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718 change communicationmanager to use asyncawait system instead of callbacks#721

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kjy5 merged 4 commits into2.0from
718-change-communicationmanager-to-use-asyncawait-system-instead-of-callbacks
Sep 6, 2024
Merged

718 change communicationmanager to use asyncawait system instead of callbacks#721
kjy5 merged 4 commits into2.0from
718-change-communicationmanager-to-use-asyncawait-system-instead-of-callbacks

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@kjy5 kjy5 commented Sep 6, 2024

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@kjy5 kjy5 merged commit 300d21e into 2.0 Sep 6, 2024
@kjy5 kjy5 deleted the 718-change-communicationmanager-to-use-asyncawait-system-instead-of-callbacks branch September 6, 2024 01:12
kjy5 added a commit that referenced this pull request Sep 22, 2024
… coordinate (#743)

* feat: Automation pipeline UI (#720)

* Basic UI components

* Hide and show side panels

* Upgrade to Unity 6

* Create UI prefab, Switched to using prebuilt tab menu

* Start to attach scripting

* Build for Linux and WebGL (need to update Urchin)

* Bind left side panel state, needs converter for bool to DisplayStyle

* State based left side panel hide/show

* RSP heading based on mode

* Automation stack and initial styling

* Inspector stack, color names (might remove)

* Probe color buttons

* Inspector stack visibility update based on mode

* Create automation stack, add state to right side panel

* Enable/disable automation stack based on probe's connection

* Inspector selector probe

* Add inspector state

* Reset Bregma from UI, fixed inspector probe label binding

* Prepare to use list instead of dropdown to pick insertion

* Foundation for target list view

* Removed styling

* Generate options for target insertions

* Separated automation stages, list not working, trying radio button group

* Try with radio button group, not sure

* List targetable in radio button group

* Remove panel background when hidden

* WIP color insertion options (worked then stopped)

* Fixed options caching, colors work

* Refactor MBC to prep for automation functions

* Draw trajectory lines

* Drive to entry coordinate. Lines seem to be regenerated unnecessarily

* Fixed removal, inefficient redraw every frame

* It'll continue to redraw

* Implement probe state

* Comments

* Unified left/right panel state and handler

* Bregma calibration text fields

* Dura calibration, bad resume on entry coordinate

* WIP Ensure trajectory is not recomputed unnecessarily

* Fixed recompute after complete

* Bindings for insertion section

* Add stop and exit buttons, hyphened some names, need to fix probe switch

* Update Unity, fixed exception on probe switch

* Rollback commited main scene changes

* Added new states to automation

* Prepare for drive, change Bregma calibration to monitor depth

* Compute depth based drive coordinate and navigate there

* Drop to Dura via depth

* Drive button visibility

* WIP drive pipeline

* WIP drive down, incorrect offsetting

* Fixed offset

* Drive and pause

* Drive cycle

* Enable Click through on panel

* feat: 718 change communicationmanager to use asyncawait system instead of callbacks (#721)

* Async positional response

* Write async versions of communication functions

* WIP rewrite automation with async, emitter is having problems

* Fixed async automation

* 726 change recursion and callbacks to iterative loops (#727)

* Use iteration in insertion

* Fixed manual movements

* Echo is now iterative

* Handle not enough space for dura exit margin

* Reformat

* Upgrade VBL packages, add JS functions (#732)

* chore: 731 skip return to near target state (#733)

* Skip return to near target state, binary addressables

* Update BrainAtlas

* New addressables 2.0 build

* Exits without near target state

* Fixed Depth movement

* feat: 575 add drive timer (#741)

* State hooks and display

* Upgrade VBL packages, add JS functions

* WIP bad ETA, depth is not right?

* Fixed depth calculation

* Fixed ETA calculation, need to use computed travel distance to entry

* Drive timer

* Add warning if pitch is less than 30 (#742)

* Renamed stuff

* More renaming
kjy5 added a commit that referenced this pull request Dec 13, 2024
* feat: Automation pipeline UI (#720)

* Basic UI components

* Hide and show side panels

* Upgrade to Unity 6

* Create UI prefab, Switched to using prebuilt tab menu

* Start to attach scripting

* Build for Linux and WebGL (need to update Urchin)

* Bind left side panel state, needs converter for bool to DisplayStyle

* State based left side panel hide/show

* RSP heading based on mode

* Automation stack and initial styling

* Inspector stack, color names (might remove)

* Probe color buttons

* Inspector stack visibility update based on mode

* Create automation stack, add state to right side panel

* Enable/disable automation stack based on probe's connection

* Inspector selector probe

* Add inspector state

* Reset Bregma from UI, fixed inspector probe label binding

* Prepare to use list instead of dropdown to pick insertion

* Foundation for target list view

* Removed styling

* Generate options for target insertions

* Separated automation stages, list not working, trying radio button group

* Try with radio button group, not sure

* List targetable in radio button group

* Remove panel background when hidden

* WIP color insertion options (worked then stopped)

* Fixed options caching, colors work

* Refactor MBC to prep for automation functions

* Draw trajectory lines

* Drive to entry coordinate. Lines seem to be regenerated unnecessarily

* Fixed removal, inefficient redraw every frame

* It'll continue to redraw

* Implement probe state

* Comments

* Unified left/right panel state and handler

* Bregma calibration text fields

* Dura calibration, bad resume on entry coordinate

* WIP Ensure trajectory is not recomputed unnecessarily

* Fixed recompute after complete

* Bindings for insertion section

* Add stop and exit buttons, hyphened some names, need to fix probe switch

* Update Unity, fixed exception on probe switch

* Rollback commited main scene changes

* Added new states to automation

* Prepare for drive, change Bregma calibration to monitor depth

* Compute depth based drive coordinate and navigate there

* Drop to Dura via depth

* Drive button visibility

* WIP drive pipeline

* WIP drive down, incorrect offsetting

* Fixed offset

* Drive and pause

* Drive cycle

* Enable Click through on panel

* feat: 718 change communicationmanager to use asyncawait system instead of callbacks (#721)

* Async positional response

* Write async versions of communication functions

* WIP rewrite automation with async, emitter is having problems

* Fixed async automation

* 726 change recursion and callbacks to iterative loops (#727)

* Use iteration in insertion

* Fixed manual movements

* Echo is now iterative

* Handle not enough space for dura exit margin

* Reformat

* Upgrade VBL packages, add JS functions (#732)

* chore: 731 skip return to near target state (#733)

* Skip return to near target state, binary addressables

* Update BrainAtlas

* New addressables 2.0 build

* Exits without near target state

* Fixed Depth movement

* feat: 575 add drive timer (#741)

* State hooks and display

* Upgrade VBL packages, add JS functions

* WIP bad ETA, depth is not right?

* Fixed depth calculation

* Fixed ETA calculation, need to use computed travel distance to entry

* Drive timer

* Add warning if pitch is less than 30 (#742)

* chore: 730 naming consistency bregma and zero coordinate to reference coordinate (#744)

* Renamed stuff

* More renaming

* chore: Prevent changing insertion while driving (#745)

* feat: 725 manual manipulator control UI (#746)

* Create panel and state

* Manual control

* Reset target selection after insertion complete

* Bump Ephys Link

* Updated to Unity 6...29f1

* Default hide new UI behind toggle

* Bump Ephys Link
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