void Awake() { // on awake initialize clicker, spatial mapping material and other things clickerManager = GetComponent <ClickerManager>(); ClickSwitch = false; logPosRot = mainCamera.GetComponent <LogPosRot>(); mappingMaterial = spatialMapping.GetComponent <SpatialMappingManager>(); objectSurfaceObserver = spatialMapping.GetComponent <ObjectSurfaceObserver>(); var meshmanager = GetComponent <MeshManager>(); // App always starts off mappingMaterial.DrawVisualMeshes = false; }
/// <summary> /// Initializes the voice placement functionality - get a reference to the Spatial /// Mapping Manager and set up the keyword recognizer /// </summary> void Start() { // Get Spatial Mapping Manager so we can access it's shared material later Player = GameObject.Find("SpatialMapping"); mappingMaterial = Player.GetComponent <SpatialMappingManager>(); // set current VoiceCommand to "Listening" Camera = GameObject.Find("Main Camera"); eventManager = Camera.GetComponent <LogPosRot>(); MainMenu = GameObject.Find("MainMenu"); eventManager.tempEvent = "Listening"; print(eventManager.tempEvent); Experiment = GameObject.Find("Experiment"); // Setup a keyword recognizer to enable resetting the target location. List <string> keywords = new List <string>(); // Keywords to select between different shaders keywords.Add("Set Shader Normal"); keywords.Add("Set Shader Depth"); keywords.Add("Set Shader Wireframe"); keywords.Add("Adjust HoloLens"); // Keywords to turn the shaders on and off keywords.Add("Shader Off"); keywords.Add("Shader On"); // Keywords to adjust the depth map shader equation keywords.Add("Depth Map Standard"); keywords.Add("Depth Map Inverted"); keywords.Add("Depth Map Scaled"); keywords.Add("Depth Map Non Linear"); keywords.Add("Depth Map Color 4"); keywords.Add("Depth Map Color 5"); keywords.Add("Depth Map Color 6"); keywords.Add("Depth Map Red to Blue continuous"); // color map from Red to Blue in 6 steps keywords.Add("Depth Map Red to Blue six"); // color map from Red to Blue in 6 steps keywords.Add("Depth Map Red to Blue five"); // color map from Red to Blue in 5 steps keywords.Add("Depth Map Yellow to Blue six"); // Yellow to Blue keywords.Add("Depth Map Yellow to Blue five"); keywords.Add("Depth Map Yellow to Red six"); // Yellow to Red keywords.Add("Depth Map Yellow to Red five"); keywords.Add("Depth Map Flicker"); keywords.Add("Depth Map Dynamic"); keywords.Add("Depth Map Discrete"); keywords.Add("Depth Map Pulse"); keywords.Add("Test Pulse"); // Keywords to adjust the depth map shader color keywords.Add("Set Color White"); keywords.Add("Set Color Red"); keywords.Add("Set Color Green"); keywords.Add("Set Color Blue"); keywords.Add("Set Color Yellow"); keywords.Add("Set Color Orange"); keywords.Add("Set Color Purple"); keywords.Add("Set Color Grey"); // Keywords for experiment cycle keywords.Add("Begin Training"); keywords.Add("Begin Trial"); keywords.Add("Found Chair"); keywords.Add("End Trial"); // Initialize keyword recognizer keywordRecognizer = new KeywordRecognizer(keywords.ToArray()); keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized; keywordRecognizer.Start(); // App always starts off mappingMaterial.DrawVisualMeshes = false; }
void Start() { /// begin experiment loop // set trial stage trialStage = "initializing"; trialStage = "wait_for_input"; // remove this later // Play start instructions instrSwitch = 1; PlayInstructions(); // set current VoiceCommand to "Listening" Camera = GameObject.Find("Main Camera"); eventManager = Camera.GetComponent <LogPosRot>(); eventManager.tempEvent = "Start"; print(eventManager.tempEvent); StartCoroutine(wait1()); if (trialStage == "go_to_practiceRoom") { StartCoroutine(wait2()); print("wait2 over; going to wait_for_input"); } else if (trialStage == "wait_for_input") { print("waiting for user input"); } else if (trialStage == "begin_practice") { StartCoroutine(wait3()); print("wait3 over; going to practice"); } else if (trialStage == "practice") { StartCoroutine(waitPractice()); } else if (trialStage == "practice_over") { StopCoroutine(waitPractice()); print("Practice is over. The time is " + DateTime.Now.ToString("HH:mm:ss")); trialStage = "prepare_task_chair"; } else if (trialStage == "prepare_task_chair") { // give instructions to go to next room and say "Begin trial" whenever ready // sit idle and wait for user input: "Begin trial } else if (trialStage == "begin_task_chair") { /// pick shader and layout according to selection /// then go to task trialStage = "task_chair"; } else if (trialStage == "task_chair") { // sit idle and wait for user input: "Found chair" } else if (trialStage == "end_task_chair") { /// give instructions to get up and explore for two minutes /// wait for voice command for exploring } else if (trialStage == "task_exploring") { // sit idle and wait two minutes } else if (trialStage == "end_task_chair") { /// give instructions to find experimenter /// close app } }