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feat: Unity 6 upgrade (#757)
* 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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