/// <summary>
        /// Initializes variables and register callbacks
        /// </summary>
        void Start()
        {
            /// _prefix = _statusLabel.text;
            /// _statusLabel.text = _prefix + "Target Lost";
            _eventString     = "";
            _trackerBehavior = GetComponent <MLImageTrackerBehavior>();
            _trackerBehavior.OnTargetFound += OnTargetFound;
            _trackerBehavior.OnTargetLost  += OnTargetLost;

            RefreshViewMode();
        }
Esempio n. 2
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    // Using Awake so that Privileges is set before PrivilegeRequester Start
    void Awake()
    {
        // If not listed here, the PrivilegeRequester assumes the request for
        // the privileges needed, CameraCapture in this case, are in the editor.
        _privilegeRequester = GetComponent <PrivilegeRequester>();

        // Before enabling the MLImageTrackerBehavior GameObjects, the scene must wait until the privilege has been granted.
        _privilegeRequester.OnPrivilegesDone += HandlePrivilegesDone;

        _imageTracker = GetComponent <MLImageTrackerBehavior>();
    }
        /// <summary>
        /// Initializes variables and register callbacks
        /// </summary>
        void Start()
        {
            _prefix           = _statusLabel.text;
            _statusLabel.text = _prefix + "Target Lost";
            _eventString      = "";
            _trackerBehavior  = GetComponent <MLImageTrackerBehavior>();
            _trackerBehavior.OnTargetFound += OnTargetFound;
            _trackerBehavior.OnTargetLost  += OnTargetLost;

            Debug.Log("Tracker behavior: " + _trackerBehavior);
            RefreshViewMode();
        }
Esempio n. 4
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        public void Setup(MLReferenceImage reference)
        {
            _reference = reference;

            MLImageTrackerBehavior tracker = gameObject.AddComponent <MLImageTrackerBehavior>();

            tracker.image      = reference.TargetTexture;
            tracker.autoUpdate = true;
            tracker.longerDimensionInSceneUnits = reference.LongerDimensionInSceneUnits;
            tracker.OnTargetFound   += HandleTrackerOnTargetFound;
            tracker.OnTargetUpdated += HandleTrackerOnTargetUpdated;
            tracker.OnTargetLost    += HandleTrackerOnTargetLost;
        }
Esempio n. 5
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        // Use this for initialization
        void Start()
        {
            locationManager = FindObjectOfType <LocationManager>();

#if UNITY_LUMIN
            _trackerBehavior = gameObject.GetComponent <MLImageTrackerBehavior>();

            //subscribe anchor methods to Magic Leap
            //_trackerBehavior.OnTargetFound += TargetFoundHandler;
            //_trackerBehavior.OnTargetLost += OnLoseTarget;
            _trackerBehavior.OnTargetUpdated += UpdateTargetHandler;
#endif

            _placedMenu.SetActive(false);
            _availableMenu.SetActive(false);
            if (Application.isEditor)
            {
                GetComponentInChildren <SpriteRenderer>().gameObject.SetActive(false);
            }
        }
 /// <summary>
 /// Initializes variables and register callbacks
 /// </summary>
 void Start()
 {
     _trackerBehavior = GetComponent <MLImageTrackerBehavior>();
     _trackerBehavior.OnTargetFound += OnTargetFound;
     _trackerBehavior.OnTargetLost  += OnTargetLost;
 }