// 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; } }
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() { 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); }
// 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() { recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer(); recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap); recognizer.TappedEvent += Recognizer_TappedEvent; recognizer.StartCapturingGestures(); }
// 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(); }
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(); }
// 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); }
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() { 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 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(); }