// Use this for initialization void Start() { Instance = this; //initializing data collection filename = System.DateTime.UtcNow.ToString() + ".txt"; path = Path.Combine(Application.persistentDataPath, filename); Debug.Log("creating file at: " + path); if (!Directory.Exists(path)) { File.Create(path); } FileStream fs = new FileStream(path, FileMode.Open); sw = new StreamWriter(fs); // Set up a GestureRecognizer to detect Select gestures. recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null) { FocusedObject.SendMessageUpwards("OnSelect"); sw.WriteLine(FocusedObject.name + " OnSelect"); } }; recognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { // Set up a GestureRecognizer to detect Select gestures. gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent; gestureRecognizer.StartCapturingGestures(); }
/// <summary> /// Transition to a new GestureRecognizer. /// </summary> /// <param name="newRecognizer">The GestureRecognizer to transition to.</param> public void Transition(UnityEngine.XR.WSA.Input.GestureRecognizer newRecognizer) { if (newRecognizer == null) { return; } if (ActiveRecognizer != null) { if (ActiveRecognizer == newRecognizer) { return; } ActiveRecognizer.CancelGestures(); ActiveRecognizer.StopCapturingGestures(); } newRecognizer.StartCapturingGestures(); ActiveRecognizer = newRecognizer; }
void Awake() { transforms = new List <Transform>(); Transform[] tempTransforms = FaceMesh.GetComponentsInChildren <Transform>(); for (int i = 0; i < tempTransforms.Length; i++) { if (tempTransforms[i].parent == FaceMesh.transform) { transforms.Add(tempTransforms[i]); } } #if WINDOWS_UWP for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(false); } #endif gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); gestureRecognizer.TappedEvent += NextItem; gestureRecognizer.StartCapturingGestures(); #if WINDOWS_UWP HideFace(); #else ShowFace(); #endif transforms[currentItem].gameObject.SetActive(true); }
/// <summary> /// Transition to a new GestureRecognizer. /// </summary> /// <param name="newRecognizer">The GestureRecognizer to transition to.</param> public void Transition(UnityEngine.XR.WSA.Input.GestureRecognizer newRecognizer) { // GRAB EVENT works nowhere in here!!!!! ---------------------------------------------------- // ReleasedEvent.Invoke(); // Cant use it here, just keeps blinking // print("TRANSITION"); if (newRecognizer == null) { // ReleasedEvent.Invoke(); // no effect here return; } if (ActiveRecognizer != null) { if (ActiveRecognizer == newRecognizer) { // ReleasedEvent.Invoke(); // blinks here too return; } ActiveRecognizer.CancelGestures(); ActiveRecognizer.StopCapturingGestures(); // ReleasedEvent.Invoke(); does nothing here } // ReleasedEvent.Invoke(); // does nothing newRecognizer.StartCapturingGestures(); ActiveRecognizer = newRecognizer; } // END TRANSITION
// Use this for initialization void Start() { _behaviour = this.GetComponent <CreatureManager>(); _gameState = GameState.Scanning; StartPositionMarker.SetActive(false); EndPositionMarker.SetActive(false); _gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); _gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); _gestureRecognizer.TappedEvent += _gestureRecognizer_TappedEvent; SpatialMappingManager.Instance.StartObserver(); if (Testing) { StartPositionMarker.SetActive(true); EndPositionMarker.SetActive(true); StartPositionMarker.transform.position = new Vector3(0, 0, 1); EndPositionMarker.transform.position = new Vector3(0, 0, 0); _scanTime = 0.0f; _gameState = GameState.StartPlaying; } }
// public Source sc; void Awake() { HoverRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); HoverRecognizer.TappedEvent += (source, tapCount, ray) => { if (InteractibleManager.Instance.FocusedGameObject != null) { InteractibleManager.Instance.FocusedGameObject.SendMessageUpwards("OnTapped"); } }; HoverRecognizer.StartCapturingGestures(); // Instantiate the ManipulationRecognizer. ManipulationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); // Add the ManipulationTranslate GestureSetting to the ManipulationRecognizer's RecognizableGestures. ManipulationRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.ManipulationTranslate); // Register for the Manipulation events on the ManipulationRecognizer. ManipulationRecognizer.ManipulationStartedEvent += ManipulationRecognizer_ManipulationStartedEvent; ManipulationRecognizer.ManipulationUpdatedEvent += ManipulationRecognizer_ManipulationUpdatedEvent; ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent; ManipulationRecognizer.ManipulationCanceledEvent += ManipulationRecognizer_ManipulationCanceledEvent; ResetGestureRecognizers(); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. gesture_recognizer_ = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gesture_recognizer_.TappedEvent += (source, tapCount, ray) => { if (!_processing) { _processing = true; status.GetComponent <TextMesh>().text = "Photo taken !"; status.SetActive(true); UnityEngine.XR.WSA.WebCam.PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); } else { status.GetComponent <TextMesh>().text = "Please wait..."; status.SetActive(true); } }; gesture_recognizer_.StartCapturingGestures(); status.GetComponent <TextMesh>().text = "Photo taken !"; _processing = true; UnityEngine.XR.WSA.WebCam.PhotoCapture.CreateAsync(false, OnPhotoCaptureCreated); // Décommenter la partie suivante pour une execution en temps réel. // InvokeRepeating("OnPhotoCaptureCreated", 5, 2); }
// Use this for initialization void Awake() { Instance = this; this.textMesh = this.textMeshObject.GetComponent <TextMesh>(); audiosource = GetComponent <AudioSource>(); // Set up a GestureRecognizer to detect Select gestures. TapRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); ManipulationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); TapRecognizer.TappedEvent += (source, tapCount, ray) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null) { FocusedObject.SendMessageUpwards("OnSelect"); Debug.Log("On select called: " + FocusedObject.name); } else { Debug.Log("Focused object is null"); } }; ManipulationRecognizer.SetRecognizableGestures( UnityEngine.XR.WSA.Input.GestureSettings.ManipulationTranslate); ManipulationRecognizer.ManipulationStartedEvent += ManipulationRecognizer_ManipulationStartedEvent; ManipulationRecognizer.ManipulationUpdatedEvent += ManipulationRecognizer_ManipulationUpdatedEvent; ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent; ManipulationRecognizer.ManipulationCanceledEvent += ManipulationRecognizer_ManipulationCanceledEvent; TapRecognizer.StartCapturingGestures(); ManipulationRecognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); recognizer.TappedEvent += Recognizer_TappedEvent; recognizer.StartCapturingGestures(); }
void Awake() { ins = this; transforms = new List <Transform>(); Transform[] tempTransforms = FaceMesh.GetComponentsInChildren <Transform>(); for (int i = 0; i < tempTransforms.Length; i++) { if (tempTransforms[i].parent == FaceMesh.transform) { transforms.Add(tempTransforms[i]); peopleItems.Add(tempTransforms[i].name, tempTransforms[i].gameObject); } } #if WINDOWS_UWP for (int i = 0; i < transforms.Count; i++) { transforms[i].gameObject.SetActive(false); } gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); gestureRecognizer.TappedEvent += ((a, b, c) => StartCoroutine("ProcessPicture")); gestureRecognizer.StartCapturingGestures(); #endif #if WINDOWS_UWP HideFace(); #else ShowFace(); #endif }
void Awake() { // Create and set the gesture recognizer _gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); _gestureRecognizer.TappedEvent += (source, tapCount, headRay) => { Debug.Log("Tapped"); StartCoroutine(StopVideoMode()); }; _gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); _gestureRecognizer.StartCapturingGestures(); }
void Awake() { Instance = this; photoInput = GetComponent <PhotoInput>(); gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent; gestureRecognizer.StartCapturingGestures(); qrDecoder = gameObject.AddComponent <QrDecoder>(); }
/// <summary> /// Unity Monobehavior function. Initialize the click detection, and callback registration. /// [internal use] /// </summary> void Awake() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { eventClickerClick.Invoke(); }; recognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. _recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); _recognizer.TappedEvent += Recognizer_TappedEvent; _recognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.TappedEvent += OnTappedEvent; //recognizer.HoldStartedEvent += OnHoldStartedEvent; recognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); recognizer.TappedEvent += Recognizer_TappedEvent; recognizer.StartCapturingGestures(); throwNewBall(); //hand.transform.Rotate(0, -Time.deltaTime * speedofhand,0); //hand.transform.Rotate(0.0f, 40.0f, 0.0f); }
// Use this for initialization void Awake() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { // Debug.Log(TAG + ": clicker event triggered"); // status.text = count.ToString(); count += 1; GetComponent <GetTransform>().count = count; eventClickerClick.Invoke(); }; recognizer.StartCapturingGestures(); }
void Start() { // Create a new GestureRecognizer. Sign up for tapped events. gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent; // Start looking for gestures. gestureRecognizer.StartCapturingGestures(); brainParts = GameObject.Find("BrainParts"); dataRecorder = (DataRecorder)FindObjectOfType(typeof(DataRecorder)); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null) { FocusedObject.SendMessageUpwards("OnSelect"); } }; recognizer.StartCapturingGestures(); }
// Use this for initialization void Start() { if (instance == null) { instance = this; } camera = GetComponent <Camera>(); recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); recognizer.TappedEvent += OnAirTap; recognizer.StartCapturingGestures(); FaceLazers = GetComponentsInChildren <LineRenderer>(); FaceLazers[0].enabled = false; FaceLazers[1].enabled = false; lazersOn = false; }
protected override void Awake() { base.Awake(); UnityEngine.XR.WSA.Input.InteractionManager.InteractionSourceDetected += InteractionManager_SourceDetected; UnityEngine.XR.WSA.Input.InteractionManager.InteractionSourceLost += InteractionManager_SourceLost; UnityEngine.XR.WSA.Input.InteractionManager.InteractionSourceUpdated += InteractionManager_SourceUpdated; recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Hold); recognizer.HoldStartedEvent += SwitchAllowTrack; recognizer.StartCapturingGestures(); if (handednessOffsetObj != null) { rightHandLocalPos = handednessOffsetObj.transform.localPosition; } }
private void DismissFitbox() { // Destroy the GestureRecognizer ... recognizer.CancelGestures(); recognizer.StopCapturingGestures(); recognizer.Dispose(); recognizer = null; // ... show the hologram collection ... if (HologramCollection) { HologramCollection.SetActive(true); Menu.SetActive(true); if (MoveCollectionOnDismiss) { // Update the Hologram Collection's position so it shows up // where the Fitbox left off. Start with the camera's localRotation... camQuat = Camera.main.transform.localRotation; // ... ignore pitch by disabling rotation around the x axis camQuat.x = 0; camQuat.z = 0; // Rotate the vector and factor y back into the position newPosition = camQuat * collectionStartingOffsetFromCamera; newPosition.y = collectionStartingOffsetFromCamera.y; // Position was "Local Position" so add that to where the camera is now cameraPosition = Camera.main.transform.position; HologramCollection.transform.position = cameraPosition + newPosition; // Rotate the Hologram Collection to face the user. toQuat = Camera.main.transform.localRotation * HologramCollection.transform.rotation; toQuat.x = 0; toQuat.z = 0; HologramCollection.transform.rotation = toQuat; } } // ... and Destroy the Fitbox //Destroy(gameObject); gameObject.SetActive(false); GameObject.Find("Manager").GetComponent <Load>().FileNumber = 0; }
void Start() { camera = Camera.main; // Hook up air tap gestures = new UnityEngine.XR.WSA.Input.GestureRecognizer(); gestures.TappedEvent += OnTap; gestures.StartCapturingGestures(); // Hook up voice keywords.Add("repeat", () => { if (stepController) { stepController.SkipBackward(); } }); keywords.Add("next", () => { if (stepController) { stepController.SkipForward(); } }); keywords.Add("start over", () => { if (stepController) { stepController.Restart(); } }); keywords.Add("reposition", () => { if (stepController) { stepController.Reposition(); } }); keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray()); keywordRecognizer.OnPhraseRecognized += OnKeyword; keywordRecognizer.Start(); }
// Use this for initialization void Start() { Instance = this; // Set up a GestureRecognizer to detect Select gestures. recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null) { if (FocusedObject.gameObject.tag == "FridgeLowerDoor") { FocusedObject.gameObject.SetActive(false); popUp.gameObject.SetActive(true); } } }; recognizer.StartCapturingGestures(); }
private void Start() { tapRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); tapRecognizer.TappedEvent += (source, tapCount, ray) => { if (FocusedObject != null) { //JustToDebug.text = FocusedObject.name + " is clicked"; //Debug.Log(FocusedObject); if (FocusedObject.tag != "TransformMenu") { SetSelectedGameObject(FocusedObject); } } }; if (AutoSelect) { tapRecognizer.StartCapturingGestures(); } }
private void Start() { _gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); _gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); _gestureRecognizer.TappedEvent += Recognizer_TappedEvent; _gestureRecognizer.StartCapturingGestures(); _keywordDictionary = new Dictionary <string, KeywordAction>(); _keywordDictionary.Add("Stand idle", StandIdleCommand); _keywordDictionary.Add("Show me a backflip", BackflipCommand); _keywordDictionary.Add("How do I block", BlockingCommand); _keywordDictionary.Add("How about kick", KickCommand); _keywordDictionary.Add("I want to learn Capoeira", CapoeiraCommand); _keywordDictionary.Add("I want to learn dancing", SambaDanceCommand); _keywordDictionary.Add("Thank you very much", BowCommand); _keywordRecognizer = new KeywordRecognizer(_keywordDictionary.Keys.ToArray()); _keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized; _keywordRecognizer.Start(); }
void Awake() { /* TODO: DEVELOPER CODING EXERCISE 2.b */ // 2.b: Instantiate the NavigationRecognizer. NavigationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); // 2.b: Add Tap and NavigationX GestureSettings to the NavigationRecognizer's RecognizableGestures. NavigationRecognizer.SetRecognizableGestures( UnityEngine.XR.WSA.Input.GestureSettings.Tap | UnityEngine.XR.WSA.Input.GestureSettings.NavigationX); // 2.b: Register for the TappedEvent with the NavigationRecognizer_TappedEvent function. NavigationRecognizer.TappedEvent += NavigationRecognizer_TappedEvent; // 2.b: Register for the NavigationStartedEvent with the NavigationRecognizer_NavigationStartedEvent function. NavigationRecognizer.NavigationStartedEvent += NavigationRecognizer_NavigationStartedEvent; // 2.b: Register for the NavigationUpdatedEvent with the NavigationRecognizer_NavigationUpdatedEvent function. NavigationRecognizer.NavigationUpdatedEvent += NavigationRecognizer_NavigationUpdatedEvent; // 2.b: Register for the NavigationCompletedEvent with the NavigationRecognizer_NavigationCompletedEvent function. NavigationRecognizer.NavigationCompletedEvent += NavigationRecognizer_NavigationCompletedEvent; // 2.b: Register for the NavigationCanceledEvent with the NavigationRecognizer_NavigationCanceledEvent function. NavigationRecognizer.NavigationCanceledEvent += NavigationRecognizer_NavigationCanceledEvent; // Instantiate the ManipulationRecognizer. ManipulationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); // Add the ManipulationTranslate GestureSetting to the ManipulationRecognizer's RecognizableGestures. ManipulationRecognizer.SetRecognizableGestures( UnityEngine.XR.WSA.Input.GestureSettings.ManipulationTranslate); // Register for the Manipulation events on the ManipulationRecognizer. ManipulationRecognizer.ManipulationStartedEvent += ManipulationRecognizer_ManipulationStartedEvent; ManipulationRecognizer.ManipulationUpdatedEvent += ManipulationRecognizer_ManipulationUpdatedEvent; ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent; ManipulationRecognizer.ManipulationCanceledEvent += ManipulationRecognizer_ManipulationCanceledEvent; ResetGestureRecognizers(); }
/// <summary> /// Initialization of recognizers /// </summary> void Awake() { Instance = this; //___________Action________________ recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); //StartCapturingAirTap(); recognizer.TappedEvent += TappedEvent; //Manipulation recognizer.ManipulationStartedEvent += ManipulationStartedEvent; recognizer.ManipulationUpdatedEvent += ManipulationUpdatedEvent; recognizer.ManipulationCompletedEvent += ManipulationEndedEvent; recognizer.ManipulationCanceledEvent += ManipulationEndedEvent; //Navigation recognizer.NavigationStartedEvent += NavigationStartedEvent; recognizer.NavigationUpdatedEvent += NavigationUpdatedEvent; recognizer.NavigationCompletedEvent += NavigationEndedEvent; recognizer.NavigationCanceledEvent += NavigationEndedEvent; recognizer.StartCapturingGestures(); }
private void Awake() { #if UNITY_EDITOR // If we are running inside Unity's Editor, disable the Fitbox script // as there is no easy way to dismiss it to see our actual holograms. enabled = false; #else // !UNITY_EDITOR // These are the holograms to show when the Fitbox is dismissed if (HologramCollection) { collectionStartingOffsetFromCamera = HologramCollection.transform.localPosition; HologramCollection.SetActive(false); } // Set up our GestureRecognizer to listen for the SelectEvent recognizer = new GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { DismissFitbox(); }; recognizer.StartCapturingGestures(); #endif }