protected virtual void Awake() { // Call the base class's function to initialize all variables base.Awake(); // Find all UI elements in the scene PB_MenuTitle = GameObject.Find("PB_MenuTitle").GetComponent<Text>(); PB_TimeLeftText = GameObject.Find("PB_TimeLeftText").GetComponent<Text>(); PB_PassPhoneButton = GameObject.Find("PB_PassPhoneButton").GetComponent<Button>(); PB_HintField = GameObject.Find("PB_HintField").GetComponent<InputField>(); PB_HintField2 = GameObject.Find("PB_HintField2").GetComponent<InputField>(); PB_HintField3 = GameObject.Find("PB_HintField3").GetComponent<InputField>(); PB_InsertHints = GameObject.Find("PB_InsertHints").GetComponent<Button>(); PB_HideHints = GameObject.Find("PB_HideHints").GetComponent<Button>(); PB_PlantBomb = GameObject.Find("PB_PlantBomb").GetComponent<Button>(); PB_Waiting = GameObject.Find ("PB_Waiting").GetComponent<Text>(); PB_ArmTimeLeftText = GameObject.Find("PB_ArmTimeLeftText").GetComponent<Text>(); PB_ReplantBomb = GameObject.Find("PB_ReplantBomb").GetComponent<Button>(); PB_TutorialPlant = GameObject.Find("PB_TutorialPlant").GetComponent<Button>(); PB_TutorialReplant = GameObject.Find("PB_TutorialReplant").GetComponent<Button>(); PB_TutorialHints = GameObject.Find("PB_TutorialHints").GetComponent<Button>(); PB_GiveUp = GameObject.Find ("PB_GiveUp").GetComponent<Button>(); userDefinedTargetHandler = GameObject.Find("UserDefinedTargetBuilder").GetComponent<UserDefinedTargetEventHandler>(); }
/// <summary> /// This method turns extended tracking on or off for all currently available targets. /// Extended tracking allows to track targets when they are not in view. /// Returns true of extended tracking is supported; false otherwise /// </summary> private bool ExtendedTracking(bool tf) { // the StateManager gives access to all available TrackableBehavours StateManager stateManager = TrackerManager.Instance.GetStateManager(); // We iterate over all TrackableBehaviours to start or stop extended tracking for the targets they represent. foreach (var behaviour in stateManager.GetTrackableBehaviours()) { var imageBehaviour = behaviour as ImageTargetBehaviour; if (imageBehaviour != null) { imageBehaviour.ImageTarget.StopExtendedTracking(); } } //As of now, UserDefinedTargets can handle Enable/Disable ExtendedTracking on only one TrackableBehaviour. //So, we find the latest TrackableBehaviour from the set of user-defined targets and start/stop extended tracking on it. List <TrackableBehaviour> list = stateManager.GetTrackableBehaviours().ToList(); if (list.Count > 0) { UserDefinedTargetEventHandler component = FindObjectOfType <UserDefinedTargetEventHandler>() as UserDefinedTargetEventHandler; ImageTargetBehaviour bhvr = list[component.IndexForMostRecentlyAddedTrackable] as ImageTargetBehaviour; Debug.Log("OTT For ImageTargetBehaviour " + bhvr.gameObject.name + " enabled"); if (bhvr != null) { if (tf) { if (bhvr.ImageTarget.StartExtendedTracking()) { return(true); } else { Debug.LogWarning("Extended Tracking is not supported on this device"); return(false); } } else { if (bhvr.ImageTarget.StopExtendedTracking()) { return(true); } else { Debug.LogWarning("Extended Tracking is not supported on this device"); return(false); } } } } else { return(tf); } return(tf); }
// Draws a custom UI for the user defined target event handler inspector public override void OnInspectorGUI() { UserDefinedTargetEventHandler udtehb = (UserDefinedTargetEventHandler)target; EditorGUILayout.HelpBox("Here you can set the ImageTargetBehaviour from the scene that will be used to augment user created targets.", MessageType.Info); bool allowSceneObjects = !EditorUtility.IsPersistent(target); udtehb.ImageTargetTemplate = (ImageTargetBehaviour)EditorGUILayout.ObjectField("Image Target Template", udtehb.ImageTargetTemplate, typeof(ImageTargetBehaviour), allowSceneObjects); }
public void Start() { // register for the OnInitialized event at the QCARBehaviour QCARBehaviour qcarBehaviour = (QCARBehaviour)FindObjectOfType(typeof(QCARBehaviour)); if (qcarBehaviour) { qcarBehaviour.RegisterTrackerEventHandler(this); } // look up the UserDefinedTargetEventHandler mUserDefinedTargetEventHandler = (UserDefinedTargetEventHandler)FindObjectOfType(typeof(UserDefinedTargetEventHandler)); // load and set gui style mUISkin = Resources.Load("UserInterface/ButtonSkins") as GUISkin; // remember all custom styles in gui skin to avoid constant lookups mButtonGUIStyles = new Dictionary <string, GUIStyle>(); foreach (GUIStyle customStyle in mUISkin.customStyles) { mButtonGUIStyles.Add(customStyle.name, customStyle); } }
// Use this for linking the states with their variables void Awake() { exceptHandler = GameObject.Find("GameManager").AddComponent<MyExceptionHandler>(); exceptHandler.setGameManager(this); // Set exceptions to be raised whenever an Assert statement fails Assert.raiseExceptions = true; udtHandler = GameObject.Find("UserDefinedTargetBuilder") .GetComponent<UserDefinedTargetEventHandler>(); Assert.IsNotNull(udtHandler, "Cannot find udtHandler"); // Set the timers for each state plantTimer = new Timer(10); armBombTimer = new Timer(4); defuseTimer = new Timer(10); passTimer = new Timer(10); // Set Screen Size stateList = new List<State>(); screenSize = new Vector2(Screen.width, Screen.height); // Find the cameras in the game scene arCamera = GameObject.Find(arCameraName); vuforiaCamera = GameObject.Find(vuforiaCameraName).GetComponent<Camera>(); Assert.IsNotNull(arCamera, "Cannot find" + arCameraName); Assert.IsNotNull(vuforiaCamera, "Cannot find" + vuforiaCameraName); // Get references to all states mainMenuState = GetComponentInChildren<MainMenuState>(); sharedModeMenuState = GetComponentInChildren<SharedModeMenuState>(); multiplayerMenuState = GetComponentInChildren<MultiplayerMenuState>(); multiplayerLobbyState = GetComponentInChildren<MultiplayerLobbyState>(); plantBombState = GetComponentInChildren<PlantBombState>(); passingState = GetComponentInChildren<PassingState>(); defuseState = GetComponentInChildren<DefuseState>(); gameOverState = GetComponentInChildren<GameOverState>(); errorState = GetComponentInChildren<ErrorState>(); // Add all of the states to the stateList to keep track of them stateList.Add(mainMenuState); stateList.Add(sharedModeMenuState); stateList.Add(multiplayerMenuState); stateList.Add(multiplayerLobbyState); stateList.Add(plantBombState); stateList.Add(passingState); stateList.Add(defuseState); stateList.Add(gameOverState); stateList.Add(errorState); // Check if any of the states are null foreach (State s in stateList) { Assert.IsNotNull(s, "One of the states is NOT FOUND"); } }
public override void InitManager() { base.InitManager (); mTargetHandler = GameObject.FindObjectOfType(typeof(UserDefinedTargetEventHandler)) as UserDefinedTargetEventHandler; mTargetHandler.Init(); }
// *** Ends method Update. // -------------------------------------------------------------- public void InitManager() { mTargetHandler = GameObject.FindObjectOfType(typeof(UserDefinedTargetEventHandler)) as UserDefinedTargetEventHandler; mTargetHandler.Init(); }