HandState momentHandState() { Hand hand = leapManager.frontmostHand(); ArrayList forwardFingers = LeapManager.forwardFacingFingers(hand); if (forwardFingers.Count == 0) { return(HandState.Fisting); } else if (forwardFingers.Count < 3) { float minZ = float.MaxValue; Finger forwardFinger = Finger.Invalid; foreach (Finger finger in forwardFingers) { if (finger.TipPosition.z < minZ) { minZ = finger.TipPosition.z; forwardFinger = finger; } } if (forwardFinger.IsValid && (forwardFinger.Type() == Finger.FingerType.TYPE_INDEX || forwardFinger.Type() == Finger.FingerType.TYPE_MIDDLE)) { return(HandState.Pointing); } } return(HandState.NoAction); }
private List<Vector3> verts; //new Vector3(x,y,z) #endregion Fields #region Methods void awake() { util = new Vector3(0, 0, 1); manager = Camera.main.GetComponent<LeapManager>(); verts=new List<Vector3>(); groups=new int[6]{0,1,2,2,1,0,}; }
// Use this for initialization void Start() { controller = new Controller(); _leapManager = GameObject.Find("LeapManager").GetComponent <LeapManager> (); _leapManager._mainCam = Camera.main; cursor = GameObject.Find("Cursor"); }
// Update is called once per frame void Update() { //First update of hand and finger positions to prevent destruction of stage if (firstUpdate) { manager = this.gameObject.GetComponent <LeapManager> (); UpdateBonePositions(); UpdateFingerBonesPositions(); firstUpdate = false; } if (manager.HandIsValid()) { UpdateBonePositions(); UpdateFingerBonesPositions(); /*if (checkForWall (hand) == true) { * CreateWall (hand); * } else{ * CreateHand (hand); * }*/ CreateHand(manager.GetHand()); } else { MakeBonesFlyUp(); } }
// Use this for initialization void Start() { m_button1 = this.transform.FindChild("button_1").GetComponent <GUIButton>(); m_button2 = this.transform.FindChild("button_2").GetComponent <GUIButton>(); _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { controller= new Controller(); _leapManager = GameObject.Find ("LeapManager").GetComponent<LeapManager> (); _leapManager._mainCam = Camera.main; cursor=GameObject.Find("Cursor"); }
void Awake () { handState = HandState.NoAction; leapManager = (GameObject.Find ("LeapManager") as GameObject).GetComponent (typeof(LeapManager)) as LeapManager; cueStickController = (GameObject.Find ("CueStickTip") as GameObject).GetComponent (typeof(CueStickController)) as CueStickController; leapManager.leapController.EnableGesture (Gesture.GestureType.TYPE_SWIPE); leapManager.leapController.Config.SetFloat ("Gesture.Swipe.MinLength", 200.0f); leapManager.leapController.Config.SetFloat ("Gesture.Swipe.MinVelocity", 750f); leapManager.leapController.Config.Save (); gameStates.Add (GameState.CameraAutoAdjust); gameStates.Add (GameState.CameraManualAdjust); gameStates.Add (GameState.Aiming); gameStates.Add (GameState.AfterShot); gameStates.Add (GameState.TurnEnd); viewAdjustmentStateIcon = (GameObject.Find ("ViewAdjustmentStateIcon") as GameObject).GetComponent (typeof(RawImage)) as RawImage; aimingStateIcon = (GameObject.Find ("AimingStateIcon") as GameObject).GetComponent (typeof(RawImage)) as RawImage; swipeActionIcon = (GameObject.Find ("SwipeActionIcon") as GameObject).GetComponent (typeof(RawImage)) as RawImage; playerTurn = (GameObject.Find ("PlayerTurn") as GameObject).GetComponent (typeof(Text)) as Text; cueBall = GameObject.FindGameObjectWithTag ("cueBall"); cueBall = GameObject.FindGameObjectWithTag ("cueBall"); camera = GameObject.FindGameObjectWithTag ("PlayerCamera"); ballsParent = GameObject.FindGameObjectWithTag ("balls"); foreach (Transform ball in ballsParent.transform) { balls.Add (ball.gameObject); } }
private LeapManager manager; //This provides access to leap data #endregion Fields #region Methods // Use this for initialization void Start() { manager = Camera.main.GetComponent<LeapManager>(); //This links to some leap data listener = new Leap.Listener (); //initializes the listener controller = new Leap.Controller (); //Initializes the controler controller.AddListener (listener); //Pipes the listener stream into the controler }
void Awake() { handState = HandState.NoAction; leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; cueStickController = (GameObject.Find("CueStickTip") as GameObject).GetComponent(typeof(CueStickController)) as CueStickController; leapManager.leapController.EnableGesture(Gesture.GestureType.TYPE_SWIPE); leapManager.leapController.Config.SetFloat("Gesture.Swipe.MinLength", 200.0f); leapManager.leapController.Config.SetFloat("Gesture.Swipe.MinVelocity", 750f); leapManager.leapController.Config.Save(); gameStates.Add(GameState.CameraAutoAdjust); gameStates.Add(GameState.CameraManualAdjust); gameStates.Add(GameState.Aiming); gameStates.Add(GameState.AfterShot); gameStates.Add(GameState.TurnEnd); viewAdjustmentStateIcon = (GameObject.Find("ViewAdjustmentStateIcon") as GameObject).GetComponent(typeof(RawImage)) as RawImage; aimingStateIcon = (GameObject.Find("AimingStateIcon") as GameObject).GetComponent(typeof(RawImage)) as RawImage; swipeActionIcon = (GameObject.Find("SwipeActionIcon") as GameObject).GetComponent(typeof(RawImage)) as RawImage; playerTurn = (GameObject.Find("PlayerTurn") as GameObject).GetComponent(typeof(Text)) as Text; cueBall = GameObject.FindGameObjectWithTag("cueBall"); cueBall = GameObject.FindGameObjectWithTag("cueBall"); camera = GameObject.FindGameObjectWithTag("PlayerCamera"); ballsParent = GameObject.FindGameObjectWithTag("balls"); foreach (Transform ball in ballsParent.transform) { balls.Add(ball.gameObject); } }
// Use this for initialization void Start() { //Create GameObject-arrays leapManager = this.gameObject.GetComponent <LeapManager> (); audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager> (); finger_bones = new GameObject[fingerCount, fingerBoneCount]; palm_bones = new GameObject[palmBoneCount]; //Locate core and audioplayers core = handObject.transform.FindChild("ball").gameObject; audioplayerMovement = core.transform.FindChild("audioplayerMovement").gameObject; audioplayerCasting = core.transform.FindChild("audioplayerCasting").gameObject; audioplayerCastingSupporting = core.transform.FindChild("audioplayerCasting2").gameObject; audioplayerCastingGust = core.transform.FindChild("audioplayerCasting3").gameObject; //Play move-loop audioManager.PlayLoop("handMoveLoop", audioplayerMovement); //Locate fingerbones for (int i = 0; i < fingerCount; i++) { for (int j = 0; j < fingerBoneCount; j++) { //Insert prefab fingerbone in array Transform fingerContainer = handObject.transform.FindChild("fingers"); switch (i) { default: finger_bones [i, j] = fingerContainer.FindChild("thumb_" + j.ToString()).gameObject; break; case 1: finger_bones [i, j] = fingerContainer.FindChild("point_" + j.ToString()).gameObject; break; case 2: finger_bones [i, j] = fingerContainer.FindChild("middle_" + j.ToString()).gameObject; break; case 3: finger_bones [i, j] = fingerContainer.FindChild("ring_" + j.ToString()).gameObject; break; case 4: finger_bones [i, j] = fingerContainer.FindChild("pinky_" + j.ToString()).gameObject; break; } finger_bones [i, j].GetComponent <BoneManager> ().scale = fingerBoneScale; //Debug.Log ("Found bone! " + finger_bones [i, j].ToString () + "| Scaled to "+fingerBoneScale.ToString()); } } //Locate palm-bones for (int i = 0; i < palmBoneCount; i++) { Transform palmContainer = handObject.transform.FindChild("palm"); palm_bones [i] = palmContainer.FindChild("palm_" + (i).ToString()).gameObject; palmBoneOffsets [i] = palm_bones [i].transform.localPosition; palm_bones [i].GetComponent <BoneManager> ().scale = fingerBoneScale * 0.75f; //Debug.Log ("Found bone! " + palm_bones [i].ToString () + "| Offset of "+palmBoneOffsets[i].ToString()); } }
void Start() { manager = Camera.main.GetComponent<LeapManager>(); //This links to some leap data a = Camera.main.GetComponent<GetFrame> (); Rclic = false; step = 0; spector = new float[3]; }
// Use this for initialization void Start () { _backing = gameObject.transform.GetChild(0).gameObject; _fillBar = _backing.transform.GetChild(0).gameObject; _label = gameObject.transform.GetChild(1).gameObject; if(_selectionAction != "" && _nextLinkage != null) { Debug.LogWarning("Button with both selection action and linkage detected."); } _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; //DontDestroyOnLoad(_leapManager); arrowTexture = GameObject.FindGameObjectsWithTag("ArrowTexture"); }
// Use this for initialization protected void Init() { leapManager = this.gameObject.GetComponent <LeapManager> (); gestureManager = this.gameObject.GetComponent <GestureManager> (); handManager = this.gameObject.GetComponent <StoneHandManager> (); audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager> (); //Debug.Log ("Base.init was called by " + this.ToString()); //Debug.Log ("Two managers were found: " + leapManager.ToString() + " , " + gestureManager.ToString()); }
// Use this for initialization void Start() { //Frame frame = _leapController.Frame(); _leapController = new Controller(); text = gameObject.GetComponent(typeof(TextMesh)) as TextMesh; _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
void Start() { manager = Camera.main.GetComponent<LeapManager>(); a = Camera.main.GetComponent<GetFrame> (); k = 0; km = 0; t = 0; transform.GetChild(0).gameObject.SetActive(false); }
void Start() { manager = Camera.main.GetComponent<LeapManager>(); rClic = Camera.main.GetComponent<RClic>(); lClic = Camera.main.GetComponent<LClic>(); tol = 2.5F; lk = 0; rk = 0; fix.x=1.5F;fix.y = 0F;fix.z = 3F; }
void Update() { Glb.cam.update(); Glb.map.update(); Glb.player.update(); Glb.em.update(); Light.update_all(); LeapManager.update(); Glb.gui.update(); }
// Use this for initialization void Start() { _backing = gameObject.transform.GetChild(0).gameObject; _fillBar = _backing.transform.GetChild(0).gameObject; _label = gameObject.transform.GetChild(1).gameObject; if (_selectionAction != "" && _nextLinkage != null) { Debug.LogWarning("Button with both selection action and linkage detected."); } _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start () { if(gameObject.transform.childCount > 0) { _minX = gameObject.transform.GetChild(0).GetChild(0).renderer.bounds.min.x; _maxX = gameObject.transform.GetChild(0).GetChild(0).renderer.bounds.max.x; } else { Debug.LogError("Level has no buttons."); } _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { leapManager = gameObject.GetComponent <LeapManager> (); gestureManager = gameObject.GetComponent <GestureManager> (); releaseVectors = new List <Vector3>(); //Construct layermask LayerMask mask1 = 1 << 13; LayerMask mask2 = 1 << 14; allowedLayers = mask1 | mask2; }
// Update is called once per frame void Update() { if (_leapManager) { if (_leapManager.pointerAvailible && !LeapManager.isHandOpen(_leapManager.frontmostHand())) { Vector2 pointerPositionScreen = _leapManager.pointerPositionScreen; pointerPositionScreen.y = pointerPositionScreen.y + 30; m_button1.UpdateState(pointerPositionScreen); m_button2.UpdateState(pointerPositionScreen); } } }
// Use this for initialization void Start() { if (gameObject.transform.childCount > 0) { _minX = gameObject.transform.GetChild(0).GetChild(0).renderer.bounds.min.x; _maxX = gameObject.transform.GetChild(0).GetChild(0).renderer.bounds.max.x; } else { Debug.LogError("Level has no buttons."); } _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; rb = gameObject.GetComponent <Rigidbody>(); Transform[] transforms = GetComponentsInChildren <Transform>(); foreach (Transform t in transforms) { if (t.gameObject.name == "direction") { direction = t.gameObject; } } }
// Update is called once per frame void Update() { if (Game.currentState.Equals(Game.GameState.Aiming)) { gameObject.renderer.enabled = true; cueStick.renderer.enabled = true; Hand hand = Game.leapManager.frontmostHand(); Finger pointingFinger = LeapManager.pointingFigner(hand); Vector3 tip = pointingFinger.TipPosition.ToUnityTranslated(); tip = new Vector3(tip.z, tip.y, -1 * tip.x); Vector3 mid = hand.PalmPosition.ToUnityTranslated(); mid = new Vector3(mid.z, mid.y, -1 * mid.x); float globalResizeCoef = (2 * Vector3.Distance(camera.transform.position, cueBall.transform.position)) / (LeapManager.HandMaxZ - LeapManager.HandMinZ); Vector3 tmp = camera.transform.position + (globalResizeCoef * new Vector3(tip.x, tip.y, tip.z)); if (hand.IsValid && pointingFinger.IsValid) { cueStickTipPosition = new Vector3(tmp.x, 0.25f, tmp.z); cueStickVelocity = pointingFinger.TipVelocity.ToUnityScaled(); } else { cueStickVelocity = Vector3.zero; } //Debug.Log ("tip:" + mid.x + // ", " + mid.y + ", " + mid.z); //Vector3 vca = camera.transform.rotation.eulerAngles; //Vector3 dir = tip - mid; //float dax = Vector3.Angle (dir, Vector3.right); //float daz = Vector3.Angle (dir, Vector3.up); //float day = Vector3.Angle (dir, Vector3.forward); //cueStickRotation = Quaternion.Euler (new Vector3 (dax, day + vca.y, daz)); //Vector3 cueStickPosition = cueStickTipPosition; //Vector3.MoveTowards (cueStickPosition, dir.normalized, 2.0f); //cueStickRotation = Quaternion.Euler (new Vector3 (90.0f, (day - 90) + vca.y, 0.0f)); //Debug.Log ("vca:" + vca.x + ", " + vca.y + ", " + vca.z + " dax:" + dax + ", " + day + ", " + daz); } else { gameObject.renderer.enabled = true; cueStick.renderer.enabled = true; } }
// Update is called once per frame void Update() { if (_leapManager) { if (_leapManager.pointerAvailible && !LeapManager.isHandOpen(_leapManager.frontmostHand()) /* && !any_menu_active*/) { arrowTexture[0].SetActive(true); gameObject.transform.position = new Vector3(_leapManager.pointerPositionScreen.x / Camera.main.pixelWidth, _leapManager.pointerPositionScreen.y / Camera.main.pixelHeight, 0.0f); } else { arrowTexture[0].SetActive(false); } } }
void Awake() { // get needed objectsĀ“ references manager = Camera.mainCamera.GetComponent<LeapManager>(); infoGUI = GameObject.Find("HandGuiText"); // save original materials objectMaterials = new Material[draggableObjects.Length]; objectPositions = new Vector3[draggableObjects.Length]; for(int i = 0; i < draggableObjects.Length; i++) { if(draggableObjects[i] && draggableObjects[i].renderer) { objectMaterials[i] = new Material(draggableObjects[i].renderer.material); objectPositions[i] = draggableObjects[i].transform.position; } } }
// Update is called once per frame void Update() { if (_leapManager.frontmostHand().IsValid&& LeapManager.isHandOpen(_leapManager.frontmostHand())) { Hand hand = _leapManager.frontmostHand(); Vector3 handLocation = hand.PalmPosition.ToUnityTranslated(); if (hand.Id != _lastHandId) { _handPositionOnAquire = handLocation; _lastHandId = hand.Id; } handLocation = _lastHandPositionOnLoss + (handLocation - _handPositionOnAquire); handLocation.y = Mathf.Clamp(handLocation.y, _controlMin.y, _controlMax.y); _lastHandPosition = handLocation; Quaternion yRotation = Quaternion.Euler(new Vector3( 0, (((handLocation.x - _controlMin.x) / (_controlMax.x - _controlMin.x)) * 180.0f) + 90.0f, 0 )); Quaternion xRotation = Quaternion.Euler(new Vector3( ((1 - ((handLocation.y - _controlMin.y) / (_controlMax.y - _controlMin.y))) * 180.0f) + 90.0f, 0, 0)); Vector3 directionVector = yRotation * xRotation * Vector3.forward; float dist = ((1.0f - Mathf.Clamp((handLocation.z - _controlMin.z) / (_controlMax.z - _controlMin.x), 0.0f, 1.0f)) * (_distanceLimits.y - _distanceLimits.x)) + _distanceLimits.x; gameObject.transform.position = directionVector * dist; gameObject.transform.LookAt(_targetObject.transform); } else { _lastHandId = -1; _lastHandPositionOnLoss = _lastHandPosition; } }
public bool calibrationTriggered; // check if hand is within calibration area // Use this for initialization void Start() { leapManager = this.gameObject.GetComponent <LeapManager> (); musicManager = GameObject.Find("AudioManager").GetComponent <MusicManager> (); GameObject g = GameObject.Find("LeapControllerBlockHand"); calibrationManagerNew = g.GetComponent <CalibrationManagerNew>(); calibrationManager = g.GetComponent <CalibrationManager>(); glowController = GameObject.Find("StoneHandModel 1").GetComponentInChildren <GlowControl>(); //Debug.Log("Found hand + glow"); activeSpell = "none"; calibratedDownFrame = new List <Vector3> (); calibratedDown = new Vector3(0f, -1f, -0.1f); //Default down-vector calibrateOnStart = false; calibrationTriggered = false; if (calibrateOnStart) { Debug.Log("Calibrating... "); } }
// Use this for initialization void Start() { manager = this.gameObject.GetComponent <LeapManager> (); Debug.Log(this.ToString() + manager.ToString()); //Create finger bones finger_bones = new GameObject[NUM_FINGERS, NUM_BONES]; for (int i = 0; i < NUM_FINGERS; i += 1) { for (int g = 0; g < NUM_BONES; g += 1) { //Debug.Log ("Creating Sphere"); //Insert prefab fingerbone in spheres array //finger_bones [i, g] = Instantiate(FingerBone, new Vector3(5,20,190), Quaternion.Euler(0,0,0)) as GameObject; //finger_bones [i, g].GetComponent<Rigidbody> ().MovePosition (new Vector3 (5, 1, 190)); finger_bones [i, g] = Instantiate(FingerBone) as GameObject; //finger_bones [i, g].GetComponent<Rigidbody> ().MovePosition (new Vector3 (5, 1, 190)); //Change scale of fingerbone finger_bones[i, g].GetComponent <BoneManager>().scale = 0.2f * fingerBoneScale; finger_bones[i, g].GetComponent <BoneManager>().boneMass = boneMass; finger_bones[i, g].GetComponent <BoneManager>().targetPosition.y = 200; //finger_bones[i,g].transform.position = new ; //spheres[i, g].transform.localScale = new Vector3 (scale, scale, scale); } } //Create palm bone palm_bone = Instantiate(FingerBone, new Vector3(5, 1, -130), Quaternion.Euler(0, 0, 0)) as GameObject; palm_bone.GetComponent <Rigidbody> ().MovePosition(new Vector3(5, 1, -130)); palm_bone.GetComponent <BoneManager> ().scale = 0.4f * fingerBoneScale; palm_bone.GetComponent <BoneManager> ().boneMass = boneMass; }
/*------------------------------------------------------------------------- * Unity Lifecycle Functions * ----------------------------------------------------------------------*/ public void Awake() { // Singleton implementation if (_instance != null) { Debug.LogError(this.ToString() + ": Singleton already exists. Destroying."); Destroy(this); } else { _instance = this; } // Set Leap Unity Extension Properties Leap.UnityVectorExtension.InputScale = LeapScaling; Leap.UnityVectorExtension.InputOffset = LeapOffset; // Set up Leap Controller _controller = new Controller(); _controller.EnableGesture(Leap.Gesture.GestureType.TYPECIRCLE); _controller.EnableGesture(Leap.Gesture.GestureType.TYPEKEYTAP); _controller.EnableGesture(Leap.Gesture.GestureType.TYPESCREENTAP); _controller.EnableGesture(Leap.Gesture.GestureType.TYPESWIPE); }
// Update is called once per frame void Update() { //First update of hand and finger positions to prevent destruction of stage if (firstUpdate) { leapManager = this.gameObject.GetComponent <LeapManager> (); UpdateBonePositions(); firstUpdate = false; } if (leapManager.HandIsValid()) { UpdateBonePositions(); } else { MakeBonesFlyUp(); } UpdateActivity(); //Apply activity to movement-volume audioManager.SetVolume(activity, audioplayerMovement); }
// Update is called once per frame void Update() { if (_leapManager.frontmostHand().IsValid&& LeapManager.isHandOpen(_leapManager.frontmostHand())) { Vector3 handLocation = _leapManager.frontmostHand().PalmPosition.ToUnityTranslated(); Quaternion yRotation = Quaternion.Euler(new Vector3( 0, 360 - (Mathf.Clamp((handLocation.x - _controlMin.x) / (_controlMax.x - _controlMin.x), 0, 1.0f) * 360.0f) + 90.0f, 0 )); Quaternion xRotation = Quaternion.Euler(new Vector3( (Mathf.Clamp((handLocation.y - _controlMin.y) / (_controlMax.y - _controlMin.y), 0, 1.0f) * 180.0f) + 90.0f, 0, 0)); Vector3 directionVector = yRotation * xRotation * Vector3.forward; float dist = ((1.0f - Mathf.Clamp((handLocation.z - _controlMin.z) / (_controlMax.z - _controlMin.x), 0.0f, 1.0f)) * (_distanceLimits.y - _distanceLimits.x)) + _distanceLimits.x; gameObject.transform.position = directionVector * dist; gameObject.transform.LookAt(_targetObject.transform); } }
// Use this for initialization void Start() { _mainCam = (GameObject.FindGameObjectWithTag("MainCamera") as GameObject).GetComponent(typeof(Camera)) as Camera; _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initializationm. void Start() { _leapManager = GameObject.Find("LeapManager").GetComponent <LeapManager> (); }
// Use this for initialization void Start () { finger = gameObject.transform.GetChild(0).gameObject as GameObject; _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
void Start() { try { leapController = new Leap.Controller(); // if(leapController.Devices.Count == 0) // throw new Exception("Please connect the LeapMotion sensor!"); leapController.EnableGesture(Gesture.GestureType.TYPECIRCLE); leapController.EnableGesture(Gesture.GestureType.TYPEKEYTAP); leapController.EnableGesture(Gesture.GestureType.TYPESCREENTAP); leapController.EnableGesture(Gesture.GestureType.TYPESWIPE); // add the extra gestures to detect, if any foreach(LeapExtraGestures.ExtraGestures gesture in ExtraGestures) { DetectGesture(gesture); } // load cursor textures once normalHandTexture = (Texture)Resources.Load("NormalCursor"); touchHandTexture = (Texture)Resources.Load("TouchCursor"); selectHandTexture = (Texture)Resources.Load("SelectCursor"); instance = this; leapInitialized = true; DontDestroyOnLoad(gameObject); // show the ready-message string sMessage = leapController.Devices.Count > 0 ? "Ready." : "Please make sure the Leap-sensor is connected."; Debug.Log(sMessage); if(debugText != null) debugText.guiText.text = sMessage; } catch(System.TypeInitializationException ex) { Debug.LogError(ex.ToString()); if(debugText != null) debugText.guiText.text = "Please check the LeapMotion installation."; } catch (System.Exception ex) { Debug.LogError(ex.ToString()); if(debugText != null) debugText.guiText.text = ex.Message; } }
// Use this for initialization void Start () { _leapManager = (GameObject.Find("LeapManager")as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
void Start() { try { leapController = new Leap.Controller(); // if(leapController.Devices.Count == 0) // throw new Exception("Please connect the LeapMotion sensor!"); leapController.EnableGesture(Gesture.GestureType.TYPECIRCLE); leapController.EnableGesture(Gesture.GestureType.TYPEKEYTAP); leapController.EnableGesture(Gesture.GestureType.TYPESCREENTAP); leapController.EnableGesture(Gesture.GestureType.TYPESWIPE); instance = this; leapInitialized = true; DontDestroyOnLoad(gameObject); if(DebugCamera) { DontDestroyOnLoad(DebugCamera.gameObject); } // show the ready-message string sMessage = leapController.Devices.Count > 0 ? "Ready." : "Please make sure the Leap-sensor is connected."; Debug.Log(sMessage); // if(debugText != null) // debugText.guiText.text = sMessage; } catch(System.TypeInitializationException ex) { Debug.LogError(ex.ToString()); if(debugText != null) debugText.guiText.text = "Please check the LeapMotion installation."; } catch (System.Exception ex) { Debug.LogError(ex.ToString()); if(debugText != null) debugText.guiText.text = ex.Message; } }
void Start() { // initialising reference variables anim = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); //enemy = GameObject.Find("Enemy").transform; if(anim.layerCount == 2) anim.SetLayerWeight(1, 1); leapManager = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<LeapManager>(); debugText = GameObject.Find("DebugText"); GameObject objButton = GameObject.Find("BtnJump"); btnJump = objButton ? objButton.GetComponent<LeapGuiButton>() : null; objButton = GameObject.Find("BtnWave"); btnWave = objButton ? objButton.GetComponent<LeapGuiButton>() : null; }
void OnApplicationQuit() { LeapManager.dispose(); quit = true; }
void Start() { manager = Camera.main.GetComponent<LeapManager>(); //This links to some leap data a = Camera.main.GetComponent<GetFrame> (); Lclic = false; }
// Use this for initializationm. void Start() { _leapManager = GameObject.Find ("LeapManager").GetComponent<LeapManager> (); }
// estimate the next state and completeness of the gesture public static void CheckForGesture(ref ExtraGestureData gestureData, float timestamp, LeapManager leapManager) { if(gestureData.complete || !leapManager) return; switch(gestureData.gesture) { // check for Fist case ExtraGestures.Fist: switch(gestureData.state) { case 0: // gesture detection - phase 1 if(leapManager.IsHandValid() && leapManager.GetFingersCount() > 1) { SetGestureJoint(ref gestureData, timestamp, true, leapManager.GetHandID(), leapManager.GetHandPos()); gestureData.tagFloat = leapManager.GetThumbID(); gestureData.screenPos = leapManager.GetCursorNormalizedPos(); gestureData.progress = 0.3f; } break; case 1: // gesture phase 2 - complete if(leapManager.IsHandValid()) { // check for stay-in-place Vector3 jointPos = leapManager.GetHandPos(); bool bHandMatch = (leapManager.GetHandID() == gestureData.jointId); bool bThumbMatch = leapManager.GetFingersCount() > 0 ? (leapManager.GetThumbID() == (int)gestureData.tagFloat) : true; if(bHandMatch && bThumbMatch) { if(leapManager.GetFingersCount() <= 1) { gestureData.screenPos = leapManager.GetCursorNormalizedPos(); CheckPoseComplete(ref gestureData, timestamp, jointPos, true, Constants.PoseCompleteDuration); } } else { // hand or thumb donĀ“t match SetGestureCancelled(ref gestureData); } // Debug.Log(gestureData.complete.ToString() + " GestID: " + gestureData.jointId + // " Fingers: " + leapManager.GetFingersCount() + // " ThumbID: " + leapManager.GetThumbID().ToString()); } break; } break; // check for Click case ExtraGestures.Click: switch(gestureData.state) { case 0: // gesture detection - phase 1 if(leapManager.IsHandValid()) { SetGestureJoint(ref gestureData, timestamp, true, leapManager.GetHandID(), leapManager.GetHandPos()); gestureData.screenPos = leapManager.GetCursorNormalizedPos(); gestureData.progress = 0.3f; } break; case 1: // gesture phase 2 - complete if(leapManager.IsHandValid()) { // check for stay-in-place Vector3 jointPos = leapManager.GetHandPos(); Vector3 distVector = jointPos - gestureData.jointPos; bool isInPose = leapManager.GetHandID() == gestureData.jointId && distVector.magnitude < 0.05f; CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, Constants.ClickStayDuration); } break; } break; // check for HandSwipe case ExtraGestures.HandSwipe: switch(gestureData.state) { case 0: // gesture detection - phase 1 if(leapManager.IsHandValid()) { SetGestureJoint(ref gestureData, timestamp, true, leapManager.GetHandID(), leapManager.GetHandPos()); gestureData.screenPos = leapManager.GetCursorNormalizedPos(); gestureData.progress = 0.5f; } break; case 1: // gesture phase 2 - complete if((timestamp - gestureData.timestamp) < 1.5f) { if(leapManager.IsHandValid()) { Vector3 jointPos = leapManager.GetHandPos(); Vector3 distVector = jointPos - gestureData.jointPos; bool isInPose = leapManager.GetHandID() == gestureData.jointId && distVector.magnitude > 0.15f; if(isInPose) { CheckPoseComplete(ref gestureData, timestamp, jointPos, isInPose, 0f); } } } else { // cancel the gesture SetGestureCancelled(ref gestureData); } break; } break; } // here come more gesture-cases }
void OnDestroy() { // Singleton implementation _instance = null; }
// Use this for initialization void Start () { text = gameObject.GetComponent(typeof(TextMesh)) as TextMesh; _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { _menus = GameObject.FindGameObjectsWithTag("Menu"); _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { _mainCam = (GameObject.FindGameObjectWithTag("MainCamera")as GameObject).GetComponent(typeof(Camera)) as Camera; _leapManager = (GameObject.Find("LeapManager")as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; }
// Use this for initialization void Start() { mainCam = (GameObject.FindGameObjectWithTag("MainCamera") as GameObject).GetComponent(typeof(Camera)) as Camera; leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; controller = new Controller(); }
void Start() { leapManager = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<LeapManager>(); }
void OnApplicationQuit() { leapPointable = null; leapFrame = null; if(leapController != null) { leapController.Dispose(); leapController = null; } leapInitialized = false; instance = null; }
// Use this for initialization void Start () { //Get references to the main scene and UI cameras. _mainCam = (GameObject.Find("MainCam") as GameObject).GetComponent(typeof(Camera)) as Camera; _uiCam = (GameObject.Find("UI Cam") as GameObject).GetComponent(typeof(Camera)) as Camera; _baseLocation = gameObject.transform.parent.position; _leapManager = (GameObject.Find("LeapManager") as GameObject).GetComponent(typeof(LeapManager)) as LeapManager; _leapManager._mainCam = _mainCam; //Get a reference to the subLabel foreach(Transform child in gameObject.transform.parent) { if(child.name == "menuSub") { _subLabel = child.gameObject.GetComponent(typeof(TextMesh)) as TextMesh; _hasSubLabel = true; } } float segmentSweep; //how large is each button segment _buttonCount = _buttonActions.Length; _buttons = new GameObject[_buttonCount]; segmentSweep = 360.0f / (float)_buttonCount; //Create the buttons, fill in their content, etc. for(int i=0; i<_buttonCount; i++) { _buttons[i] = Instantiate(_button_prefab, gameObject.transform.position, Quaternion.identity) as GameObject; _buttons[i].transform.parent = gameObject.transform; ArcMaker buttonScript = _buttons[i].GetComponent(typeof(ArcMaker)) as ArcMaker; buttonScript.CreateMesh(50, (i*segmentSweep)+_angleOffset, (i*segmentSweep)+segmentSweep+_angleOffset, _radius - (_thickness/2.0f), _radius + (_thickness/2.0f)); //Setup the button content if(_buttonActions[i] != ButtonAction.NONE) { switch(_menu_type) { case MenuType.ICON: if(i < _icons_active.Length && _icons_active[i] != null) { if(i < _icons_inactive.Length && _icons_inactive[i] != null) { buttonScript.setContent(_icons_active[i], _icons_inactive[i], _spriteScalingFactor); } else { buttonScript.setContent(_icons_active[i], null, _spriteScalingFactor); } } else { Debug.LogError("Active icon missing for: " + i); } break; case MenuType.TEXT: if(i < _text.Length && _text[i] != null) { buttonScript.setContent(_text[i]); } else { Debug.LogError("Text missing for: " + i); } break; case MenuType.TEXTURE: if(i < _textures.Length && _textures[i] != null) { buttonScript.setContent(_textures[i]); } else { Debug.LogError("Texture missing for: " + i); } break; } } } gameObject.transform.localScale = new Vector3(0,0,1); _currentState = MenuState.INACTIVE; }
void Start() { try { GameObject thePlayer = GameObject.Find("DummyButton"); LeapGUIButton = thePlayer.GetComponent<LeapGuiButton>(); containsCursor = LeapGUIButton.isCursorIn; notContainCursor = LeapGUIButton.isCursorOut; leapController = new Leap.Controller(); instance = this; leapInitialized = true; DontDestroyOnLoad(gameObject); string sMessage = leapController.Devices.Count > 0 ? "Ready." : "Please make sure the Leap-sensor is connected."; Debug.Log(sMessage); } catch(System.TypeInitializationException ex) { Debug.LogError(ex.ToString()); if(debugText != null) debugText.guiText.text = "Please check the LeapMotion installation."; } catch (System.Exception ex) { Debug.LogError(ex.ToString()); if(debugText != null) debugText.guiText.text = ex.Message; } }