void Awake() { if (mToggle == null) mToggle = GetComponent<UIToggle>(); if (mToggleObjects == null) mToggleObjects = GetComponent<UIToggledObjects>(); if (mPlaySound == null) mPlaySound = GetComponent<UIPlaySound>(); if (mBtnActivate == null) mBtnActivate = GetComponent<UIButtonActivate>(); }
static public int get_target(IntPtr l) { try { UIButtonActivate self = (UIButtonActivate)checkSelf(l); pushValue(l, true); pushValue(l, self.target); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_state(IntPtr l) { try { UIButtonActivate self = (UIButtonActivate)checkSelf(l); System.Boolean v; checkType(l, 2, out v); self.state = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_target(IntPtr l) { try { UIButtonActivate self = (UIButtonActivate)checkSelf(l); UnityEngine.GameObject v; checkType(l, 2, out v); self.target = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
// Update is called once per frame void Update() { //키넥트 초기화 #region kinect initialize if (player == -1) { return; } if (sw.pollSkeleton()) { for (int ii = 0; ii < (int)Kinect.NuiSkeletonPositionIndex.Count; ii++) { //_bonePos[ii] = sw.getBonePos(ii); if (((uint)Mask & (uint)(1 << ii)) > 0) { //_bones[ii].transform.localPosition = sw.bonePos[player,ii]; _boneposition[ii] = new Vector3( sw.bonePos[player, ii].x * scale, sw.bonePos[player, ii].y * scale, sw.bonePos[player, ii].z * scale); } } } int hipcenter = (int)Kinect.NuiSkeletonPositionIndex.HipCenter; // 엉덩이 int shoulder = (int)Kinect.NuiSkeletonPositionIndex.ShoulderCenter; // 어ㄲㅐ int head = (int)Kinect.NuiSkeletonPositionIndex.Head; //머리 int lefthand = (int)Kinect.NuiSkeletonPositionIndex.HandLeft; int righthand = (int)Kinect.NuiSkeletonPositionIndex.HandRight; int leftfoot = (int)Kinect.NuiSkeletonPositionIndex.FootLeft; int rightfoot = (int)Kinect.NuiSkeletonPositionIndex.FootRight; #endregion // 맵선택 부분 변경해야함 <왼손 점프 오른손> #region level choice if (_boneposition[righthand].y - _boneposition[shoulder].y > 0.4f && check == 2) { Debug.Log("1"); Application.LoadLevel("MAP_D-1"); } if (_boneposition[lefthand].y - _boneposition[shoulder].y > 0.4f && check == 2) { Debug.Log("3"); Application.LoadLevel("MAP_D-3"); } if (_boneposition[head].z - _boneposition[shoulder].z > 0.2f && check == 2) { Debug.Log("2"); Application.LoadLevel("MAP_D-2"); } if (_boneposition[righthand].y - _boneposition[shoulder].y > 0.4f && check == 3) { Debug.Log("1"); Application.LoadLevel("MAP_F-1"); } if (_boneposition[lefthand].y - _boneposition[shoulder].y > 0.2f && check == 3) { Debug.Log("3"); Application.LoadLevel("MAP_F-3"); } if (_boneposition[head].z - _boneposition[shoulder].z > 0.2f && check == 3) { Debug.Log("2"); Application.LoadLevel("MAP_F-2"); } #endregion level choice // if (check == 0 && (_boneposition[rightfoot].y > _boneposition[hipcenter].y - 0.3f)) // 오른발 들기 { check = 1; script = GameObject.Find("Start").GetComponent <UIButtonActivate>(); script.OnClick(); Debug.Log("start"); } // 시작하는 부분 else if ((check != 0) && (_boneposition[righthand].y - _boneposition[shoulder].y > 0.3f) && ( _boneposition[lefthand].y - _boneposition[shoulder].y > 0.3f)) { check = 0; script1 = GameObject.Find("Home_Button").GetComponent <Home_Button>(); script1.OnClick(); Debug.Log("처음 화면으로!"); } // RETRY else if (_boneposition[lefthand].x - _boneposition[shoulder].x < -0.5f && check == 1) { Debug.Log("ddddddddddddd"); check = 2; script = GameObject.Find("Dungeon").GetComponent <UIButtonActivate>(); script.OnClick(); } else if (_boneposition[righthand].x - _boneposition[shoulder].x > 0.5f && check == 1) { Debug.Log("ffffffffffffffffffffffffffffffffffffff"); check = 3; script = GameObject.Find("Forest").GetComponent <UIButtonActivate>(); script.OnClick(); }// dddddddd fffffffffff 결정부분 }