private void Update() { /* * lancement de la finalisation du scan de la scéne que si la cible est détectée ou * si le click est detecté (dans le cas où le click est autorisé) */ if (targetDetection.isTargetDetected || clickDetected) { if (DoesScanMeetMinBarForCompletion && (SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Scanning) && !SpatialUnderstanding.Instance.ScanStatsReportStillWorking) { SpatialUnderstanding.Instance.RequestFinishScan(); } } /* * triggered permet de lancer une seule fois la création de la scene */ if (!_triggered && SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Done) { drawSpatialMapping = false; _triggered = Placer.CreateScene(); } else { // hide mesh var customMesh = SpatialUnderstanding.Instance.GetComponent <SpatialUnderstandingCustomMesh>(); customMesh.DrawProcessedMesh = false; } SpatialMappingManager.Instance.DrawVisualMeshes = drawSpatialMapping; }
public void CalibrationFinished() { uiController.PrintText(""); if (uiController.greekEnabled) { audioSource.Stop(); audioSource.clip = uiController.allCalibFinishedClip; audioSource.Play(); } else { TextToSpeech.Instance.StopSpeaking(); TextToSpeech.Instance.StartSpeaking("Calibration Finished. Let's play."); } uiController.MoveToPlayScreen(); placer.CreateScene(); // Enable manipulation with hands handsTrackingController.EnableHandManipulation(); // Enable data collection //handsTrackingController.EnableDataCollection(); trainingMode = true; //Enable Events EventManager.StartListening("manipulation_started", ManipulationStarted); EventManager.StartListening("manipulation_finished", SuccessfulTry); //EventManager.StartListening("box_collision", SuccessfulTry); EventManager.StartListening("floor_collision", FailedTry); EventManager.StartListening("world_created", PrepareNextManipulation); audioSource.clip = uiController.GateClip; }
// Update检测是否ScanState处于Done,若处于则设置_triggered为true private void Update() { Update_DebugDisplay(); if (!_triggered && SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Done) { _triggered = true; Placer.CreateScene(); } }
private void prepareScene() { // Find floor position for targets placer.HideGridEnableOcclulsion(); placer.CreateScene(targets); //Enable Clicker listeners EventManager.StartListening("click", clickReceived); //EventManager.StartListening("double_click", double_clickReceived); EventManager.StartListening("floor_collision", targetCollided); textToSpeech.StartSpeaking("Click once more to start training"); trainingStarted = true; // appearNextTarget(); // }
// Update is called once per frame private void Update() { // Updates Update_DebugDisplay(); if (!_triggered && SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Done) { _triggered = true; Placer.CreateScene(); if (GameManager.Instance.GameIsReady == false) { GameManager.Instance.GameIsReady = true; } } }
// Update is called once per frame private void Update() { // check if enough of the room is scanned if (!m_isInitialized && DoesScanMeetMinBarForCompletion) { // let service know we're done scanning SpatialUnderstanding.Instance.RequestFinishScan(); m_isInitialized = true; } // place the quitars once the scanning is complete if (!_triggered && SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Done) { _triggered = true; Placer.CreateScene(); } }
// Update is called once per frame private void Update() { Vector3 headPos = Camera.main.transform.position; Vector3 gazeDir = Camera.main.transform.forward; DebugDisplay.transform.position = headPos + gazeDir * 3; DebugDisplay.transform.rotation = new Quaternion(0.0f, Camera.main.transform.rotation.y, 0.0f, Camera.main.transform.rotation.w); DebugSubDisplay.transform.position = headPos + gazeDir * 3; DebugSubDisplay.transform.rotation = new Quaternion(0.0f, Camera.main.transform.rotation.y, 0.0f, Camera.main.transform.rotation.w); // Updates Update_DebugDisplay(); if (!_triggered && SpatialUnderstanding.Instance.ScanState == SpatialUnderstanding.ScanStates.Done) { _triggered = true; Placer.CreateScene(); } }