Example #1
0
    void Update()
    {
        int state = 0;

        if (BodySourceManager == null)
        {
            Debug.Log("Is BodyManager null" + BodySourceManager);

            return;
        }
        _BodyManager = BodySourceManager.GetComponent <BodySourceManager>();
        if (_BodyManager == null)
        {
            return;
        }

        Kinect.Body[] data = _BodyManager.GetData();
        if (data == null)
        {
            return;
        }

        List <ulong> trackedIds = new List <ulong>();

        foreach (var body in data)
        {
            if (body == null)
            {
                continue;
            }

            if (body.IsTracked)
            {
                trackedIds.Add(body.TrackingId);
            }
        }

        List <ulong> knownIds = new List <ulong>(_Bodies.Keys);

        // First delete untracked bodies
        foreach (ulong trackingId in knownIds)
        {
            if (!trackedIds.Contains(trackingId))
            {
                Destroy(_Bodies[trackingId]);
                _Bodies.Remove(trackingId);
            }
        }

        foreach (var body in data)
        {
            if (body == null)
            {
                continue;
            }

            if (body.IsTracked)
            {
                if (!_Bodies.ContainsKey(body.TrackingId))
                {
                    _Bodies[body.TrackingId] = CreateBodyObject(body.TrackingId);
                }

                //RefreshBodyObject(body, _Bodies[body.TrackingId]);

                //Check Hand State if body is being Tracked
                state = CheckLeftHandState(body.HandLeftState) + (2 * CheckRightHandState(body.HandRightState));
                if (!levelHasGenerated)
                {
                    return;
                }
                switch (state)
                {
                case 0:
                    signalStart = false;
                    break;

                case 1:
                    //Left
                    if (prevState == 0)
                    {
                        platformRotate.TurnLeft();
                    }
                    Debug.Log("Left");
                    break;

                case 2:
                    //Right
                    Debug.Log("Right");
                    if (prevState == 0)
                    {
                        platformRotate.TurnRight();
                    }
                    break;

                case 3:
                    //Both
                    Debug.Log("Both");
                    if (prevState == 0)
                    {
                        //                     playerScript.flipjump = true;
                        platformRotate.Flip();
                    }
                    break;

                default:
                    break;
                }

                /*
                 * CheckRightHandState(body.HandRightState);
                 * CheckLeftHandState(body.HandLeftState);
                 *
                 * if(rightHandActive && leftHandActive)
                 * {
                 *  //flip
                 *  Debug.LogError("BOTH");
                 * }
                 */
            }
        }
    }
Example #2
0
    void Update()
    {
        int state = 0;

        if (BodyManager == null)
        {
            return;
        }

        if (Input.GetKeyDown(KeyCode.J))
        {
            //Left
            platformRotate.TurnLeft();
        }
        if (Input.GetKeyDown(KeyCode.L))
        {
            //Right
            platformRotate.TurnRight();
        }
        if (Input.GetKeyDown(KeyCode.I))
        {
            //Flip
            platformRotate.Flip();
        }

        //if (playerScript.flipjump)
        //{
        //    // .. increment a timer to count up to restarting.
        //    flipTimer += Time.deltaTime;

        //    if (flipTimer >= flipDelay)
        //    {
        //        playerScript.flipjump = false;

        //    }
        //}


        //if (playerScript.flipjump)
        //    playerScript.flipjump = false;

        _BodyManager = BodyManager.GetComponent <BodyManager>();
        if (_BodyManager == null)
        {
            return;
        }

        Kinect.Body[] data = _BodyManager.GetData();
        if (data == null)
        {
            return;
        }

        List <ulong> trackedIds = new List <ulong>();

        foreach (var body in data)
        {
            if (body == null)
            {
                continue;
            }

            if (body.IsTracked)
            {
                trackedIds.Add(body.TrackingId);
                Debug.Log("Found Body");
            }
        }

        List <ulong> knownIds = new List <ulong>(_Bodies.Keys);

        // First delete untracked bodies
        foreach (ulong trackingId in knownIds)
        {
            if (!trackedIds.Contains(trackingId))
            {
                Destroy(_Bodies[trackingId]);
                _Bodies.Remove(trackingId);
            }
        }

        foreach (var body in data)
        {
            if (body == null)
            {
                continue;
            }

            if (body.IsTracked)
            {
                //Check Hand State if body is being Tracked
                state = CheckLeftHandState(body.HandLeftState) + (2 * CheckRightHandState(body.HandRightState));
                Debug.Log("state: " + state);
                switch (state)
                {
                case 0:
                    signalStart = false;
                    break;

                case 1:
                    //Left
                    Debug.Log("Left");
                    if (prevState == 0)
                    {
                        platformRotate.TurnLeft();
                    }
                    break;

                case 2:
                    //Right
                    Debug.Log("Right");
                    signalStart = true;
                    if (prevState == 0)
                    {
                        platformRotate.TurnRight();
                    }
                    break;

                case 3:
                    //Both
                    Debug.Log("Both");
                    if (prevState == 0)
                    {
                        //                     playerScript.flipjump = true;
                        platformRotate.Flip();
                    }

                    break;

                default:
                    break;
                }
                prevState = state;
            }
        }
    }