/// <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; }
/// <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 = ""; } }
/// <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(); } } }
/// <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 = ""; } }
public void RemovePoint(MarkerTarget t) { controlPointsList.Remove(t); }
public void AddPoint(MarkerTarget t) { controlPointsList.Add(t); }
/// <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; }
/// <summary> /// OnMarkerVisibleStart happens the first frame a MarkerTarget is detected. /// </summary> public void OnMarkerVisibleStart(MarkerTarget mt) { Debug.Log("OnMarkerVisibleStart"); material.color = Color.cyan; }
/// <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 = ""; } }
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); }