Esempio n. 1
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    /// <summary>
    /// OnMarkerVisbleFirst happens only the first time a MarkerTarget appears.
    /// </summary>
    /// <param name="mt"></param>
    public void OnMarkerVisibleFirst(MarkerTarget mt)
    {
        Debug.Log("OnMarkerVisibleFirst");
        //Debug.Log("OnMarkerVisible");

        material.color = Color.green;
    }
Esempio n. 2
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 /// <summary>
 /// OnMarkerVisibleHold happens only on frames after the first frame the MarkerTarget is detected.
 /// </summary>
 public void OnMarkerVisibleHold(MarkerTarget mt)
 {
     if (!spunUp)
     {
         countText.text = "" + (Time.time - mt.marker.visibleStartTime);
     }
     else
     {
         countText.text = "";
     }
 }
Esempio n. 3
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 /// <summary>
 /// OnMarkerVisible happens every frame that the marker is visible. MarkerTarget.marker.status can be used to trigger behaviour instead of using the other handler methods such as OnMarkerVisibleStart, OnMarkerVisibleFirst, etc.
 /// </summary>
 /// <param name="mt">The MarkerTarget.marker gives you the state info you need to decide what happens each frame.</param>
 public void OnMarkerVisible(MarkerTarget mt)
 {
     material.color = Color.grey;
     timeVisible    = Time.time - mt.marker.visibleStartTime;
     if (!spinningUp && !spunUp && timeVisible > 2f)
     {
         material.color = Color.white;
         SpinUp();
     }
     else
     {
         timeSpinning = Time.time - spinUpTimer;
         if (spinningUp && timeSpinning > 2f)
         {
             SpunUp();
         }
     }
 }
Esempio n. 4
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 /// <summary>
 /// OnMarkerNotVisible happens every frame that a MarkerTarget is not visible.
 /// </summary>
 public void OnMarkerNotVisible(MarkerTarget mt)
 {
     //Debug.Log("OnMarkerNotDetected");
     GetComponent <Renderer>().material.color = Color.yellow;
     if (Time.time - mt.marker.notVisibleStartTime > 2f)
     {
         material.color = Color.red;
         SpinDown();
     }
     if (spunUp)
     {
         countText.text = "" + (Time.time - mt.marker.notVisibleStartTime);
     }
     else
     {
         countText.text = "";
     }
 }
Esempio n. 5
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 public void RemovePoint(MarkerTarget t)
 {
     controlPointsList.Remove(t);
 }
Esempio n. 6
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 public void AddPoint(MarkerTarget t)
 {
     controlPointsList.Add(t);
 }
Esempio n. 7
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 /// <summary>
 /// OnMarkerNotVisibleStart happens on the first frame that MarkerTarget objects become not visible.
 /// </summary>
 public void OnMarkerNotVisibleStart(MarkerTarget mt)
 {
     Debug.Log("OnMarkerNotVisibleStart");
     material.color = Color.magenta;
 }
Esempio n. 8
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 /// <summary>
 /// OnMarkerVisibleStart happens the first frame a MarkerTarget is detected.
 /// </summary>
 public void OnMarkerVisibleStart(MarkerTarget mt)
 {
     Debug.Log("OnMarkerVisibleStart");
     material.color = Color.cyan;
 }
Esempio n. 9
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 /// <summary>
 /// OnMarkerNotVisible happens every frame that a MarkerTarget is not visible.
 /// </summary>
 public void OnMarkerNotVisible(MarkerTarget mt)
 {
     //Debug.Log("OnMarkerNotDetected");
     GetComponent<Renderer>().material.color = Color.yellow;
     if (Time.time - mt.marker.notVisibleStartTime > 2f)
     {
         material.color = Color.red;
         SpinDown();
     }
     if (spunUp)
     {
         countText.text = "" + (Time.time - mt.marker.notVisibleStartTime);
     }
     else
     {
         countText.text = "";
     }
 }
Esempio n. 10
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 /// <summary>
 /// OnMarkerVisible happens every frame that the marker is visible. MarkerTarget.marker.status can be used to trigger behaviour instead of using the other handler methods such as OnMarkerVisibleStart, OnMarkerVisibleFirst, etc.
 /// </summary>
 /// <param name="mt">The MarkerTarget.marker gives you the state info you need to decide what happens each frame.</param>
 public void OnMarkerVisible(MarkerTarget mt)
 {
     material.color = Color.grey;
     timeVisible = Time.time - mt.marker.visibleStartTime;
     if (!spinningUp && !spunUp && timeVisible > 2f)
     {
         material.color = Color.white;
         SpinUp();
     }
     else
     {
         timeSpinning = Time.time - spinUpTimer;
         if (spinningUp && timeSpinning > 2f)
         {
             SpunUp();
         }
     }
     
 }
Esempio n. 11
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 /// <summary>
 /// OnMarkerNotVisibleStart happens on the first frame that MarkerTarget objects become not visible.
 /// </summary>
 public void OnMarkerNotVisibleStart(MarkerTarget mt)
 {
     Debug.Log("OnMarkerNotVisibleStart");
     material.color = Color.magenta;
 }
Esempio n. 12
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 /// <summary>
 /// OnMarkerVisbleFirst happens only the first time a MarkerTarget appears.
 /// </summary>
 /// <param name="mt"></param>
 public void OnMarkerVisibleFirst(MarkerTarget mt)
 {
     Debug.Log("OnMarkerVisibleFirst");
     //Debug.Log("OnMarkerVisible");
     
     material.color = Color.green;
     
 }
Esempio n. 13
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 /// <summary>
 /// OnMarkerVisibleStart happens the first frame a MarkerTarget is detected.
 /// </summary>
 public void OnMarkerVisibleStart(MarkerTarget mt)
 {
     Debug.Log("OnMarkerVisibleStart");
     material.color = Color.cyan;
 }
Esempio n. 14
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 /// <summary>
 /// OnMarkerVisibleHold happens only on frames after the first frame the MarkerTarget is detected.
 /// </summary>
 public void OnMarkerVisibleHold(MarkerTarget mt)
 {
     if (!spunUp)
     {
         countText.text = "" + (Time.time - mt.marker.visibleStartTime);
     }
     else
     {
         countText.text = "";
     }
 }
    void Start()
    {
        markerdetectorGO = MarkerDetector.Instance.gameObject;
        //hide markerindicator
        marketTargetindicator = markerdetectorGO.GetComponent<MarkerTargetIndicator>();
        target = markerdetectorGO.GetComponent<MarkerTarget> ();
        //marketTargetindicator.enabled = false;

        bar = GameObject.CreatePrimitive (PrimitiveType.Cube);
        bar.transform.localScale = new Vector3 ((float)0, (float)0, (float)0);

        txtValue = new GameObject("TextField");
        txtValue.transform.localScale = new Vector3 ((float)0, (float)0, (float)0);

        bars = new GameObject[100];
        txtValues = new GameObject[100];
        for (var i=0; i<100; i++) {
            bars[i] = Instantiate(bar, new Vector3(0,0,0), Quaternion.identity) as GameObject;
            bars[i].name = "Bar_"+i.ToString();
            bars[i].AddComponent<Canvas>();
            //Canvas temp = bars[i].GetComponent<Canvas>();
            bars[i].GetComponent<RectTransform>().sizeDelta = new Vector2((float)1.5, (float)1.5);
            bars[i].transform.localScale = new Vector3((float)0.01, (float)0.06, (float)0.01);

            bars[i].GetComponent<Renderer>().enabled = false; // Makes the bars invisible.

            txtValues[i] = Instantiate(txtValue, new Vector3(0,0,0), Quaternion.identity) as GameObject;
            txtValues[i].name = "BarValue_"+i.ToString();
            txtValues[i].AddComponent<TextMesh>();
            //txtValues[i].AddComponent<MeshRenderer>();
            txtValues[i].GetComponent<TextMesh>().text = "1"; // Set some default text
            Font ArialFont = (Font)Resources.GetBuiltinResource (typeof(Font), "Arial.ttf"); // Get the font to apply to the textmesh
            txtValues[i].GetComponent<TextMesh>().font = ArialFont;
            txtValues[i].GetComponent<TextMesh>().fontSize = 10;
            txtValues[i].GetComponent<TextMesh>().renderer.sharedMaterial = ArialFont.material; // Important to set the font as a material
        }

        socketobject = GameObject.Find("SocketIO");
        socket = socketobject.GetComponent<SocketIOComponent> ();

        socket.On("open", OnSocketOpen);
        socket.On ("error", SocketError);

        socket.On ("UNITY_PING", dataTransmission);

        socket.On ("UNITYCLIENT_DATASET_WINDOW_UPDATE", datasetUpdate);
    }