// Update is called once per frame void Update() { // Find the myo ThalmicMyo thalmicMyo = myo.GetComponent <ThalmicMyo>(); // If the new pose is not the same as the last pose if (thalmicMyo.pose != _lastPose) { _lastPose = thalmicMyo.pose; // If the pose is wave in if (thalmicMyo.pose == Pose.WaveIn) { // Move the car to the left myRigidBody.position = new Vector2(myRigidBody.position.x - 10, myRigidBody.position.y); // If the car goes off screen if (myRigidBody.position.x < -12.6) { // End the game gameOver.gameObject.SetActive(true); Destroy(myRigidBody); } // Call the method so myo does not lock ExtendUnlockAndNotifyUserAction(thalmicMyo); } // If the pose is wave out else if (thalmicMyo.pose == Pose.WaveOut) { // Move the car to the right myRigidBody.position = new Vector2(myRigidBody.position.x + 10, myRigidBody.position.y); // If the car goes off the screen if (myRigidBody.position.x > 12.47) { // End the game gameOver.gameObject.SetActive(true); Destroy(myRigidBody); } } // Call the method so myo does not lock ExtendUnlockAndNotifyUserAction(thalmicMyo); } }
// Update is called once per frame void Update() { myo.Unlock (UnlockType.Hold); if (myo.pose != _lastPose) { if (myo.pose == Pose.Fist && Time.time - lastTime > timethreshold) { lastTime = Time.time; _lastPose = myo.pose; UnityEngine.Vector3 point = findCollisionPosition(); if (point != UnityEngine.Vector3.zero) { tapHandler.handleTap(point.x, point.y); } } } }
// Update is called once per frame void Update() { myo.Unlock(UnlockType.Hold); if (myo.pose != _lastPose) { if (myo.pose == Pose.Fist && Time.time - lastTime > timethreshold) { lastTime = Time.time; _lastPose = myo.pose; UnityEngine.Vector3 point = findCollisionPosition(); if (point != UnityEngine.Vector3.zero) { tapHandler.handleTap(point.x, point.y); } } } }