// Update is called once per frame void Update() { //StateManager sm = TrackerManager.Instance.GetStateManager(); //IEnumerable<TrackableBehaviour> tbs = sm.GetActiveTrackableBehaviours(); RasPiB.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(true); RasPiQ.gameObject.SetActive(true); // Badge1.gameObject.SetActive(true); } }); ArduinoB.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(true); ArduinoQ.gameObject.SetActive(true); // Badge2.gameObject.SetActive(true); } }); PowerSupplyB.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(true); PowerSupplyQ.gameObject.SetActive(true); // Badge3.gameObject.SetActive(true); } }); ProcessorB.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(true); ProcessorQ.gameObject.SetActive(true); // Badge4.gameObject.SetActive(true); } }); ICB.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(true); ICQ.gameObject.SetActive(true); // Badge4.gameObject.SetActive(true); } }); BlackFade.GetComponent <Button> ().onClick.AddListener(delegate { if (click) { BlackFade.gameObject.SetActive(false); ArduinoQ.gameObject.SetActive(false); RasPiQ.gameObject.SetActive(false); ProcessorQ.gameObject.SetActive(false); PowerSupplyQ.gameObject.SetActive(false); ICQ.gameObject.SetActive(false); } }); /*foreach (TrackableBehaviour tb in tbs) * { * string name = tb.TrackableName; * ImageTarget it = tb.Trackable as ImageTarget; * Vector2 size = it.GetSize(); * * Debug.Log("Active image target:" + name + " -size: " + size.x + ", " + size.y); * * }*/ }
public ProcessorA(ProcessorB nextProcessor) { this.nextProcessor = nextProcessor; }