// Use this for initialization void Start() { _front = front.nothing; initPos1 = Bones [1].transform.position; initPos3 = Bones [3].transform.position; }
protected override void UpdateState() { if (_actualState == State.Nothing && GestesManager.finishedMvt == Activated.Nothing) { if (Bones[0].transform.position.z <BonesReference.transform.position.z + StartAction && Bones[1].transform.position.z> Bones[0].transform.position.z && Bones[2].transform.position.z > BonesReference.transform.position.z) { _front = front.left; _actualState = State.Start; initPos1 = Bones[1].transform.position; initPos3 = Bones[3].transform.position; } else if (Bones[2].transform.position.z <BonesReference.transform.position.z + StartAction && Bones[3].transform.position.z> Bones[2].transform.position.z && Bones[0].transform.position.z > BonesReference.transform.position.z) { _front = front.right; _actualState = State.Start; initPos1 = Bones[1].transform.position; initPos3 = Bones[3].transform.position; } } else if (_actualState == State.Start && GestesManager.activeMvt == Activated.Nothing) { switch (_front) { case front.left: if (Bones[0].transform.position.z > BonesReference.transform.position.z && Bones[1].transform.position.y > Bones[0].transform.position.y && Bones[2].transform.position.z < BonesReference.transform.position.z + StartAction) { Text.text = ""; _actualState = State.ReachedX; GestesManager.activeMvt = thisOne; } break; case front.right: if (Bones[2].transform.position.z > BonesReference.transform.position.z && Bones[3].transform.position.y > Bones[2].transform.position.y && Bones[0].transform.position.z < BonesReference.transform.position.z + StartAction) { Text.text = ""; _actualState = State.ReachedX; GestesManager.activeMvt = thisOne; } break; } } else if (_actualState == State.ReachedX) { switch (_front) { case front.left: if (Bones[0].transform.position.z <BonesReference.transform.position.z + StartAction && Bones[1].transform.position.z> Bones[0].transform.position.z && Bones[2].transform.position.z > BonesReference.transform.position.z) { Text.text = ""; _actualState = State.Finish; } break; case front.right: if (Bones[2].transform.position.z <BonesReference.transform.position.z + StartAction && Bones[3].transform.position.z> Bones[2].transform.position.z && Bones[0].transform.position.z > BonesReference.transform.position.z) { Text.text = ""; _actualState = State.Finish; } break; } } else if (_actualState == State.Finish) { _actualState = State.Nothing; _startAction = -1; Text.text = Geste; _front = front.nothing; GestesManager.finishedMvt = thisOne; } }
//var (frontPixels, backPixels) = await GetFrontBackPixelsAsync(image, faces); var(front, back) = GetAvgBrightness(planes.frontPixels, planes.backPixels);