/// <summary> /// This function issues the InitiateConnection command to the holoboard controller and sets up the UI to recieve state updates /// </summary> public void Connect() { mHoloboardController.InitiateConnection(); Button1.SetActive(false); Button2.SetActive(false); Button.SetActive(false); LoadingCircle.SetActive(true); InstructionsText.text = "Connecting.."; }
// Use this for initialization void Start() { mHoloboardController = HoloboardController.Instance; TroubleShootScreen.SetActive(false); LoadingCircle.SetActive(false); PairRequest.SetActive(false); LEDImage.enabled = false; Button1.SetActive(false); ControllerCallbacks.OnControllerStateChanged += ControllerCallbacks_OnControllerStateChanged; }
// Start is called before the first frame update void Start() { //Changer = GameObject.Find("MainCamera"); //Camerachanger = Changer.GetComponent<CameraChanger>(); Image1.SetActive(false); Button1.SetActive(false); Image3.SetActive(false); Button3.SetActive(false); //Text1.SetActive(false); }
public void Onclick2() { Image1.SetActive(false); Button1.SetActive(false); //Text1.SetActive(false); }
public void OnClick() { Image1.SetActive(true); Button1.SetActive(true); //Text1.SetActive(true); }
/// <summary> /// Callback for controller state changes /// </summary> /// <param name="obj">New Controller state</param> void ControllerCallbacks_OnControllerStateChanged(CONTROLLER_STATE obj) { switch (obj) { case CONTROLLER_STATE.DEVICE_NOT_FOUND: TroubleShootScreen.SetActive(false); PairRequest.SetActive(false); LoadingCircle.SetActive(true); InstructionsText.text = "Connecting.. \n\nPlease Ensure The Blue Light Is Blinking On The Connector \n\nPlease Press The Controller Button Once Again"; StartCoroutine(BlinkLED()); Button2.SetActive(true); Button.SetActive(false); break; case CONTROLLER_STATE.FOUND_CONTROLLER: TroubleShootScreen.SetActive(false); PairRequest.SetActive(false); LoadingCircle.SetActive(true); Blinking = false; Button2.SetActive(false); Button1.SetActive(false); Button.SetActive(false); InstructionsText.text = "Connecting.. \n\nController Found!"; break; case CONTROLLER_STATE.RECONNECTING: TroubleShootScreen.SetActive(false); PairRequest.SetActive(false); LoadingCircle.SetActive(true); StartCoroutine(BlinkLED()); Button2.SetActive(true); Button.SetActive(false); InstructionsText.text = "Connecting.. \n\nPlease Ensure The Blue Light Is Blinking On The Connector \n\nPlease Press The Controller Button Once Again"; break; case CONTROLLER_STATE.TROUBLESHOOT: TroubleShootScreen.SetActive(true); PairRequest.SetActive(false); LoadingCircle.SetActive(false); InstructionsText.text = ""; StartCoroutine(TroubleShootBlink()); Blinking = false; Button2.SetActive(true); Button1.SetActive(true); Button.SetActive(false); break; case CONTROLLER_STATE.BLE_INACTIVE: Blinking = false; if (Application.platform == RuntimePlatform.IPhonePlayer) { InstructionsText.text = "Please ensure Bluetooth is enabled in the Control Center \n\nPlease Press The Controller Button Once Again"; } else if (Application.platform == RuntimePlatform.Android) { InstructionsText.text = "Please ensure Bluetooth is enabled \n\nPress Connect Once Again"; } else { InstructionsText.text = "Please ensure Bluetooth is enabled \n\nPress Connect Once Again"; } if (Application.platform != RuntimePlatform.IPhonePlayer) { Button.SetActive(true); ButtonText.text = "Connect"; } PairRequest.SetActive(false); Button2.SetActive(true); Button1.SetActive(false); LoadingCircle.SetActive(false); break; case CONTROLLER_STATE.PAIR_REQUEST: TroubleShootScreen.SetActive(false); PairRequest.SetActive(true); LoadingCircle.SetActive(true); StartCoroutine(BlinkLED()); Button2.SetActive(true); Button.SetActive(false); InstructionsText.text = ""; break; case CONTROLLER_STATE.SUBSCRIBED: Controller.sprite = Controller_HL; Blinking = false; TSBlinking = false; TroubleShootScreen.SetActive(false); PairRequest.SetActive(false); LoadingCircle.SetActive(false); Button2.SetActive(false); Button1.SetActive(false); InstructionsText.text = "Controller Connected! \n\nPress Ready To Begin"; ButtonText.text = "Ready"; Button.SetActive(true); break; } }
// Update is called once per frame void Update() { if (OVRInput.GetDown(OVRInput.RawButton.RIndexTrigger)) { // Wall position if (BuildStage == 0 && Building == true) { Wall.SetActive(true); WallYrot = ReturnReferencePosition().transform.eulerAngles.y; WallPosition = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _wallBuilder.UpdateWallPosition(WallPosition, WallYrot); // Save values PlayerPrefs.SetFloat("WallPositionX", WallPosition.x); PlayerPrefs.SetFloat("WallPositionY", WallPosition.y); PlayerPrefs.SetFloat("WallPositionZ", WallPosition.z); PlayerPrefs.SetFloat("WallRotationY", WallYrot); // Change instructions Ins1.SetActive(false); Ins2.SetActive(true); } // Desk position if (BuildStage == 1 && Building == true) { Desk.SetActive(true); DeskYrot = ReturnReferencePosition().transform.eulerAngles.y; DeskPosition = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateDeskPosition(DeskPosition, DeskYrot); // Save values PlayerPrefs.SetFloat("DeskPositionX", DeskPosition.x); PlayerPrefs.SetFloat("DeskPositionY", DeskPosition.y); PlayerPrefs.SetFloat("DeskPositionZ", DeskPosition.z); PlayerPrefs.SetFloat("DeskRotationY", DeskYrot); // Change instructions Ins2.SetActive(false); Ins3.SetActive(true); } // Desk height if (BuildStage == 2 && Building == true) { DeskHeight = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateDeskHeight(DeskHeight); // Save values PlayerPrefs.SetFloat("DeskHeightX", DeskHeight.x); PlayerPrefs.SetFloat("DeskHeightY", DeskHeight.y); PlayerPrefs.SetFloat("DeskHeightZ", DeskHeight.z); // Change instructions Ins3.SetActive(false); Ins4.SetActive(true); } // Desk right if (BuildStage == 3 && Building == true) { DeskRight = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateDeskRight(DeskRight); // Save values PlayerPrefs.SetFloat("DeskRightX", DeskRight.x); PlayerPrefs.SetFloat("DeskRightY", DeskRight.y); PlayerPrefs.SetFloat("DeskRightZ", DeskRight.z); // Change instructions Ins4.SetActive(false); Ins5.SetActive(true); } // Desk left if (BuildStage == 4 && Building == true) { DeskLeft = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateDeskLeft(DeskLeft); // Save values PlayerPrefs.SetFloat("DeskLeftX", DeskLeft.x); PlayerPrefs.SetFloat("DeskLeftY", DeskLeft.y); PlayerPrefs.SetFloat("DeskLeftZ", DeskLeft.z); ContentHolder.transform.position = AttachReference.transform.position; // Change instructions Ins5.SetActive(false); Ins6.SetActive(true); } // Desk back if (BuildStage == 5 && Building == true) { DeskBack = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateDeskBack(DeskBack); // Save values PlayerPrefs.SetFloat("DeskBackX", DeskBack.x); PlayerPrefs.SetFloat("DeskBackY", DeskBack.y); PlayerPrefs.SetFloat("DeskBackZ", DeskBack.z); // Change instructions Ins6.SetActive(false); Ins7.SetActive(true); } // Button 1 if (BuildStage == 6 && Building == true) { Button1.SetActive(true); Button1Pos = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateButton1(Button1Pos); // Save values PlayerPrefs.SetFloat("Button1X", Button1Pos.x); PlayerPrefs.SetFloat("Button1Y", Button1Pos.y); PlayerPrefs.SetFloat("Button1Z", Button1Pos.z); // Change instructions Ins7.SetActive(false); Ins8.SetActive(true); } // Button 2 if (BuildStage == 7 && Building == true) { Button2.SetActive(true); Button2Pos = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateButton2(Button2Pos); // Save values PlayerPrefs.SetFloat("Button2X", Button2Pos.x); PlayerPrefs.SetFloat("Button2Y", Button2Pos.y); PlayerPrefs.SetFloat("Button2Z", Button2Pos.z); // Change instructions Ins8.SetActive(false); Ins9.SetActive(true); } // Button 3 if (BuildStage == 8 && Building == true) { Button3.SetActive(true); Button3Pos = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateButton3(Button3Pos); // Save values PlayerPrefs.SetFloat("Button3X", Button3Pos.x); PlayerPrefs.SetFloat("Button3Y", Button3Pos.y); PlayerPrefs.SetFloat("Button3Z", Button3Pos.z); // Change instructions Ins9.SetActive(false); Ins10.SetActive(true); } // Button 4 if (BuildStage == 9 && Building == true) { Button4.SetActive(true); Button4Pos = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _deskBuilder.UpdateButton4(Button4Pos); // Save values PlayerPrefs.SetFloat("Button4X", Button4Pos.x); PlayerPrefs.SetFloat("Button4Y", Button4Pos.y); PlayerPrefs.SetFloat("Button4Z", Button4Pos.z); // Change instructions Ins10.SetActive(false); Ins11.SetActive(true); } // Chair position if (BuildStage == 10 && Building == true) { Chair.SetActive(true); ChairYrot = ReturnReferencePosition().transform.eulerAngles.y; ChairPosition = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _chairBuilder.UpdateChairPosition(ChairPosition, ChairYrot); // Save values PlayerPrefs.SetFloat("ChairPositionX", ChairPosition.x); PlayerPrefs.SetFloat("ChairPositionY", ChairPosition.y); PlayerPrefs.SetFloat("ChairPositionZ", ChairPosition.z); PlayerPrefs.SetFloat("ChairRotationY", ChairYrot); // Change instructions Ins11.SetActive(false); Ins12.SetActive(true); } // Chair height if (BuildStage == 11 && Building == true) { ChairHeight = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _chairBuilder.UpdateChairHeight(ChairHeight); // Save values PlayerPrefs.SetFloat("ChairHeightX", ChairHeight.x); PlayerPrefs.SetFloat("ChairHeightY", ChairHeight.y); PlayerPrefs.SetFloat("ChairHeightZ", ChairHeight.z); // Change instructions Ins12.SetActive(false); Ins13.SetActive(true); } // Chair right if (BuildStage == 12 && Building == true) { ChairRight = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _chairBuilder.UpdateChairRight(ChairRight); // Save values PlayerPrefs.SetFloat("ChairRightX", ChairRight.x); PlayerPrefs.SetFloat("ChairRightY", ChairRight.y); PlayerPrefs.SetFloat("ChairRightZ", ChairRight.z); // Change instructions Ins13.SetActive(false); Ins14.SetActive(true); } // Chair left if (BuildStage == 13 && Building == true) { ChairLeft = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _chairBuilder.UpdateChairLeft(ChairLeft); // Save values PlayerPrefs.SetFloat("ChairLeftX", ChairLeft.x); PlayerPrefs.SetFloat("ChairLeftY", ChairLeft.y); PlayerPrefs.SetFloat("ChairLeftZ", ChairLeft.z); // Change instructions Ins14.SetActive(false); Ins15.SetActive(true); } // Chair back if (BuildStage == 14 && Building == true) { ChairBack = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _chairBuilder.UpdateChairBack(ChairBack); // Save values PlayerPrefs.SetFloat("ChairBackX", ChairBack.x); PlayerPrefs.SetFloat("ChairBackY", ChairBack.y); PlayerPrefs.SetFloat("ChairBackZ", ChairBack.z); // Change instructions Ins15.SetActive(false); Ins16.SetActive(true); } // Chair back height if (BuildStage == 15 && Building == true) { ChairBackHeight = new Vector3(ReturnReferencePosition().transform.position.x, ReturnReferencePosition().transform.position.y, ReturnReferencePosition().transform.position.z); _chairBuilder.UpdateChairBackHeight(ChairBackHeight); // Save values PlayerPrefs.SetFloat("ChairBackHeightX", ChairBackHeight.x); PlayerPrefs.SetFloat("ChairBackHeightY", ChairBackHeight.y); PlayerPrefs.SetFloat("ChairBackHeightZ", ChairBackHeight.z); // Change instructions Ins16.SetActive(false); InstructionCanvas.SetActive(false); // Save object positions CombineScene(); PlayerPrefs.SetInt("IsSavedData", 1); LaserPointer.SetActive(true); } if (BuildStage > 15 && Building == true) { ResetGlobalPosition(); LaserPointer.SetActive(true); } if (Building == true) { BuildStage++; } } }