Beispiel #1
0
    private void NormalMyoPose()
    {
        Thalmic.Myo.Pose pose = _normalMyo.GetComponent <ThalmicMyo>().pose;
        if (pose != _normalMyoPose)
        {
            Myo_OnPose(pose);
            _normalMyoPose = pose;
        }

        // Access the ThalmicMyo component attached to the Myo game object.
    }
Beispiel #2
0
    private void Myo_OnPose(Thalmic.Myo.Pose pose)
    {
        ThalmicMyo thalmicMyo = myo.GetComponent <ThalmicMyo>();

        flamethrow.SetActive(false);
        hitbox.SetActive(false);

        if (pose == Pose.Fist)
        {
            //thalmicMyo.Vibrate(VibrationType.Medium);
            if (flameON)
            {
                flamethrow.SetActive(true);
                hitbox.SetActive(true);
            }
            else if (gunON)
            {
                //instantiate new bullet here
                GameObject newBullet = Instantiate(bullet, bullet.transform.position, bullet.transform.rotation) as GameObject;
                newBullet.SetActive(true);
                newBullet.GetComponent <Rigidbody>().AddForce(bullet.transform.forward * 2000);
                Physics.IgnoreCollision(transform.root.GetComponent <Collider>(), newBullet.GetComponent <Collider>(), true);
                Destroy(newBullet, 1.0f);
            }

            ExtendUnlockAndNotifyUserAction(thalmicMyo);

            // Change material when wave in, wave out or double tap poses are made.
        }
        else if (pose == Pose.WaveIn)
        {
            GetComponent <Renderer>().material = waveInMaterial;
            flameON = false;
            gunON   = true;

            ExtendUnlockAndNotifyUserAction(thalmicMyo);
        }
        else if (pose == Pose.WaveOut)
        {
            GetComponent <Renderer>().material = waveOutMaterial;
            gunON   = false;
            flameON = true;

            ExtendUnlockAndNotifyUserAction(thalmicMyo);
        }

        if (SceneManager.GetActiveScene().buildIndex == 4)
        {
            if (pose == Pose.Fist)
            {
                result_fist++;
            }
            else if (pose == Pose.WaveIn)
            {
                result_win++;
            }
            else if (pose == Pose.WaveOut)
            {
                result_wout++;
            }
        }
    }
Beispiel #3
0
    private void GUI_OnPose(Thalmic.Myo.Pose pose)
    {
        //ThalmicMyo thalmicMyo = myo.GetComponent<ThalmicMyo>();


        if (pose == Pose.FingersSpread)
        {
            if (SceneManager.GetActiveScene().buildIndex == 1)
            {
                image.gameObject.SetActive(false);
                flag = 0;
                Invoke("Fist", .5f);
            }
        }
        if (pose == Pose.Fist)
        {
            if (SceneManager.GetActiveScene().buildIndex == 1 && flag == 0)
            {
                fist.gameObject.SetActive(false);
                flag++;
                flag22 = 0;
                //Invoke("Wave",5f);
            }
            if (SceneManager.GetActiveScene().buildIndex == 2 && flag2 > 0)
            {
                fist.gameObject.SetActive(false);
            }
            if (SceneManager.GetActiveScene().buildIndex == 3 && flag3 > 0)
            {
                fist.gameObject.SetActive(false);
            }
        }
        if (pose == Pose.WaveIn)
        {
            if (SceneManager.GetActiveScene().buildIndex == 2 && flag2 == 0 && flag22 > 0)
            {
                wave.gameObject.SetActive(false);
                flag2++;
                Invoke("Fist", .5f);
            }
        }

        /*
         * if (SceneManager.GetActiveScene().buildIndex == 1)
         * {
         *  if (flag == 0)
         *  {
         *      image.gameObject.SetActive(true);
         *      flag++;
         *  }
         *
         *  if (pose == Pose.FingersSpread)
         *  {
         *      image.gameObject.SetActive(false);
         *      flag = 0;
         *      Invoke("Fist", .5f);
         *  }
         *
         *  if (pose == Pose.Fist && flag == 0)
         *  {
         *      fist.gameObject.SetActive(false);
         *      flag++;
         *      flag22 = 0;
         *      //Invoke("Wave",5f);
         *  }
         * }
         * if (SceneManager.GetActiveScene().buildIndex == 2)
         * {
         * if (flag22 == 0)
         *  {
         *      flag2 = 0;
         *      image.gameObject.SetActive(false);
         *      fist.gameObject.SetActive(false);
         *      wave.gameObject.SetActive(true);
         *      flag22++;
         *  }
         *
         *  if (pose == Pose.WaveIn && flag2 == 0 && flag22 > 0)
         *  {
         *      wave.gameObject.SetActive(false);
         *      flag2++;
         *      Invoke("Fist", .5f);
         *  }
         *
         *  if (pose == Pose.Fist && flag2 > 0)
         *  {
         *      fist.gameObject.SetActive(false);
         *  }
         * }
         * if (SceneManager.GetActiveScene().buildIndex == 3)
         * {
         *  //timeLabel.SetActive(true);
         *  timeCount -= Time.deltaTime;
         *  // if (Mathf.Approximately(timeCount,Mathf.Epsilon))
         *  if (timeCount < Mathf.Epsilon)
         *  {
         *      flag++;
         *      new_event2.lv = ScoreManager.score;
         *      SceneManager.LoadScene("main");
         *      timeCount = 180;
         *  }
         *  timeLabel.text = string.Format("{0:N0}", timeCount);
         *
         *  if (flag3 == 0)
         *  {
         *      image.gameObject.SetActive(false);
         *      wave.gameObject.SetActive(false);
         *      Invoke("Fist", .5f);
         *      flag3++;
         *  }
         *  if (pose == Pose.Fist && flag3 > 0)
         *  {
         *      fist.gameObject.SetActive(false);
         *  }
         * }
         */
    }