public void initialize(ZgManager aZig) { var mZigObject = ManagerManager.Manager.gameObject; //mZigObject.AddComponent<kinectSpecific>(); mZig = mZigObject.GetComponent <Zig>(); //TODO try this again... /* * mZig = mZigObject.AddComponent<Zig>(); * mZig.inputType = ZigInputType.Auto; * mZig.settings.UpdateDepth = true; * mZig.settings.UpdateImage = true; * mZig.settings.AlignDepthToRGB = false; * mZig.settings.OpenNISpecific.Mirror = true; * mZigObject.AddComponent<ZigEngageSingleUser>(); */ //ZigEngageSingleUser scans for all users but only reports results from one of them (the first I guess) //normally this is set in editor initializers but we don't do that here mZigEngageSingleUser = mZigObject.GetComponent <ZigEngageSingleUser>(); mZigEngageSingleUser.EngagedUsers = new System.Collections.Generic.List <UnityEngine.GameObject>(); mZigEngageSingleUser.EngagedUsers.Add(mZigObject); //this is the only way to get callbacks from ZigEngageSingleUser mZigCallbackBehaviour = mZigObject.AddComponent <ZigCallbackBehaviour>(); mZigCallbackBehaviour.mUpdateUserDelegate += Zig_UpdateUser; mZigCallbackBehaviour.mUpdateInputDelegate += Zig_UpdateInput; }
// Use this for initialization void Start() { sampler = new JointSampler (); user_id = PlayerPrefs.GetInt ("ActiveUser", 1); // Load ZigFu game object. This game object has 4 Zig related script Components. Use this object // to instances of these script's classes in order to access event information :) zigfu = GameObject.Find ("ZigFu"); zig_control = zigfu.GetComponent <Zig>(); skeleton = GetComponent <ZigSkeleton>(); db_control = new dbAccess (); reader = new GloveReader (); }
// Use this for initialization void Start() { // Instantiate objects // Load ZigFu game object. This game object has 4 Zig related script Components. Use this object // to instances of these script's classes in order to access event information :) zigfu = GameObject.Find ("ZigFu"); sampler = new JointSampler (); zig_control = zigfu.GetComponent <Zig>(); // This script is attached to Carl so GetComponent can be called directly skeleton = GetComponent <ZigSkeleton>(); l_shoulder_angles = new Vector3(); r_shoulder_angles = new Vector3(); db_control = new dbAccess (); user_id = PlayerPrefs.GetInt ("ActiveUser", 1); // DEBUG: Access some application run-time data. Compare this output to where the scene was loaded from //Debug.Log ("isEditor: " + Application.isEditor + "\nisLoadinglevel: " + Application.isLoadingLevel + "\nLoadedLevelName: " + Application.loadedLevelName + // "\nplatform: " + Application.platform + "\nGenuine: " + Application.genuine + "\ngenuineCheckAvailable: " + Application.genuineCheckAvailable + // "\nbackgroundLoadingPriority: " + Application.backgroundLoadingPriority); // Calculate max and min y-axis rotations to allow abduction measurements max_y_rotation = degrees_freedom; min_y_rotation = -degrees_freedom; // Get zig joint identification numbers for each shoulder R_shoulder_id = ZigJointId.RightShoulder; L_shoulder_id = ZigJointId.LeftShoulder; currentExercise = 0; exercise = "Press Next To Start"; style = new GUIStyle(); instructions = " "; time_hold = 0; inPosition = true; }