コード例 #1
0
        // Update is called once per frame
        void Update()
        {
            if (GameObject.Find("KinectTAdapter").GetComponent <KinectTwoAdapter>().currentBody != null)
            {
                if (FullBodyObject == null)
                {
                    return;
                }

                _FullBodyObject = FullBodyObject.GetComponent <FullBody>();
                if (_FullBodyObject == null)
                {
                    return;
                }


                BodyPointPosition pos = _FullBodyObject.ReturnPointPosition((BodyParts)Enum.Parse(typeof(BodyParts), gameObject.transform.name.ToString()));
                Vector3           B   = new Vector3(pos.x, pos.y, pos.z);
                Vector3           C   = B.normalized * StartPosition.magnitude;
                Debug.Log("magnitud b " + StartPosition.magnitude + " magnitude c " + C.magnitude);

                //float factor = B.magnitude / StartPosition.magnitude;
                //B.Scale(new Vector3(factor, factor, factor));
                transform.position = C;
                //StartPosition = v;

                //Debug.Log("Elbow: x:"+pos.x + ", " + pos.y + "" + pos.z);
            }
        }
コード例 #2
0
    // setup the game
    void Start()
    {
        // set the current time to the startTime specified
        currentTime = startTime;

        // get a reference to the GameManager component for use by other scripts
        if (gms == null)
        {
            gms = this.gameObject.GetComponent <GameManagerSushi>();
        }

        // init scoreboard to 0
        mainScoreDisplay.text = "";

        if (countdownDisplayObject)
        {
            countdownDisplay = countdownDisplayObject.GetComponent <Text>();
        }


        spawner = GameObject.Find("Spawner").GetComponent <MovementDetectionLibrary.SpawnGameObjects>();

        if (FullBodyObject)
        {
            fBodyObject = FullBodyObject.GetComponent <MovementDetectionLibrary.FullBody>();
        }

        //Initialize angle values
        bestPartialLeftShoulderAngle  = 0.0f;
        bestTotalLeftShoulderAngle    = 0.0f;
        bestPartialRightShoulderAngle = 0.0f;
        bestTotalRightShoulderAngle   = 0.0f;

        //Initialize time values for final animation
        animEnded = false;
    }