Dodanie skryptu MQTT
This commit is contained in:
@@ -382,6 +382,7 @@ GameObject:
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m_Component:
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- component: {fileID: 649525403}
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- component: {fileID: 649525404}
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- component: {fileID: 649525405}
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m_Layer: 0
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m_Name: GameManager
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m_TagString: Untagged
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@@ -416,9 +417,25 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 9814a729a72ea7245aee98f3c0831d15, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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startCanvas: {fileID: 360865754}
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movementScript: {fileID: 512796979}
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lookScript: {fileID: 875671707}
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startUI: {fileID: 360865754}
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playerMove: {fileID: 512796979}
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mouseLook: {fileID: 875671707}
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mqttCollector: {fileID: 649525405}
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--- !u!114 &649525405
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 649525402}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d97d018fed6c13e4d825d7e154421c63, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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brokerIp: 127.0.0.1
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port: 1883
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topic: sensor/heartrate
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--- !u!1 &875671702
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GameObject:
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m_ObjectHideFlags: 0
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@@ -4,40 +4,56 @@ using UnityEngine.InputSystem.Utilities;
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public class GameManager : MonoBehaviour
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{
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[Header("UI do ukrycia")]
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public GameObject startCanvas;
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[Header("Interfejs")]
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public GameObject startUI; // Twój Canvas z napisem
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[Header("Komponenty gracza")]
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public PlayerMove movementScript;
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public MouseLook lookScript;
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[Header("Skrypty Gracza")]
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public PlayerMove playerMove; // Skrypt poruszania fasolk¹
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public MouseLook mouseLook; // Skrypt obracania kamer¹
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// public MqttCollector mqttScript; // Odkomentujesz to póŸniej
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[Header("Modu³ MQTT")]
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public MqttCollector mqttCollector; // Skrypt MQTTnet
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private bool hasStarted = false;
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void Start()
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{
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// Blokada na starcie
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if (movementScript != null) movementScript.enabled = false;
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if (lookScript != null) lookScript.canLook = false;
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// 1. Upewnij siê, ¿e na starcie wszystko jest zablokowane
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if (playerMove != null) playerMove.enabled = false;
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if (mouseLook != null) mouseLook.canLook = false;
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// 2. Kursor musi byæ widoczny i wolny, ¿eby gracz wiedzia³, ¿e gra jeszcze nie ruszy³a
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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// Czekamy na dowolny klawisz
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InputSystem.onAnyButtonPress.CallOnce(ctrl => Begin());
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// 3. Czekamy na "Any Key" (dowolny przycisk klawiatury, myszy lub kontrolera VR)
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InputSystem.onAnyButtonPress.CallOnce(ctrl => StartGame());
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Debug.Log("GameManager: Oczekiwanie na start...");
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}
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void Begin()
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void StartGame()
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{
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if (hasStarted) return;
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hasStarted = true;
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if (startCanvas != null) startCanvas.SetActive(false);
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if (movementScript != null) movementScript.enabled = true;
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if (lookScript != null) lookScript.EnableLooking();
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// 1. Ukrywamy UI
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if (startUI != null)
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startUI.SetActive(false);
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// if (mqttScript != null) mqttScript.BeginSession();
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Debug.Log("Gra wystartowa³a!");
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// 2. Odblokowujemy ruch i kamerê
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if (playerMove != null)
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playerMove.enabled = true;
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if (mouseLook != null)
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mouseLook.EnableLooking(); // Ta funkcja schowa te¿ kursor
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// 3. Odpalamy zbieranie danych MQTT
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if (mqttCollector != null)
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{
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mqttCollector.BeginSession();
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}
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Debug.Log("<color=green>SYSTEM: Gra i logowanie danych uruchomione!</color>");
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}
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}
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8
Assets/Scripts/HearthRateData.cs
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8
Assets/Scripts/HearthRateData.cs
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@@ -0,0 +1,8 @@
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using System;
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[Serializable]
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public class HeartRateData
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{
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// Jeśli serwer wysyła {"hr": 70}, to musi być 'hr'
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public int hr;
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}
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2
Assets/Scripts/HearthRateData.cs.meta
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2
Assets/Scripts/HearthRateData.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 1c96e46d44abafb408a15a62a85febe7
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89
Assets/Scripts/MqttCollector.cs
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89
Assets/Scripts/MqttCollector.cs
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@@ -0,0 +1,89 @@
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using UnityEngine;
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using MQTTnet;
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using MQTTnet.Client;
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using System;
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using System.Text;
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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public class MqttCollector : MonoBehaviour
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{
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private IMqttClient _mqttClient;
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private string _csvPath;
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[Header("Ustawienia MQTT")]
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public string brokerIp = "127.0.0.1";
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public int port = 1883;
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public string topic = "sensor/heartrate";
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// Funkcja wywo³ywana przez GameManager
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public async void BeginSession()
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{
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// 1. Stworzenie pliku CSV w folderze projektu
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string folder = Application.persistentDataPath + "/Sesje_Badawcze/";
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if (!Directory.Exists(folder)) Directory.CreateDirectory(folder);
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_csvPath = folder + "Dane_" + DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".csv";
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File.WriteAllText(_csvPath, "Timestamp;Godzina;Tetno\n");
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Debug.Log($"<color=cyan>MQTT: Plik zapisu: {_csvPath}</color>");
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// 2. Konfiguracja MQTTnet
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var factory = new MqttFactory();
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_mqttClient = factory.CreateMqttClient();
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var options = new MqttClientOptionsBuilder()
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.WithTcpServer(brokerIp, port)
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.Build();
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// 3. Reakcja na odebran¹ wiadomoœæ
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_mqttClient.ApplicationMessageReceivedAsync += e =>
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{
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string payload = Encoding.UTF8.GetString(e.ApplicationMessage.PayloadSegment);
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SaveData(payload);
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return Task.CompletedTask;
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};
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// 4. Po³¹czenie asynchroniczne
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try
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{
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await _mqttClient.ConnectAsync(options, CancellationToken.None);
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var subOptions = new MqttClientSubscribeOptionsBuilder()
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.WithTopicFilter(topic)
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.Build();
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await _mqttClient.SubscribeAsync(subOptions, CancellationToken.None);
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Debug.Log("<color=green>MQTT: Po³¹czono i s³ucham têtna!</color>");
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}
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catch (Exception ex)
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{
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Debug.LogError($"MQTT Connection Error: {ex.Message}");
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}
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}
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private void SaveData(string json)
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{
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try
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{
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HeartRateData data = JsonUtility.FromJson<HeartRateData>(json);
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// Format: Data i czas ; têtno
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string timestamp = DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss");
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string line = $"{timestamp};{data.hr}\n";
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File.AppendAllText(_csvPath, line);
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Debug.Log($"<color=white>Zapisano HR: {data.hr}</color>");
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"B³¹d parsowania: {json}. Szczegó³y: {ex.Message}");
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}
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}
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private async void OnApplicationQuit()
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{
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if (_mqttClient != null) await _mqttClient.DisconnectAsync();
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}
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}
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2
Assets/Scripts/MqttCollector.cs.meta
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2
Assets/Scripts/MqttCollector.cs.meta
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: d97d018fed6c13e4d825d7e154421c63
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