/// <summary> /// /// </summary> /// <param name="Sensor">The Kinect Sensor to use</param> /// <param name="WaitingTime">Reppresent the time, in milliseconnds, to wait before taking another screenshot</param> /// <param name="Checker"></param> public KinectInterrogator(KinectSensor Sensor, int WaitingTime) { attBodyCount = 0; attEnableTakingScreenshot = false; attBarcodeChecker = new BarCodeRecognized(); attPlayerChecker = new PlayerChecker(); attWaitingTime = WaitingTime; this.attKinectSensor = Sensor; attBodyFrameReader = attKinectSensor.BodyFrameSource.OpenReader(); attBodyFrameReader.FrameArrived += this.Reader_BodyFrameArrived; attColorFrameReader = Sensor.ColorFrameSource.OpenReader(); attColorFrameReader.FrameArrived += this.Reader_ColorFrameArrived; attKinectSensor.Open(); attLastcheck = DateTime.Now; SetBackgroundWorker(); }
/// <summary> /// /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void HandlePlayerLeaveKinectSensor(object Sender, PlayerChecker.PlayerLeaveKinectSensor.Arguments Parameters) { //throw new NotImplementedException("Implementare la logica che gestisce il momento in cui il giocatore lascia la postazione"); SaveGame(); attUnloadGame.RaiseEvent(); }
/// <summary> /// /// </summary> /// <param name="Sender"></param> /// <param name="Parameters"></param> private void HandlePlayerEnterKinectSensor(object Sender, PlayerChecker.PlayerEnterKinectSensor.Arguments Parameters) { LoadGame(Parameters.ID); if (attGame.IsFinished) return; attResumeGame.RaiseEvent(); }