// Use this for initialization void Start() { upperAnim = GameObject.Find("EVRUpperLimbMap") .GetComponent <EVRUpperLimbMap>(); lowerAnim = GameObject.Find("EVRLowerLimbMap") .GetComponent <EVRLowerLimbMap>(); if (dataRecorder != null) { recorder = dataRecorder.GetComponent <DataRecording>(); } }
//interface method public void setMode(int mode) { Debug.Log(mode); switch (mode) { case 0: //set state animState = AnimState.UNANIMATED; break; case 1: animator = GameObject.Find("EVRUpperLimbMap") .GetComponent <EVRUpperLimbMap>(); animState = AnimState.ANIMATING_UPPER; requestMode = "requestup"; Debug.Log("Set mode upper"); break; case 2: //instantiate animator = GameObject.Find("EVRLowerLimbMap") .GetComponent <EVRLowerLimbMap>(); animState = AnimState.ANIMATING_LOWER; requestMode = "requestlow"; Debug.Log("Set mode lower"); break; case 3: animState = AnimState.ANIMATING_FULL; animator = GameObject.Find("EVRFullAnimator").GetComponent <EVRFullAnimator>(); requestMode = "request"; break; default: animState = AnimState.UNANIMATED; Debug.Log("Error, unable to set mode"); break; } StartCoroutine(anglesUpdater()); }