问题描述
我正在为 Unity 编写 C# 代码.只需在 EventHandler 中读取 SerialPort 值.问题是没有调用处理程序.这是代码
I am writing C# code for Unity. Just reading SerialPort value in EventHandler. The problem is that the handler is not called. here's the code
using UnityEngine;
using System.Collections;
using System;
using System.IO.Ports;
public class MainScript : MonoBehaviour {
public SerialPort mySerialPort;
public static float speed=100;
GameObject cube ;
public GUIStyle style ;
// Use this for initialization
void Start () {
cube = GameObject.FindGameObjectWithTag ("cube");
if(mySerialPort.IsOpen)
mySerialPort.Close();
mySerialPort = new SerialPort("com5");
mySerialPort.BaudRate = 9600;
mySerialPort.Parity = Parity.None;
mySerialPort.StopBits = StopBits.None;
mySerialPort.DataBits = 8;
mySerialPort.Handshake = Handshake.None;
mySerialPort.DataReceived += new SerialDataReceivedEventHandler (DataReceivedHandler);
if(mySerialPort.IsOpen == false)
mySerialPort.Open();
}
void OnGUI(){
GUI.Box (new Rect(100,100,100,100),"Speed : " + speed , style);
}
// Update is called once per frame
void Update () {
// speed = mySerialPort.ReadTo ("
");
// update My View with the speed new value
cube.transform.Rotate(Vector3.up * speed *Time.deltaTime);
}
public static void DataReceivedHandler(object sender, SerialDataReceivedEventArgs e)
{
SerialPort sp = (SerialPort)sender;
speed = float.Parse( sp.ReadTo ("
") ) ;
print ("Data Recieved : " + speed);
}
}
问题不在于串行端口,因为当我在更新功能中读取它以实现统一时,它会读取正确的值,但是更新 UI 时存在性能问题.
the problem is not in the serial port as, when i read it in the update function for unity it reads the right value but, there's a performance issue updating the UI.
谢谢
推荐答案
正如你所说,'DataReceived' 事件的处理程序不会被调用,这是 Unity 的一个已知问题(截至今天).我的解决方法是使用单独的线程来读取端口(轮询):
As you said, the handler for 'DataReceived' event would not be called and it's a known issue with Unity (as of today). My workaround was to use a separate thread to read the port (polling):
private bool _looping;
private SerialPort _port;
public string _comPort; // e.g. "COM3"
private const int _baudRate = 921600;
private Thread portReadingThread;
private string strData;
private void OnEnable()
{
_looping = true;
portReadingThread = new Thread(ReadArduino);
portReadingThread.Start();
}
private void OnDestroy()
{
_looping = false; // This is a necessary command to stop the thread.
// if you comment this line, Unity gets frozen when you stop the game in the editor.
portReadingThread.Join();
portReadingThread.Abort();
_port.Close();
}
void ReadArduino()
{
// For any COM number larger than 9, you should add prefix of \\.\ to it.
// For example for COM15, you should write it as "\\.\COM15" instead of "COM15".
_port = new SerialPort(_comPort, _baudRate);
if (_port == null)
{
Debug.LogError("_port is null");
return;
}
_port.Handshake = Handshake.None;
_port.DtrEnable = true;
//myPort.RtsEnable = true;
_port.ReadTimeout = 500; // NOTE: Don't Reduce it or the communication might break!
_port.WriteTimeout = 1000;
_port.Parity = Parity.None;
_port.StopBits = StopBits.One;
_port.DataBits = 8;
_port.NewLine = "
";
_port.Open();
if (!_port.IsOpen)
print("PORT HAS NOT BEEN OPEN!");
// Send "START" command to the arduino.
_port.WriteLine("START");
// Start reading the data coming through the serial port.
while (_looping)
{
strData = _port.ReadLine(); // blocking call.
print(strData);
Thread.Sleep(0);
}
}
读取发生在以下行:
strData = _port.ReadLine(); // blocking call.
但它不会阻塞或冻结统一,因为它发生在单独的线程中.
but it does not block or freeze unity because it's happening in a separate thread.
顺便说一句,如果你想写一些东西到端口,只需写:
By the way, if you wanted to write something to the port, simply write:
public void WriteToArduino()
{
_port.WriteLine("YourMessageHere");
}
您可以在游戏中的任何位置调用 WriteToArduino().它不需要在任何特殊的线程或其他东西中.
You can call WriteToArduino() anywhere in your game. It does not need to be in any special thread or something.
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