private void ResetStatue() { if (!gameend) { current_challenge_succeed = false; challenge_countdown = 10; Dictionary <ulong, GameObject> trackingbody = roomeventmanager.KinectEventSourceManager.GetComponent <KinectGestureEventController>().GetKinectBodyArgsManagers(); foreach (GameObject body in trackingbody.Values) { KinectBodyArgsManager bodyarg = body.GetComponent <KinectBodyArgsManager>(); bodyarg.myState = GestureState.NotValiding; //iter all body and set them to notvaliding(waiting for next challenge) } } }
public IEnumerator KeepValiding() { Debug.Log($"{IenumeratorIndex} challenge start!"); roomeventmanager.GestureName.text = $"challing on {RoomEventManager.currentchallenge}"; while (challenging) //when challinging { CheckBaseCondition(); //move this mother f****r uint CountSucceed = 0; //cuclate the condition if match Dictionary <ulong, GameObject> trackingbody = roomeventmanager.KinectEventSourceManager.GetComponent <KinectGestureEventController>().GetKinectBodyArgsManagers(); foreach (GameObject body in trackingbody.Values) //iter all { //emit different event KinectBodyArgsManager bodyarg = body.GetComponent <KinectBodyArgsManager>(); bodyarg.displaystate(); switch (bodyarg.myState) { case GestureState.NotValiding: // roomeventmanager.CurrentGestureState.text = "NotValiding"; break; case GestureState.Validing: // roomeventmanager.CurrentGestureState.text = $"this guy is Validing Gesture On {RoomEventManager.currentchallenge}"; break; case GestureState.Completed: // roomeventmanager.CurrentGestureState.text = $"this guy is completed{RoomEventManager.currentchallenge}"; CountSucceed += 1; //count if (CountSucceed >= roomeventmanager.Maxpeople) //once the count match to the condition { challenging = false; current_challenge_succeed = true; roomeventmanager.GestureName.text = $"Current Challenge{RoomEventManager.currentchallenge} succeed!"; yield break; //end this loop } break; //this break is for 1 person } //emit different event } yield return(null); } yield break; }
public OnValiding(KinectBodyArgsManager _kinectbodyargsmanager) : base(_kinectbodyargsmanager) { }
public ValidGestureState(KinectBodyArgsManager _kinectbodyargsmanager) { kinectbodyargsmanager = _kinectbodyargsmanager; }
public Completed(KinectBodyArgsManager _kinectbodyargsmanager) : base(_kinectbodyargsmanager) { }