {
7 | public List internAlarmList;
8 |
9 | // Start is called before the first frame update
10 | void Start()
11 | {
12 | internAlarmList = new List();
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 |
19 | }
20 |
21 | public int getAlarmCount()
22 | {
23 | return this.internAlarmList.Count;
24 | }
25 |
26 | public Alarm getAlarm(int number)
27 | {
28 | return this.internAlarmList[number];
29 | }
30 |
31 | public void addAlarm(Alarm alarm)
32 | {
33 | this.internAlarmList.Add(alarm);
34 | }
35 |
36 | public void removeAllFalseAlarmsFromList()
37 | {
38 | this.internAlarmList.RemoveAll(x => x.alarmTyp == Alarm.AlarmType.FalseAlarm);
39 | }
40 | }
41 |
--------------------------------------------------------------------------------
/Assets/Scripts/ButtonMultipleSoundsView.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.EventSystems;
5 |
6 | public class ButtonMultipleSoundsView : MonoBehaviour, IPointerClickHandler
7 | {
8 | public AudioSource AudioSource;
9 | public AudioClip ClickSound;
10 | public AudioClip secondClip;
11 |
12 | public void OnPointerClick(PointerEventData eventData)
13 | {
14 | PlayClickSound();
15 | }
16 |
17 | private void PlayClickSound()
18 | {
19 | AudioSource.PlayOneShot(ClickSound);
20 | AudioSource.PlayOneShot(secondClip);
21 | }
22 |
23 | public void PlaySecondClick()
24 | {
25 | if (!AudioSource.isPlaying)
26 | {
27 | AudioSource.loop = true;
28 | AudioSource.PlayOneShot(secondClip);
29 | }
30 | }
31 |
32 | public void StopSecondClick()
33 | {
34 | AudioSource.loop = false;
35 | AudioSource.Stop();
36 | }
37 | }
--------------------------------------------------------------------------------
/ProjectSettings/UnityConnectSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 1
7 | m_Enabled: 1
8 | m_TestMode: 0
9 | m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
11 | m_ConfigUrl: https://config.uca.cloud.unity3d.com
12 | m_TestInitMode: 0
13 | CrashReportingSettings:
14 | m_EventUrl: https://perf-events.cloud.unity3d.com
15 | m_Enabled: 0
16 | m_LogBufferSize: 10
17 | m_CaptureEditorExceptions: 1
18 | UnityPurchasingSettings:
19 | m_Enabled: 0
20 | m_TestMode: 0
21 | UnityAnalyticsSettings:
22 | m_Enabled: 0
23 | m_TestMode: 0
24 | m_InitializeOnStartup: 1
25 | UnityAdsSettings:
26 | m_Enabled: 0
27 | m_InitializeOnStartup: 1
28 | m_TestMode: 0
29 | m_IosGameId:
30 | m_AndroidGameId:
31 | m_GameIds: {}
32 | m_GameId:
33 | PerformanceReportingSettings:
34 | m_Enabled: 0
35 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2019 BMApp
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
--------------------------------------------------------------------------------
/ProjectSettings/DynamicsManager.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 8
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_ClothInterCollisionDistance: 0
18 | m_ClothInterCollisionStiffness: 0
19 | m_ContactsGeneration: 1
20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
21 | m_AutoSimulation: 1
22 | m_AutoSyncTransforms: 0
23 | m_ReuseCollisionCallbacks: 1
24 | m_ClothInterCollisionSettingsToggle: 0
25 | m_ContactPairsMode: 0
26 | m_BroadphaseType: 0
27 | m_WorldBounds:
28 | m_Center: {x: 0, y: 0, z: 0}
29 | m_Extent: {x: 250, y: 250, z: 250}
30 | m_WorldSubdivisions: 8
31 |
--------------------------------------------------------------------------------
/Assets/Scripts/Controllers/ServerClientConnectionController.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.Networking;
5 | using static Alarm;
6 |
7 | ///
8 | /// Nachrichten senden zwischen Client und Server
9 | ///
10 | public class ServerClientConnectionController : NetworkBehaviour
11 | {
12 | public AlarmList alarmList;
13 |
14 |
15 | // Start is called before the first frame update
16 | void Start()
17 | {
18 |
19 | }
20 |
21 | // Update is called once per frame
22 | void Update()
23 | {
24 | if (this.isServer)
25 | {
26 |
27 | }
28 | }
29 |
30 | ///
31 | /// Wird nur auf dem Client ausgeführt
32 | ///
33 | ///
34 | ///
35 | ///
36 | [ClientRpc]
37 | public void RpcSendStringsToServer(Alarm alarm)
38 | {
39 | alarmList.addAlarm(alarm);
40 | }
41 |
42 | public void Test()
43 | {
44 | Alarm alarm = new Alarm(0, 0, Alarm.MelderType.Melder, "Meldung 1", "Meldung 2", "", AlarmType.Alarm);
45 | //RpcSendStringsToServer(alarm);
46 | alarmList.addAlarm(alarm);
47 | }
48 | }
49 |
--------------------------------------------------------------------------------
/ProjectSettings/EditorBuildSettings.asset:
--------------------------------------------------------------------------------
1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1045 &1
4 | EditorBuildSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Scenes:
8 | - enabled: 1
9 | path: Assets/Scenes/MainMenu_Scrn.unity
10 | guid: 9da167ef028758a4fa0f1cc3313d9caa
11 | - enabled: 1
12 | path: Assets/Scenes/ScenarioInput_Scrn.unity
13 | guid: 90d7f8442ea3af7469fc748bbd59f6f0
14 | - enabled: 1
15 | path: Assets/Scenes/SampleScene.unity
16 | guid: 06db00c2243ddcd468da1a03fe6ba852
17 | - enabled: 1
18 | path: Assets/Scenes/Teacher_Student_Scrn.unity
19 | guid: 18770efe70a816b439594ef9d0b72144
20 | - enabled: 1
21 | path: Assets/Scenes/Simulation_Scrn.unity
22 | guid: 093016b6b7bb0ce459937a80a45f6d9d
23 | - enabled: 1
24 | path: Assets/Scenes/Load_Create_Scrn.unity
25 | guid: ecc39935fed68c144804c5b1f4f9ea67
26 | - enabled: 1
27 | path: Assets/Scenes/IP_Adress_Scrn.unity
28 | guid: c34fe0b5c25086e45be505d1eafd30b0
29 | - enabled: 1
30 | path: Assets/Scenes/Manual_Scrn.unity
31 | guid: ed2d2a4f6adff8f4fa989dddd51c08b9
32 | - enabled: 1
33 | path: Assets/Scenes/ScenarioSelection_Scrn.unity
34 | guid: b45669339f4d5fe4c976f00a41596596
35 | - enabled: 1
36 | path: Assets/Scenes/Tutorial_Scrn.unity
37 | guid: 9a9685e0e4c0f1d459815095b55c5343
38 | m_configObjects: {}
39 |
--------------------------------------------------------------------------------
/Assets/Scripts/ButtonSummerVew.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ButtonSummerVew : MonoBehaviour
6 | {
7 | public FATController fatController;
8 | public float timeToHoldUntilTest = 5.0f;
9 | private float testTimer = 0f;
10 | private bool mouseDown;
11 |
12 |
13 | // Start is called before the first frame update
14 | void Start()
15 | {
16 |
17 | }
18 |
19 | // Update is called once per frame
20 | void Update()
21 | {
22 | if (mouseDown)
23 | {
24 | testTimer += Time.deltaTime;
25 | }
26 |
27 | if (mouseDown && testTimer >= timeToHoldUntilTest && fatController.isTestLightMode() == false)
28 | {
29 | Debug.Log("Initiating test after five seconds");
30 | fatController.activateTestMode();
31 | }
32 | }
33 |
34 | public void shutDownBuzzer()
35 | {
36 | fatController.shutDownBuzzer();
37 | }
38 | public void onPress()
39 | {
40 | mouseDown = true;
41 | shutDownBuzzer();
42 | testTimer = 0;
43 |
44 |
45 | }
46 |
47 | public void onRelease()
48 | {
49 | mouseDown = false;
50 |
51 | if (fatController.isTestLightMode())
52 | StartCoroutine(fatController.waitForTestModeFinishing());
53 |
54 | }
55 | }
56 |
--------------------------------------------------------------------------------
/Assets/Scripts/Controllers/SaveLoadController.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using UnityEngine;
5 |
6 | ///
7 | /// Steuerung des Speichern und Laden von Szenarien
8 | ///
9 | public class SaveLoadController : MonoBehaviour
10 | {
11 | public inputScreen InputScreen;
12 | public SaveView SaveView;
13 |
14 | // Start is called before the first frame update
15 | void Start()
16 | {
17 | SaveView.gameObject.SetActive(false);
18 | }
19 |
20 | // Update is called once per frame
21 | void Update()
22 | {
23 |
24 | }
25 |
26 | ///
27 | /// Funktion für Speicher-Button-Click;
28 | /// Aufruf des Speicher-Dialogs
29 | ///
30 | public void onSaveButtonClicked()
31 | {
32 | activateSaveView();
33 | }
34 |
35 | ///
36 | /// Speicher-Dialog anzeigen
37 | ///
38 | public void activateSaveView()
39 | {
40 | SaveView.gameObject.SetActive(true);
41 | }
42 |
43 | ///
44 | /// Szenario als Json abspeichern
45 | ///
46 | /// Dateipfad mit Dateiname
47 | public void SaveFile(string filename)
48 | {
49 | string filePath = Application.persistentDataPath + "/" + filename + ".json";
50 | string json = InputScreen.toJSON();
51 | File.WriteAllText(filePath, json);
52 | Debug.Log("Szenario gespeichert!");
53 | }
54 | }
55 |
--------------------------------------------------------------------------------
/.github/workflows/main.yml:
--------------------------------------------------------------------------------
1 | name: Build project apk
2 |
3 | on:
4 | pull_request: {}
5 | push: { branches: [master] }
6 |
7 | env:
8 | UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
9 |
10 | jobs:
11 | buildForSomePlatforms:
12 | name: Build for ${{ matrix.targetPlatform }} on version ${{ matrix.unityVersion }}
13 | runs-on: ubuntu-latest
14 | strategy:
15 | fail-fast: false
16 | matrix:
17 | projectPath:
18 | - /
19 | unityVersion:
20 | - 2019.2.11f1
21 | targetPlatform:
22 | - Android # Build an Android .apk standalone app.
23 | steps:
24 | - uses: actions/checkout@v2
25 | with:
26 | lfs: true
27 | - uses: actions/cache@v1.1.0
28 | with:
29 | path: ${{ matrix.projectPath }}/Library
30 | key: Library-${{ matrix.projectPath }}-${{ matrix.targetPlatform }}
31 | restore-keys: |
32 | Library-${{ matrix.projectPath }}-
33 | Library-
34 |
35 | - name: Activate Unity
36 | uses: webbertakken/unity-activate@v1.2
37 | env:
38 | UNITY_LICENSE: ${{ secrets.UNITY_LICENSE }}
39 | with:
40 | unityVersion: 2019.2.11f1
41 | - uses: webbertakken/unity-builder@v0.11
42 | with:
43 | projectPath: ${{ matrix.projectPath }}
44 | unityVersion: ${{ matrix.unityVersion }}
45 | targetPlatform: ${{ matrix.targetPlatform }}
46 | - uses: actions/upload-artifact@v1
47 | with:
48 | name: BMApp
49 | path: build
50 |
--------------------------------------------------------------------------------
/Assets/Scripts/Controllers/TimeController.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | ///
6 | /// Schreibt die Meldungen von der AlarmListe in die FATListe
7 | ///
8 | public class TimeController : MonoBehaviour
9 | {
10 | public FATList fatList;
11 | public FATController fatController;
12 |
13 | private float startTime;
14 | private int lastIDUpdatet;
15 | private float timeSinceLastUpdate;
16 |
17 | ///
18 | /// Timer initialisieren
19 | ///
20 | void Start()
21 | {
22 |
23 | startTime = Time.time;
24 | lastIDUpdatet = 0;
25 | timeSinceLastUpdate = 0;
26 | }
27 |
28 | ///
29 | /// Das nächste Element in der AlarmListe auf Ablauf der Zeit überprüfen
30 | ///
31 | void Update()
32 | {
33 | if(AlarmList.Instance == null)
34 | {
35 | Debug.LogError("Alarmliste nicht vorhanden!");
36 | return;
37 | }
38 |
39 | if (AlarmList.Instance.getAlarmCount() > lastIDUpdatet)
40 | {
41 | Alarm nextAlarm = AlarmList.Instance.getAlarm(lastIDUpdatet);
42 | if (nextAlarm.deltatime < Time.time - timeSinceLastUpdate)
43 | {
44 | lastIDUpdatet++;
45 | timeSinceLastUpdate = Time.time;
46 | fatList.addAlarm(nextAlarm);
47 | Debug.Log("Element ins FAT übernommen - " + nextAlarm.id);
48 | fatController.switchToAlarmanzeige();
49 | fatController.updateDisplay();
50 | }
51 | }
52 | }
53 | }
54 |
--------------------------------------------------------------------------------
/Assets/Scripts/FWControlPanel/RightButtonView.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class RightButtonView : MonoBehaviour
7 | {
8 | public FATController fatController;
9 | public Button btnBMZReset;
10 | public Button btnBrandfallAb;
11 |
12 | private Color previousTestModeColor;
13 |
14 | // Start is called before the first frame update
15 | void Start()
16 | {
17 |
18 | }
19 |
20 | // Update is called once per frame
21 | void Update()
22 | {
23 |
24 | }
25 |
26 |
27 |
28 | public void switchOnBrandFallLED()
29 | {
30 | Image img = btnBrandfallAb.GetComponent();
31 | if(img.color == Color.yellow)
32 | img.color = Color.white;
33 | else
34 | img.color = Color.yellow;
35 |
36 | fatController.switchonBrandFallLED();
37 | //LED and Button light
38 | //Set status that UE is abgeschaltet
39 | }
40 |
41 | public void switchOffBrandFallLED()
42 | {
43 | Image img = btnBrandfallAb.GetComponent();
44 | img.color = Color.white;
45 | }
46 | public void BMZResetClicked()
47 | {
48 | fatController.resetBMZ();
49 |
50 | }
51 |
52 | public void testModeOn()
53 | {
54 |
55 | Image img = btnBrandfallAb.GetComponent();
56 | previousTestModeColor = img.color;
57 | img.color = Color.yellow;
58 | }
59 |
60 | public void testModeOff()
61 | {
62 | Image img = btnBrandfallAb.GetComponent();
63 | img.color = previousTestModeColor;
64 | }
65 | }
66 |
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
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4 | NavMeshProjectSettings:
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7 | areas:
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10 | - name: Not Walkable
11 | cost: 1
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72 | m_LastAgentTypeID: -887442657
73 | m_Settings:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class ManualView : MonoBehaviour
7 | {
8 | public ManualList ManualList;
9 | public Text Title;
10 | public Text Content;
11 | public Button PreviousButton;
12 | public Button NextButton;
13 |
14 | private int currentElement;
15 |
16 | // Start is called before the first frame update
17 | void Start()
18 | {
19 | if (ManualList.getTexts().Length == 0 || ManualList.getTitles().Length == 0)
20 | Debug.LogError("Text-Listen sind leer!");
21 | else if (ManualList.getTexts().Length != ManualList.getTitles().Length)
22 | Debug.LogError("Text-Listen haben eine unterschiedliche Anzahl an Elementen!");
23 |
24 | Title.text = ManualList.getTitles()[0];
25 | Content.text = ManualList.getTexts()[0];
26 | currentElement = 0;
27 | PreviousButton.interactable = false;
28 | }
29 |
30 | // Update is called once per frame
31 | void Update()
32 | {
33 |
34 | }
35 |
36 | public void OnNextButtonClicked()
37 | {
38 | PreviousButton.interactable = true;
39 | if (currentElement < ManualList.getTitles().Length - 1)
40 | currentElement++;
41 | else
42 | NextButton.interactable = false;
43 | Title.text = ManualList.getTitles()[currentElement];
44 | Content.text = ManualList.getTexts()[currentElement];
45 | }
46 |
47 | public void OnPreviousButtonClicked()
48 | {
49 | NextButton.interactable = true;
50 | if (currentElement > 0)
51 | currentElement--;
52 | else
53 | PreviousButton.interactable = false;
54 | Title.text = ManualList.getTitles()[currentElement];
55 | Content.text = ManualList.getTexts()[currentElement];
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/Assets/Scripts/ExistingDbScript.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class ExistingDbScript : MonoBehaviour
6 | {
7 | private IEnumerable scenarios;
8 |
9 | // Start is called before the first frame update
10 | void Start()
11 | {
12 | var ds = new DataService("scenarios.db");
13 | //ds.CreateDB ();
14 | var people = ds.getScenario();
15 | ToConsole(people);
16 |
17 | Scenario s = new Scenario {
18 | AlarmType = Alarm.AlarmType.Alarm.ToString(),
19 | MelderType = Alarm.MelderType.Loeschanlage.ToString(),
20 | MelderGruppe="LIne 27/80", TimeDelay="20"
21 | };
22 |
23 | ds.insertScenario(s);
24 | var sce = ds.getScenario();
25 | ToConsole(sce);
26 | scenarios = sce;
27 | }
28 |
29 | // nicht weiter umgesetzt
30 | /*public void insertAlarmList(AlarmList alarmList)
31 | {
32 |
33 | }*/
34 |
35 | public void clearDb()
36 | {
37 | var ds = new DataService("scenarios.db");
38 | ds.clearDb();
39 | }
40 |
41 | public string toJSON()
42 | {
43 | /*SerializableScenarioList list = new SerializableScenarioList();
44 | foreach (var scenario in scenarios)
45 | {
46 | list.scenarios.Add(new SerializableScenario(scenario));
47 | }
48 |
49 | return JsonUtility.ToJson(list, true);*/
50 | return "";
51 | }
52 |
53 | private void ToConsole(IEnumerable people)
54 | {
55 | foreach (var person in people)
56 | {
57 | ToConsole(person.ToString());
58 | //ToConsole(person.toJson());
59 | }
60 | }
61 |
62 | private void ToConsole(string msg)
63 | {
64 | Debug.Log(msg);
65 | }
66 | // Update is called once per frame
67 | void Update()
68 | {
69 |
70 | }
71 | }
72 |
--------------------------------------------------------------------------------
/Assets/Scripts/FWControlPanel/LeftButtonView.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class LeftButtonView : MonoBehaviour
7 | {
8 |
9 | public FATController fatController;
10 | public Button btnAcousticSignal;
11 | public Button btnUeAb;
12 |
13 | private Color previousButtonColorAcousticSignal;
14 | private Color previousButtonColorUeAb;
15 |
16 | // Start is called before the first frame update
17 | void Start()
18 | {
19 |
20 | }
21 |
22 | // Update is called once per frame
23 | void Update()
24 | {
25 |
26 | }
27 |
28 | public void switchOnAcousticSignalButtonAndLED()
29 | {
30 | Image img = btnAcousticSignal.GetComponent();
31 | img.color = Color.yellow;
32 | fatController.switchAcousticSignalLED();
33 |
34 | }
35 | public void switchOffAcoustigSignalButton()
36 | {
37 | Image img = btnAcousticSignal.GetComponent();
38 | img.color = Color.white;
39 | }
40 |
41 | public void switchOffUEAbButton()
42 | {
43 | Image img = btnUeAb.GetComponent();
44 | img.color = Color.white;
45 | }
46 |
47 | public void UEAbClicked()
48 | {
49 | Image img = btnUeAb.GetComponent();
50 | img.color = Color.yellow;
51 | fatController.switchOnUeAbLED();
52 | }
53 |
54 |
55 | public void testModeOn()
56 | {
57 |
58 | Image img = btnAcousticSignal.GetComponent();
59 | previousButtonColorAcousticSignal = img.color;
60 | img.color = Color.yellow;
61 |
62 | Image img2 = btnUeAb.GetComponent();
63 | previousButtonColorUeAb = img2.color;
64 | img2.color = Color.yellow;
65 | }
66 |
67 | public void testModeOff()
68 | {
69 | Image img = btnAcousticSignal.GetComponent();
70 | img.color = previousButtonColorAcousticSignal;
71 |
72 | Image img2 = btnUeAb.GetComponent();
73 | img2.color = previousButtonColorUeAb;
74 | }
75 | }
76 |
77 |
78 |
79 |
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38 | "com.unity.modules.umbra": "1.0.0",
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40 | "com.unity.modules.unitywebrequest": "1.0.0",
41 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
42 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
43 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
44 | "com.unity.modules.unitywebrequestwww": "1.0.0",
45 | "com.unity.modules.vehicles": "1.0.0",
46 | "com.unity.modules.video": "1.0.0",
47 | "com.unity.modules.vr": "1.0.0",
48 | "com.unity.modules.wind": "1.0.0",
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/Assets/Scripts/Controllers/TutorialController.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using UnityEngine.SceneManagement;
6 |
7 | public class TutorialController : MonoBehaviour
8 | {
9 | public enum State { Alarmanzeige, Stoerung, Abschaltung, Historie, Test };
10 | public MessageView messageView;
11 | public LEDView ledView;
12 | public LeftLEDView fwControlPanelLeftLEDView;
13 | public RightLEDView fwControlPanelRightLEDView;
14 | public LeftButtonView fwControlPanelLeftButtonView;
15 |
16 |
17 | public ButtonMessageUpDown buttonMessageUp;
18 | public ButtonMessageUpDown buttonMessageDown;
19 |
20 |
21 | public ButtonMultipleSoundsView hausalarmSound;
22 | public ButtonMultipleSoundsView buzzerSound;
23 |
24 | public string stoerungMessage0 = "** Keine Störung **";
25 | public string stoerungMessage1 = "* Störungsmeldung *";
26 |
27 | public string abschaltungMessage = "** Abschaltung **";
28 | public string bereitMessage0Line1 = " * BMA App Tutorialmodus * ";
29 | public String bereitMessage0Line2 = "safety days 2019";
30 | public String bereitMessage1Line1 = "Tippe auf die BMA,";
31 | public String bereitMessage1Line2 = "um sie Dir erklären zu lassen!";
32 |
33 | public float timeForLightingUpAllLights = 5.0f;
34 | private float lightningTimer;
35 | private bool testLightMode;
36 |
37 | private int cursorPosition;
38 |
39 | // States und Flags
40 | private State fatState;
41 | private bool faultFlag; // Flag für die Störungs-Anzeige
42 |
43 | private bool offFlag; // Flag für die Abschalten-Anzeige
44 | private bool acousticsFlag = false; // Flag für das Abspielen von Sounds
45 | private bool buzzerFlag;
46 |
47 | private static float ResetTimeInSeconds = 17;
48 | private float lastInputTime;
49 | private int lastBuzzerMessage;
50 |
51 | private float startTime;
52 |
53 | // Start is called before the first frame update
54 | void Start()
55 | {
56 | messageView.updateText1(bereitMessage0Line1, bereitMessage0Line2);
57 | messageView.updateText2(bereitMessage1Line1, bereitMessage1Line2);
58 | cursorPosition = 0;
59 | fatState = State.Alarmanzeige;
60 | }
61 |
62 |
63 | }
--------------------------------------------------------------------------------
/Assets/Scripts/Controllers/AsyncHttpListener.cs:
--------------------------------------------------------------------------------
1 | using System.Net;
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEngine;
5 | using System;
6 |
7 | public class AsyncHttpListener : MonoBehaviour
8 | {
9 | // Start is called before the first frame update
10 | void Start()
11 | {
12 |
13 | }
14 |
15 | // Update is called once per frame
16 | void Update()
17 | {
18 |
19 | }
20 |
21 | public static void NonblockingListener(string[] prefixes)
22 | {
23 | HttpListener listener = new HttpListener();
24 | foreach (string s in prefixes)
25 | {
26 | listener.Prefixes.Add(s);
27 | }
28 | listener.Start();
29 | IAsyncResult result = listener.BeginGetContext(new AsyncCallback(ListenerCallback), listener);
30 | // Applications can do some work here while waiting for the
31 | // request. If no work can be done until you have processed a request,
32 | // use a wait handle to prevent this thread from terminating
33 | // while the asynchronous operation completes.
34 | Console.WriteLine("Waiting for request to be processed asyncronously.");
35 | result.AsyncWaitHandle.WaitOne();
36 | Console.WriteLine("Request processed asyncronously.");
37 | listener.Close();
38 | }
39 |
40 | public static void ListenerCallback(IAsyncResult result)
41 | {
42 | HttpListener listener = (HttpListener)result.AsyncState;
43 | // Call EndGetContext to complete the asynchronous operation.
44 | HttpListenerContext context = listener.EndGetContext(result);
45 | HttpListenerRequest request = context.Request;
46 | // Obtain a response object.
47 | HttpListenerResponse response = context.Response;
48 | // Construct a response.
49 | string responseString = " Hello world!";
50 | byte[] buffer = System.Text.Encoding.UTF8.GetBytes(responseString);
51 | // Get a response stream and write the response to it.
52 | response.ContentLength64 = buffer.Length;
53 | System.IO.Stream output = response.OutputStream;
54 | output.Write(buffer, 0, buffer.Length);
55 | // You must close the output stream.
56 | output.Close();
57 | }
58 | }
59 |
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/Assets/Scripts/ButtonMessageUpDown.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class ButtonMessageUpDown : MonoBehaviour
7 | {
8 | public FATController fatController;
9 | private bool ledOn;
10 | private bool testON;
11 |
12 | // Start is called before the first frame update
13 | void Start()
14 | {
15 | Image img = this.GetComponent();
16 | img.color = Color.white;
17 | }
18 |
19 | // Update is called once per frame
20 | void Update()
21 | {
22 | if(testON)
23 | {
24 | Image img = this.GetComponent();
25 | img.color = Color.yellow;
26 | }
27 | }
28 |
29 | public void switchTestOn()
30 | {
31 | testON = true;
32 | }
33 |
34 | public void switchTestOff()
35 | {
36 | testON = false;
37 | Image img = this.GetComponent();
38 | img.color = Color.white;
39 | }
40 |
41 | public void displayNextMessageInHistory()
42 | {
43 | fatController.displayNextMessageInHistory();
44 | }
45 |
46 | public void displayPreviousMessageInHistory()
47 | {
48 | fatController.displayPreviousMessageInHistory();
49 | }
50 |
51 | public void turnOn()
52 | {
53 | //always on
54 | if (!ledOn)
55 | {
56 | Image img = this.GetComponent();
57 | img.color = Color.yellow;
58 | StartCoroutine("BlinkAlarm");
59 | ledOn = true;
60 | }
61 | }
62 |
63 | public void turnOff()
64 | {
65 | StopCoroutine("BlinkAlarm");
66 | Image img = this.GetComponent();
67 | img.color = Color.white;
68 | ledOn = false;
69 | }
70 |
71 | IEnumerator BlinkAlarm()
72 | {
73 | Image img = this.GetComponent();
74 | while (true)
75 | {
76 | if (img.color == Color.white)
77 | {
78 | img.color = Color.yellow;
79 | //Play sound
80 | yield return new WaitForSeconds(0.5f);
81 | }
82 | else
83 | {
84 | img.color = Color.white;
85 | //Play sound
86 | yield return new WaitForSeconds(0.5f);
87 | }
88 | }
89 | }
90 | }
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/Assets/Scripts/FWControlPanel/rightLEDView.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 |
6 | public class RightLEDView : MonoBehaviour
7 | {
8 | public GameObject panelUEexecuted;
9 | public GameObject panelBrandfallControlAb;
10 | public GameObject panelBMZReset;
11 |
12 | private Image imageUEExecuted;
13 | private Image imageBrandFallControlAb;
14 | private Image imageBMZReset;
15 |
16 | private Color imageUEExecutedBeforeTest;
17 | private Color imageBrandFallControlAbTest;
18 | private Color imageBMZResetTest;
19 |
20 | // Start is called before the first frame update
21 | void Start()
22 | {
23 | imageUEExecuted = panelUEexecuted.GetComponent();
24 | imageBrandFallControlAb = panelBrandfallControlAb.GetComponent();
25 | imageBMZReset = panelBMZReset.GetComponent();
26 | }
27 |
28 | // Update is called once per frame
29 | void Update()
30 | {
31 |
32 | }
33 |
34 | public void switchTestOn()
35 | {
36 | imageUEExecutedBeforeTest = imageUEExecuted.color;
37 | imageBrandFallControlAbTest = imageBrandFallControlAb.color;
38 | imageBMZResetTest = imageBMZReset.color;
39 |
40 | imageUEExecuted.color = Color.red;
41 | imageBrandFallControlAb.color = Color.yellow;
42 | imageBMZReset.color = Color.red;
43 | }
44 |
45 | public void switchTestOff()
46 | {
47 | imageUEExecuted.color = imageUEExecutedBeforeTest;
48 | imageBrandFallControlAb.color = imageBrandFallControlAbTest;
49 | imageBMZReset.color = imageBMZResetTest;
50 | }
51 |
52 | public void switchLEDUEExecutedOn()
53 | {
54 | imageUEExecuted.color = Color.red;
55 | }
56 | public void switchLEDUEExecutedOff()
57 | {
58 | imageUEExecuted.color = Color.grey;
59 | }
60 | public void switchLEDBrandFallControlAbOn()
61 | {
62 | imageBrandFallControlAb.color = Color.yellow;
63 | }
64 | public void switchLEDBrandFallControlAbOff()
65 | {
66 | imageBrandFallControlAb.color = Color.grey;
67 | }
68 |
69 | public void switchImageBMZResetOn()
70 | {
71 | imageBMZReset.color = Color.red;
72 | }
73 | public void switchBMZResetOff()
74 | {
75 | imageBMZReset.color = Color.grey;
76 | }
77 |
78 | public bool brandfallLEDOn()
79 | {
80 |
81 | return imageBrandFallControlAb.color == Color.yellow;
82 |
83 | }
84 | }
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/Assets/Scripts/Controllers/ScenarioScroll_Controller.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using System.IO;
4 | using UnityEditor;
5 | using UnityEngine;
6 | using UnityEngine.SceneManagement;
7 | using UnityEngine.UI;
8 |
9 | public class ScenarioScroll_Controller : MonoBehaviour
10 | {
11 | public Transform listParent = null;
12 | public Transform entryPrefab = null;
13 |
14 | private Stack entries = new Stack();
15 |
16 | public void Awake()
17 | {
18 | if (listParent == null)
19 | {
20 | Debug.LogWarning("ListParent muss assigned sein", this);
21 | }
22 | if (entryPrefab == null)
23 | {
24 | Debug.LogWarning("Prefab muss assigned sein", this);
25 | }
26 | }
27 |
28 | // Start is called before the first frame update
29 | void Start()
30 | {
31 |
32 | //Pfad auslesen um Datenbankeinträge zu bekommen
33 | string[] dirs = Directory.GetFiles(Application.persistentDataPath, "*.json");
34 |
35 | foreach (string path in dirs) {
36 | this.AddNewEntry(Path.GetFileNameWithoutExtension(path));
37 | }
38 |
39 | if (dirs.Length == 0)
40 | {
41 | this.AddNewEntry("Neu anlegen");
42 | }
43 | }
44 |
45 | public void AddNewEntry( string scenarioName)
46 | {
47 | Transform newEntry = (Transform)Instantiate(entryPrefab);
48 | newEntry.gameObject.GetComponentInChildren().text = scenarioName;
49 |
50 |
51 | newEntry.gameObject.GetComponentInChildren