void Update()
    {
        // Track user input if GestureRecognition is enabled.
        if (isEnabled) {

            // If it is a touch device, get the touch position
            // if it is not, get the mouse position
            if (Utility.IsTouchDevice()) {
                if (Input.touchCount > 0) {
                    virtualKeyPosition = new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y);
                }
            } else {
                if (Input.GetMouseButton(0)) {
                    virtualKeyPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
                }
            }

            if (RectTransformUtility.RectangleContainsScreenPoint(drawArea, virtualKeyPosition, Camera.main)) {

                if (Input.GetMouseButtonDown(0)) {
                    ClearGesture();
                }

                // It is not necessary to track the touch from this point on,
                // because it is already registered, and GetMouseButton event
                // also fires on touch devices
                if (Input.GetMouseButton(0)) {

                    point = new Vector2(virtualKeyPosition.x, -virtualKeyPosition.y);

                    // Register this point only if the point list is empty or current point
                    // is far enough than the last point. This ensures that the gesture looks
                    // good on the screen. Moreover, it is good to not overpopulate the screen
                    // with so much points.
                    if (points.Count == 0 ||
                        (points.Count > 0 && Vector2.Distance(point, points[points.Count - 1]) > distanceBetweenPoints)) {
                        points.Add(point);

                        gestureRenderer.SetVertexCount(++vertexCount);
                        gestureRenderer.SetPosition(vertexCount - 1, Utility.WorldCoordinateForGesturePoint(virtualKeyPosition));
                    }

                }

                // Capture the gesture, recognize it, fire the recognition event,
                // and clear the gesture from the screen.
                if (Input.GetMouseButtonUp(0)) {

                    if (points.Count > minimumPointsToRecognize) {
                        gesture = new Gesture(points);
                        result = gesture.Recognize(gl, UseProtractor);
                        SetMessage("Gesture is recognized as <color=#ff0000>'" + result.Name + "'</color> with a score of " + result.Score);
                    }

                }
            }
        }
    }
    void Update()
    {
        if (inInShowingState == true)
        {
            StartCoroutine(ShowFigureFromLibrary());
            inAttemptState = false;
        }
        else
        {
            if (currentTime <= 0f && inAttemptState == true)
            {

                isEnabled = false;
                inInShowingState = false;
                isInGame = false;
                startOverButton.SetActive(true);

                //gestureRenderer.enabled = false;
                messageArea.text = "";
                //Debug.Log("Ой а вот таймер");
            }
            // Track user input if GestureRecognition is enabled.
            else
            {
                if ((isEnabled && inAttemptState) || isInAddition)
                {
                    if (isEnabled && inAttemptState)
                    {
                        currentTime -= Time.deltaTime;
                        forTimer.text = currentTime.ToString();
                    }
                    // If it is a touch device, get the touch position
                    // if it is not, get the mouse position
                    if (Utility.IsTouchDevice())
                    {
                        if (Input.touchCount > 0)
                        {
                            virtualKeyPosition = new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y);
                        }
                    }
                    else
                    {
                        if (Input.GetMouseButton(0))
                        {
                            virtualKeyPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
                        }
                    }

                    if (RectTransformUtility.RectangleContainsScreenPoint(drawArea, virtualKeyPosition, Camera.main))
                    {

                        if (Input.GetMouseButtonDown(0))
                        {
                            ClearGesture();
                        }

                        // It is not necessary to track the touch from this point on,
                        // because it is already registered, and GetMouseButton event
                        // also fires on touch devices
                        if (Input.GetMouseButton(0))
                        {

                            point = new Vector2(virtualKeyPosition.x, -virtualKeyPosition.y);

                            // Register this point only if the point list is empty or current point
                            // is far enough than the last point. This ensures that the gesture looks
                            // good on the screen. Moreover, it is good to not overpopulate the screen
                            // with so much points.
                            if (points.Count == 0 ||
                                (points.Count > 0 && Vector2.Distance(point, points[points.Count - 1]) > distanceBetweenPoints))
                            {
                                points.Add(point);

                                if (isInAddition == true)
                                {
                                    gestureRenderer.SetVertexCount(++vertexCount);
                                    gestureRenderer.SetPosition(vertexCount - 1, Utility.WorldCoordinateForGesturePoint(virtualKeyPosition));
                                }
                            }

                        }

                        // Capture the gesture, recognize it, fire the recognition event,
                        // and clear the gesture from the screen.
                        if (Input.GetMouseButtonUp(0) && inAttemptState == true)
                        {

                            if (points.Count > minimumPointsToRecognize)
                            {
                                gesture = new Gesture(points);
                                result = gesture.Recognize(gl, UseProtractor);
                                //SetMessage("Gesture is recognized as <color=#ff0000>'" + result.Name + "'</color> with a score of " + result.Score);
                                if (result.Name == rightAnswer && result.Score >= 0.8f)
                                {
                                    messageArea.color = Color.green;
                                    messageArea.text = "Currect";
                                    score++;
                                    textlScore.text = score.ToString();
                                    StartCoroutine(ShowFigureFromLibrary());
                                }
                                else
                                {
                                    messageArea.color = Color.red;
                                    messageArea.text = "Wrong";
                                }
                            }

                        }
                        //if (isInGame == true)
                        //{
                        //    messageArea.text = "Currect";
                        //    Debug.Log("Я в игре");
                        //}
                    }

                }
            }
        }
    }
Beispiel #3
0
    // Track user input and fire OnRecognition event when necessary.
    void Update()
    {
        // Track user input if GestureRecognition is enabled.
        if (isEnabled) {

            // If it is a touch device, get the touch position
            // if it is not, get the mouse position
            if (Utility.IsTouchDevice()) {
                if (Input.touchCount > 0) {
                    virtualKeyPosition = new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y);
                }
            } else {
                if (Input.GetMouseButton(0)) {
                    virtualKeyPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
                }
            }

            // It is not necessary to track the touch from this point on,
            // because it is already registered, and GetMouseButton event
            // also fires on touch devices
            if (Input.GetMouseButton(0)) {

                switch (gestureLimitType) {

                    case GestureLimitType.None:
                        RegisterPoint();
                        break;

                    case GestureLimitType.RectBoundsIgnore:
                        if (RectTransformUtility.RectangleContainsScreenPoint(gestureLimitRectBounds, virtualKeyPosition, null)) {
                            RegisterPoint();
                        }
                        break;

                    case GestureLimitType.RectBoundsClamp:
                        virtualKeyPosition = Utility.ClampPointToRect(virtualKeyPosition, gestureLimitRect);
                        RegisterPoint();
                        break;
                }

            }

            // Capture the gesture, recognize it, fire the recognition event,
            // and clear the gesture from the screen.
            if (Input.GetMouseButtonUp(0)) {

                if (points.Count > minimumPointsToRecognize) {
                    gesture = new Gesture(points);
                    result = gesture.Recognize(gl, useProtractor);

                    if (OnRecognition != null) {
                        OnRecognition(result);
                    }
                }

                ClearGesture();
            }
        }
    }
Beispiel #4
0
    void Update()
    {
        if (_LevelController.gameState == GameState.Playing || _LevelController.gameState == GameState.LifeLost) {

            if (Utility.IsTouchDevice()) {
                if (Input.touchCount > 0) {
                    virtualKeyPosition = new Vector3(Input.GetTouch(0).position.x, Input.GetTouch(0).position.y);
                }
            } else {
                if (Input.GetMouseButton(0)) {
                    virtualKeyPosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y);
                }
            }

            if (Input.GetMouseButton(0)) {
                point = new Vector2(virtualKeyPosition.x, -virtualKeyPosition.y);

                if (points.Count == 0 ||
                    (points.Count > 0 && Vector2.Distance(point, points[points.Count - 1]) > distanceBetweenPoints)) {
                    points.Add(point);

                    gestureLineRenderer.SetVertexCount(++vertexCount);
                    gestureLineRenderer.SetPosition(vertexCount - 1, Utility.WorldCoordinateForGesturePoint(virtualKeyPosition));
                }
            }

            if (Input.GetMouseButtonUp(0)) {

                if (points.Count > minimumPointsToRecognize) {
                    gesture = new Gesture(points);
                    result = gesture.Recognize(gl, false);
                    levelController.Fire(result.Name);
                }

                ClearGesture();
            }
        }
    }