// Change recording mode via keyboard input for debugging and to not need menu void CheckKeyInput() { if (Input.GetKeyDown(KeyCode.H)) { // Toggle hand menu (in training/choreography) if (pulseObject != null) { GameObject toggleObject = null; if (trainingElements.activeSelf) { toggleObject = trainHandMenuContent; } if (choreographyElements.activeSelf) { toggleObject = choreoHandMenuContent; } if (recordElements.activeSelf) { toggleObject = recordHandMenuContent; } if (toggleObject == null) { return; } ScorePulse sp = pulseObject.GetComponent <ScorePulse>(); if (!toggleObject.activeSelf) { Debug.Log("H - Toggle Hand Menu to active"); toggleObject.SetActive(true); set_recording_mode(0); sp.SetPause(true); } else { Debug.Log("H - Toggle Hand Menu to inactive"); toggleObject.SetActive(false); set_recording_mode(2); sp.SetPause(false); } } } else if (Input.GetKeyDown(KeyCode.O)) { Debug.Log("O - toggle teacher pause"); pauseTeacher = !pauseTeacher; } else if (Input.GetKeyDown(KeyCode.P)) { Debug.Log("P - toggle self pause"); pauseSelf = !pauseSelf; } else if (Input.GetKeyDown(KeyCode.U)) { Debug.Log("U - toggle force similarity update"); forceSimilarityUpdate = !forceSimilarityUpdate; } }
public void SetIsChoreography(bool newIsChoreogaphy) { if (newIsChoreogaphy) { isChoreography = true; TeacherPoseInputGetter.loop = false; // Mute cube ScorePulse sp = pulseObject.GetComponent <ScorePulse>(); sp.isMuted = true; } else { isChoreography = false; TeacherPoseInputGetter.loop = true; // Unmute cube ScorePulse sp = pulseObject.GetComponent <ScorePulse>(); sp.isMuted = false; } }