Esempio n. 1
0
	/////////////////////////////////////////////////////////////////
	// COLLIDER METHODS
	/////////////////////////////////////////////////////////////////
	void OnTriggerEnter(Collider other) {
		SceneObject si = other.gameObject.
		                       GetComponent<SceneObject>()
		                       as SceneObject;
		if (si != null) {
			touch = si;
			touch.Highlight();
		}

		CalibrateBox cb =  other.gameObject.
		                         GetComponent<CalibrateBox>()
		                         as CalibrateBox;

		if (cb != null) {
			calibrateBox = cb;
			calibrateBox.Highlight();
		}

		TouchMe tm = other.gameObject.
		                   GetComponent<TouchMe>()
		                   as TouchMe;

		if (tm != null) {
			if (trial != null) {
				trial.TouchMe();
			}

			if (practice != null) {
				practice.TouchMe();
			}
		}
	}
Esempio n. 2
0
	void OnTriggerExit(Collider other) {
		if (touch != null) {
			touch.Unhighlight();
			touch = null;
		}

		if (calibrateBox != null) {
			calibrateBox.Unhighlight();
			calibrateBox = null;
		}
	}
Esempio n. 3
0
	public void LoadCalibrationBox() {
		if (calibrateBox != null) {
			Destroy(calibrateBox.gameObject);
		}
		if (touchMe != null) {
			Destroy(touchMe.gameObject);
		}

		// Create sceneObject
		string cbPath = "Prefabs/CalibrateBox";
		GameObject go = Instantiate(Resources.Load(cbPath),
			            Vector3.zero,
			            Quaternion.identity) as GameObject;
		calibrateBox   = go.GetComponent<CalibrateBox>() as CalibrateBox;

		if (calibrateBox != null) {
			// Give it a random position and orientation.
 			calibrateBox.transform.position = new Vector3(0f, 12.5f, 12.5f);
			calibrateBox.transform.rotation = Quaternion.identity;
		}

		calibrateBox.PracticeNum(practiceNum);
	}