// Use this for initialization void Awake() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { Debug.Log("tap"); status.GetComponent <TextMesh>().text = "taking photo..."; status.SetActive(true); PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); }; recognizer.StartCapturingGestures(); PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); if (File.Exists("config.cfg")) { var cfg = Configuration.LoadFromFile("config.cfg"); var apiSettings = cfg["API"]; FaceAPIKey = apiSettings["FaceAPIKey"].StringValue; EmotionAPIKey = apiSettings["EmotionAPIKey"].StringValue; OpenFaceUrl = apiSettings["OpenFaceUrl"].StringValue; Debug.Log("loaded settings from config.cfg"); } }
// Use this for initialization void Awake() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { Debug.Log("tap"); if (!_busy) { _busy = true; status.GetComponent <TextMesh>().text = "taking photo..."; status.SetActive(true); PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); } else { status.GetComponent <TextMesh>().text = "busy..."; status.SetActive(true); } }; recognizer.StartCapturingGestures(); status.GetComponent <TextMesh>().text = "taking photo..."; _busy = true; PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); }
void Awake() { Instance = this; // Set up gesture recognizer for firing cannon _fireCannonGestureHandler = new GestureRecognizer(); _fireCannonGestureHandler.SetRecognizableGestures(GestureSettings.Tap | GestureSettings.Hold); _fireCannonGestureHandler.TappedEvent += SingleFire; _fireCannonGestureHandler.HoldStartedEvent += FiringStarted; _fireCannonGestureHandler.HoldCompletedEvent += FiringCompleted; _fireCannonGestureHandler.HoldCanceledEvent += FiringCancelled; // Set up gesture recognizer for moving objects around _moveObjectGestureHandler = new GestureRecognizer(); _moveObjectGestureHandler.SetRecognizableGestures(GestureSettings.ManipulationTranslate); _moveObjectGestureHandler.ManipulationStartedEvent += MoveObjectStarted; _moveObjectGestureHandler.ManipulationUpdatedEvent += MoveObjectUpdated; _moveObjectGestureHandler.ManipulationCompletedEvent += MoveObjectCompleted; _moveObjectGestureHandler.ManipulationCanceledEvent += MoveObjectCanceled; // Set up gesture handler for rotating objects _rotateObjectGestureHandler = new GestureRecognizer(); _rotateObjectGestureHandler.SetRecognizableGestures(GestureSettings.NavigationX | GestureSettings.NavigationY); _rotateObjectGestureHandler.NavigationStartedEvent += RotateObjectStarted; _rotateObjectGestureHandler.NavigationUpdatedEvent += RotateObjectUpdated; _rotateObjectGestureHandler.NavigationCompletedEvent += RotateObjectCompleted; _rotateObjectGestureHandler.NavigationCanceledEvent += RotateObjectCanceled; }
// Use this for initialization void Start() { // Grab the material that's on the same object as this script. material = this.GetComponent <Renderer>().material; //Grab the gesture manager. gestureMan = GameObject.FindGameObjectWithTag("GameController").GetComponent <GazeGestureManager>(); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.TappedEvent += OnTappedEvent; //recognizer.HoldStartedEvent += OnHoldStartedEvent; recognizer.StartCapturingGestures(); }
void Awake() { Instance = this; recognizer = new GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { if (focusedObject != null) { focusedObject.Select(); } }; recognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.Tapped += (args) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null) { FocusedObject.SendMessage("OnSelect", SendMessageOptions.DontRequireReceiver); } }; recognizer.StartCapturingGestures(); }
void Awake() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.Tapped += (args) => { Debug.Log("Air Tapped"); //Capturing a photo to camera folder PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); //Performing facial recognition on that photo ProcessPhotoAsync(); }; recognizer.StartCapturingGestures(); }
void PerformManipulationUpdate(Vector3 position) { //Grab the GazeGestureManager script to reference properites gestureMan = transform.parent.gameObject.GetComponent <GazeGestureManager>(); if (gestureMan.IsManipulating) { Vector3 moveVector = Vector3.zero; //Calculate the moveVector as position - manipulationPreviousPosition. moveVector = position - manipulationPreviousPosition; //Update the manipulationPreviousPosition with the current position. manipulationPreviousPosition = position; //Increment this transform's position by the moveVector. transform.position += moveVector * 3; } }
// Use this for initialization void Start() { ggm = gazeGestureManagerObject.GetComponent <GazeGestureManager>(); }