// Use this for initialization void Start() { soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>(); fadeEffect = GameObject.Find("FadeEffect").GetComponent <FadeEffect>(); soundManager.playBackgroundSound(2, 0); fadeEffect.applyFade(soundManager.backgroundAudio, FadeEffect.FadeState.FADE_IN); ReadData.QuaternionToHandRotionEvent += ReadData_QuaternionToHandRotionEvent; readData = GameObject.Find("ReadData").GetComponent <ReadData>(); fingers = new Fingers(); ReadData.PositionEvent += ReadData_PositionEvent; }
void Update() { fTime += Time.deltaTime * 25; slider.value = fTime / 100; textIndicator.text = ((int)fTime).ToString() + "%"; if (((int)fTime) == 70) { fadeEffect.applyFade(soundManager.backgroundAudio, FadeEffect.FadeState.FADE_OUT); } if (fTime >= 100) { soundManager.stopBackgroundSound(); async_operation.allowSceneActivation = true; } }
void Start() { feffect = GameObject.Find("FadeEffect").GetComponent <FadeEffect>(); soundManager = GameObject.Find("SoundManager").GetComponent <SoundManager>(); soundManager.playBackgroundSound(1, 0); feffect.applyFade(soundManager.backgroundAudio, FadeEffect.FadeState.FADE_IN); // 각각의 손가락당 2개의 flex 센서의 max, min 평균 값 maxFlexAvg = new int[5, 2]; minFlexAvg = new int[5, 2]; rightAngleAvg = new int[5]; calistate = CaliState.CALI_READY; timer = new Timer(); timer.Interval = 1000; timer.Elapsed += Timer_Elapsed; timer.Start(); }