void Awake() { platform = Application.platform; //drawArea = new Rect(0, 0, Screen.width - Screen.width / 3, Screen.height); drawArea = new Rect(0, 0, Screen.width, Screen.height); //Load pre-made gestures sound_handler = FindObjectOfType <SoundsFM> (); effets = FindObjectOfType <EffectMagicFM> (); canvas = GameObject.Find("Canvas"); //loadGestures (); if (use_kinect == true) { img_left = new GameObject("left_hand"); img_left.transform.parent = canvas.transform; img_left.transform.localScale = new Vector3(-1, 1, 1); Image circle = img_left.AddComponent <Image> (); circle.sprite = open_hand; img_right = new GameObject("right_hand"); img_right.transform.parent = canvas.transform; circle = img_right.AddComponent <Image> (); circle.sprite = open_hand; } }
// Use this for initialization void Awake() { score_script = FindObjectOfType <ScoreHandlerFM> (); effets = FindObjectOfType <EffectMagicFM> (); animator_controller = GetComponent <Animator> (); pathfinder = GetComponent <UnityEngine.AI.NavMeshAgent> (); currentState = State.Chasing; target = GameObject.Find("Player").transform; StartCoroutine(UpdatePath()); myCollisionRadius = GetComponent <CapsuleCollider> ().radius; targetCollisionRadius = target.GetComponent <CapsuleCollider> ().radius; manager = GameObject.FindObjectOfType <GesturesShapeManager> (); manager.onShapeRecognition += onRecognizeShape; array_sprites = new List <Sprite> (); array_images = new List <Image> (); index_images = new List <int> (); }