// Use this for initialization void Start() { m_gestures = GetComponent <CMobile3dGestures>(); m_gestures.HandleGesture += ProcessGesture; m_gestures.Begin(); gameObject.OnTriggerEnterAsObservable() .Delay(System.TimeSpan.FromSeconds(0.5f)) .TakeUntil(gameObject.OnTriggerExitAsObservable()) .RepeatUntilDestroy(this) .Subscribe(_ => { c = _; _.GetComponent <MeshRenderer>().material.color = Color.red; isCatchPossible = true; }); gameObject.OnTriggerExitAsObservable() .Delay(System.TimeSpan.FromSeconds(0.2f)) .Subscribe(_ => { _.GetComponent <MeshRenderer>().material.color = Color.white; isCatchPossible = false; }); }
private void Start() { m_gestures = GetComponent <CMobile3dGestures>(); m_ball = GameObject.Find("Ball").GetComponent <Rigidbody>(); m_rotateCamera = GameObject.Find("RotateCamera").transform; m_instructions = GameObject.Find("Canvas/Instructions"); // Set faster update interval for the gyro. This should make the gesture detection more accurate. m_gestures.HandleGesture += ProcessGesture; m_gestures.Begin(); }
void Start() { m_gestures = GetComponent <CMobile3dGestures>(); m_instructions = GameObject.Find("Canvas/Instructions"); m_left = GameObject.Find("Canvas/Left").GetComponent <CColorFadeTimer>(); m_right = GameObject.Find("Canvas/Right").GetComponent <CColorFadeTimer>(); m_back = GameObject.Find("Canvas/Back").GetComponent <CColorFadeTimer>(); m_forward = GameObject.Find("Canvas/Forward").GetComponent <CColorFadeTimer>(); m_down = GameObject.Find("Canvas/Down").GetComponent <CColorFadeTimer>(); m_up = GameObject.Find("Canvas/Up").GetComponent <CColorFadeTimer>(); m_gestures.HandleGesture += ProcessGesture; m_gestures.Begin(); }
private void Start() { m_gestures = GetComponent <CMobile3dGestures>(); m_instructions = GameObject.Find("Canvas/Instructions"); m_optionsPanel = GameObject.Find("Canvas/Options").GetComponent <RectTransform>(); m_coordSysDeviceBtn = GameObject.Find("Canvas/Options/CoordSys/Device").GetComponent <Button>(); m_coordSysWorldXZBtn = GameObject.Find("Canvas/Options/CoordSys/WorldXZ").GetComponent <Button>(); m_coordSysWorldXYZBtn = GameObject.Find("Canvas/Options/CoordSys/WorldXYZ").GetComponent <Button>(); m_gesturesToggle = GameObject.Find("Canvas/Options/Gestures/Toggle").GetComponent <Toggle>(); m_mag02Btn = GameObject.Find("Canvas/Options/Gestures/02g").GetComponent <Button>(); m_mag04Btn = GameObject.Find("Canvas/Options/Gestures/04g").GetComponent <Button>(); m_mag10Btn = GameObject.Find("Canvas/Options/Gestures/10g").GetComponent <Button>(); m_mag20Btn = GameObject.Find("Canvas/Options/Gestures/20g").GetComponent <Button>(); m_snapToAxisToggle = GameObject.Find("Canvas/Options/Gestures/SnapToAxis").GetComponent <Toggle>(); m_showAccelToggle = GameObject.Find("Canvas/Options/ShowAccel").GetComponent <Toggle>(); m_smartphone = GameObject.Find("DeviceOrientation/Smartphone").transform; m_rotateCamera = GameObject.Find("RotateCamera").transform; #if !DEBUG m_recordButton = GameObject.Find("Canvas/Options/Record"); m_recordButton.SetActive(false); #endif m_colorBlockUnselected = m_coordSysDeviceBtn.colors; m_colorBlockSelected = m_colorBlockUnselected; m_colorBlockSelected.normalColor = Color.cyan; ChangeCoordSys(0); ChangeMagnitude(0.4f); m_optionsPanel.gameObject.SetActive(false); Transform accelBall = transform.Find("AccelBall"); m_accelBallPool = new CSimpleTransformPool(accelBall, 100); Transform gestureRod = transform.Find("GestureRod"); m_gestureRodPool = new CSimpleTransformPool(gestureRod, 10); // Set faster update interval for the gyro. This should make the gesture detection more accurate. m_gestures.HandleGesture += ProcessGesture; m_gestures.Begin(); Button resetGyro = GameObject.Find("Canvas/ResetGyro").GetComponent <Button>(); resetGyro.interactable = m_gestures.HasGyroscope; }
public override void Start() { m_gestures = GetComponent <CMobile3dGestures>(); }