More work on UI
This commit is contained in:
14
dist/Unity/UnityWebSocket.js
vendored
14
dist/Unity/UnityWebSocket.js
vendored
@@ -194,6 +194,13 @@ var UnityWebSocket = /** @class */ (function () {
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catch (error) {
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return;
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}
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// writeFileSync(
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// join(
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// this._Main.dataPath,
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// `tempdebug-${message.type}-${new Date().getTime()}.json`,
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// ),
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// JSON.stringify(message, null, 4),
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// );
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switch (message.type) {
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case 'heartbeat_data':
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this.parameters.timelineWatching =
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@@ -225,6 +232,11 @@ var UnityWebSocket = /** @class */ (function () {
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this.updateStatus();
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this.broadcastState();
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break;
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case 'timeline_update':
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var playbackReady = message.value == 1;
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this._Main.Status.update(Status_1.StatusType.ReplayFunction, playbackReady ? Status_1.State.Green : Status_1.State.Yellow, playbackReady ? 'Playback ready' : 'Playback not ready');
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console.log('timeline_update', message);
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break;
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case 'response_camera_frame':
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this._Main.WebServer.Calibration.writeCalibrationImage(message.imageBase64);
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break;
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@@ -289,7 +301,7 @@ var UnityWebSocket = /** @class */ (function () {
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this.restartRequested = false;
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this.disconnected = false;
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this.stopFetchClocks();
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this.setInfo('Connecting...', null, 'CONNECTING');
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this.setInfo("Connecting to ".concat(this._Main.Config.unity.webSocket.ip, ":").concat(this._Main.Config.unity.webSocket.port, "..."), null, 'CONNECTING');
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return [4 /*yield*/, (0, Utils_1.delay)(1000)];
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case 1:
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_a.sent();
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