private void Init() { m_selectItems = new List <GameObject>(); m_selectItemsNames = new List <string>(); m_itemHolder = (GameObject)Resources.Load(Constants.ROW_ITEM_NAME); m_rowsManager = GameObject.Find(Constants.ROW_MANAGER_NAME).GetComponent <RowsManager>(); m_cover = GameObject.Find(Constants.SELECT_ITEMS_COVER); m_showReel = GameObject.Find(Constants.SHOW_REEL_NAME).GetComponent <ShowReelScript>(); m_kinectGestureListener = Camera.main.GetComponent <KinectGestureListener>(); m_kinectManager = Camera.main.GetComponent <KinectManager>(); AddSounds(); }
void Start() { m_frames = new List <GameObject>(); // save all game objects here, to instantiate later. for (int i = 0; i < Constants.SHOW_REEL_FRAME_NAMES.Count; i++) { m_frames.Add((GameObject)Resources.Load(Constants.SHOW_REEL_FRAME_NAMES[i])); } // save the plane game object here. m_picturePlane = (GameObject)Resources.Load(Constants.FRAME_PLANE_NAME); m_started = false; m_showReelItems = new List <GameObject>(); m_rowsManager = GameObject.Find(Constants.ROW_MANAGER_NAME).GetComponent <RowsManager>(); m_currentPicture = 0; m_kinectGestureListener = Camera.main.GetComponent <KinectGestureListener>(); }
void Awake() { instance = this; }
// Start is called before the first frame update void Start() { // get the gestures listener gestureListener = KinectGestureListener.Instance; updateMode(); }