Exemple #1
0
    // Use this for initialization
    void Start()
    {
        // Find a Kinect sensor
        KinectSensorCollection kinectSensors = KinectSensor.KinectSensors;

        if (kinectSensors.Count == 0)
        {
            this.sensor = null;
            throw new UnityException("Could not find a Kinect sensor.");
        }

        // Enable the skeleton stream
        this.sensor = kinectSensors[0];
        this.sensor.SkeletonStream.Enable();
        if (!this.sensor.SkeletonStream.IsEnabled)
        {
            throw new UnityException("Sensor could not be enabled.");
        }

        // Create the input processor
        inputProcessor = new InputProcessor(this.sensor.CoordinateMapper, DepthImageFormat.Resolution320x240Fps30);
        this.InputInfo = inputProcessor.GameInputInfo;

        Debug.Log("Hello");
        return;
    }
    // Update is called once per frame
    void Update()
    {
        // Get the input info
        SeatedInfo    personInfo = this.inputContoller.playerInfo;
        GameInputInfo inputInfo  = this.inputContoller.InputInfo;

        if (inputInfo == null)
        {
            return;
        }

        // Set the player position and direction
        if (personInfo.Features == null)
        {
            return;
        }

        //Debug.Log (inputInfo.Features.Position);
        //this.transform.position = new Vector2(0, -(inputInfo.Features.Position.y)) * 5;
        //this.transform.forward = new Vector2(0, -(inputInfo.Features.Direction.y)) * 5;

        //this.transform.rotation = new Quaternion(0, 0, -1*(inputInfo.Features.Angle/(90)) * rotateSpeed * Time.deltaTime, 1);

        if (inputInfo.SoldierInfo.IsSkeletonAvailable)
        {
            if (personInfo.Features.Position.y < 0.95f)
            {
                transform.Translate(Vector3.up * (Player.speed + 1) * Time.deltaTime);
            }
            else if (personInfo.Features.Position.y > 1.1f)
            {
                transform.Translate(Vector3.down * (Player.speed + 4) * Time.deltaTime);
            }

            transform.Rotate(0, 0, -1 * (personInfo.Features.Angle / (30)) * Player.rotateSpeed * Time.deltaTime);

            //this.transform.up = new Vector2(personInfo.Features.Direction.x, personInfo.Features.Direction.y) * 50;

            print(personInfo.Features.Position.y);

            /*Debug.Log (personInfo.Features.Angle);
             *
             * transform.Rotate (0, 0, -1 * (personInfo.Features.Angle / (90)) * Player.rotateSpeed * Time.deltaTime);
             *
             * Player.speed += personInfo.Features.Position.y * Player.speed * Time.deltaTime;
             *
             * Player.speed = Mathf.Clamp (Player.speed, 1, 10);
             */

            if (inputInfo.SoldierInfo.IsSkeletonAvailable)
            {
                Debug.Log("Skeleton available.");
            }

            return;
        }
    }
Exemple #3
0
    // Update is called once per frame
    void Update()
    {
        // Retrieve skeleton data
        using (SkeletonFrame frame = this.sensor.SkeletonStream.OpenNextFrame(0))
        {
            if (frame != null)
            {
                // Allocate memory if needed
                if (skeletonData == null || skeletonData.Length != frame.SkeletonArrayLength)
                {
                    skeletonData = new Skeleton[frame.SkeletonArrayLength];
                }

                frame.CopySkeletonDataTo(skeletonData);
            }
        }

        // Compute game input
        this.InputInfo = inputProcessor.ProcessData(skeletonData);



        GameInputInfo inputInfo = InputInfo;



        // Set the soldier position
        if (inputInfo.SoldierInfo.IsSkeletonAvailable)
        {
            if (inputInfo.SoldierInfo.Position > 0)
            {
                MoveRight();
                RotateRight();
            }
            else if (inputInfo.SoldierInfo.Position < 0)
            {
                MoveLeft();
                RotateLeft();
            }
            Debug.Log(inputInfo.SoldierInfo.Position);
            //this.transform.position = Vector3.right * 3f * inputInfo.SoldierInfo.Position;
        }
        else
        {
            this.transform.position = Vector3.zero;
        }

        if (inputInfo.SoldierInfo.IsSkeletonAvailable)
        {
            Debug.Log("Skeleton available.");
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Retrieve skeleton data
        using (SkeletonFrame frame = this.sensor.SkeletonStream.OpenNextFrame(0))
        {
            if (frame != null)
            {
                // Allocate memory if needed
                if (skeletonData == null || skeletonData.Length != frame.SkeletonArrayLength)
                {
                    skeletonData = new Skeleton[frame.SkeletonArrayLength];
                }

                frame.CopySkeletonDataTo(skeletonData);
            }
        }

        // Compute game input
        this.InputInfo = inputProcessor.ProcessData(skeletonData);

        if (skeletonData == null)
        {
            return;
        }

        // Compute seated infos
        SeatedInfo[] seatedInfos = this.seatedInputProcessor.ComputeSeatedInfos(skeletonData);

        // Get seated skeleton
        int skeletonIndex = -1;

        for (int i = 0; i < skeletonData.Length; i++)
        {
            if (seatedInfos[i].Posture == Posture.Seated)
            {
                skeletonIndex = i;
            }
        }

        // Compute seated info
        if (skeletonIndex != -1)
        {
            this.playerInfo = seatedInfos[skeletonIndex];
            Debug.Log("Tracking skeleton.");
        }

        return;
    }
    // Update is called once per frame
    void Update()
    {
        // Retrieve skeleton data
        using (SkeletonFrame frame = this.sensor.SkeletonStream.OpenNextFrame(0))
        {
            if (frame != null)
            {
                // Allocate memory if needed
                if (skeletonData == null || skeletonData.Length != frame.SkeletonArrayLength)
                {
                    skeletonData = new Skeleton[frame.SkeletonArrayLength];
                }

                frame.CopySkeletonDataTo(skeletonData);
            }
        }

        // Compute game input
        this.InputInfo = inputProcessor.ProcessData(skeletonData);

        return;
    }
Exemple #6
0
    // Update is called once per frame
    void Update()
    {
        // Get the input info
        GameInputInfo inputInfo = this.inputController.InputInfo;

        // Set the soldier position
        if (inputInfo.SoldierInfo.IsSkeletonAvailable)
        {
            this.transform.position = Vector3.right * 3f * inputInfo.SoldierInfo.Position;
        }
        else
        {
            this.transform.position = Vector3.zero;
        }

        if (inputInfo.SoldierInfo.IsSkeletonAvailable)
        {
            Debug.Log("Skeleton available.");
        }

        return;
    }
    // Use this for initialization
    void Start()
    {
        // Find a Kinect sensor
        KinectSensorCollection kinectSensors = KinectSensor.KinectSensors;
        if(kinectSensors.Count == 0)
        {
            this.sensor = null;
            throw new UnityException("Could not find a Kinect sensor.");
        }

        // Enable the skeleton stream
        this.sensor = kinectSensors[0];
        this.sensor.SkeletonStream.Enable();
        if(!this.sensor.SkeletonStream.IsEnabled)
            throw new UnityException("Sensor could not be enabled.");

        // Create the input processor
        inputProcessor = new InputProcessor(this.sensor.CoordinateMapper, DepthImageFormat.Resolution320x240Fps30);
        this.InputInfo = inputProcessor.GameInputInfo;
        this.seatedInputProcessor = new SeatedInfoProcessor ();

        Debug.Log("Hello");
        return;
    }
    // Update is called once per frame
    void Update()
    {
        // Retrieve skeleton data
        using(SkeletonFrame frame = this.sensor.SkeletonStream.OpenNextFrame(0))
        {
            if(frame != null)
            {
                // Allocate memory if needed
                if(skeletonData == null || skeletonData.Length != frame.SkeletonArrayLength)
                {
                    skeletonData = new Skeleton[frame.SkeletonArrayLength];
                }

                frame.CopySkeletonDataTo(skeletonData);

            }
        }

        // Compute game input
        this.InputInfo = inputProcessor.ProcessData(skeletonData);

        if (skeletonData == null)
        {
            return;
        }

        // Compute seated infos
        SeatedInfo[] seatedInfos = this.seatedInputProcessor.ComputeSeatedInfos (skeletonData);

        // Get seated skeleton
        int skeletonIndex = -1;
        for (int i=0; i<skeletonData.Length; i++)
        {
            if(seatedInfos[i].Posture == Posture.Seated)
                skeletonIndex = i;
        }

        // Compute seated info
        if (skeletonIndex != -1)
        {
            this.playerInfo = seatedInfos[skeletonIndex];
            Debug.Log ("Tracking skeleton.");
        }

        return;
    }