// Update is called once per frame void Update() { GameObject gestureObject = GameObject.FindWithTag( "Gesture" ); if (gestureObject != null) { bool rChange = false; bool lChange = false; GestureRecognizer gRec = gestureObject.GetComponent<GestureRecognizer>(); if (rightArm != gRec.rightArm) { rightArm = gRec.rightArm; rChange = true; } if (leftArm != gRec.leftArm) { leftArm = gRec.leftArm; lChange = true; } if (leftArm == GestureRecognizer.ARM_STATE.AS_POS_Y && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Y ) { currentGesture = Gesture.SELECT; this.Select(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_POS_Z && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Z && currentGesture ==Gesture.SELECT) { //currentGesture = Gesture.THROW; this.Throw(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && rightArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && currentGesture ==Gesture.SELECT) { Selector s = selector.GetComponent<Selector>(); s.Disable(); s.Hide(); if (swordRightflag == false && shieldflag == false) { swordLeftflag = true; swordRightflag = true; //swordRightObject.transform.position = tempVectSwordRight + transform.position; } currentGesture = Gesture.NONE; } if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_X && rightArm == GestureRecognizer.ARM_STATE.AS_POS_X && currentGesture != Gesture.SELECT) { swordLeftflag = false; swordRightflag = false; shieldflag = true; } else if (currentGesture != Gesture.SELECT && currentGesture != Gesture.THROW) { swordLeftflag = true; swordRightflag = true; shieldflag = false; } if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Y && currentGesture != Gesture.SELECT && currentGesture != Gesture.THROW) { audio.PlayOneShot(GhostVoice,0.1f); foreach(GameObject fruit in radar.fruits) { if (fruit != null) { GameObject DestroyObject = Instantiate(Destroyed, fruit.transform.position, fruit.transform.rotation) as GameObject; Destroy(DestroyObject, 5); Destroy(fruit); } } } swordLeftObject.active = swordLeftflag; swordRightObject.active = swordRightflag; if (shieldflag) { shieldObject.renderer.enabled = true; shieldCollider.collider.enabled =true; } else { shieldObject.renderer.enabled = false; shieldCollider.collider.enabled =false; } } }
// Update is called once per frame void Update() { if (hitsLeft <= 0) { hitsLeft = 0; Debug.Log("Player Died"); } //GestureRecognizer.ARM_STATE rightArm = GameObject gestureObject = GameObject.FindWithTag("Gesture"); if (gestureObject != null) { bool rChange = false; bool lChange = false; GestureRecognizer gRec = gestureObject.GetComponent <GestureRecognizer>(); if (rightArm != gRec.rightArm) { rightArm = gRec.rightArm; //Debug.Log(Time.deltaTime + "right " + rightArm); rChange = true; } if (leftArm != gRec.leftArm) { leftArm = gRec.leftArm; //Debug.Log(Time.deltaTime + "left " + leftArm); lChange = true; } if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_X && rightArm == GestureRecognizer.ARM_STATE.AS_POS_X && (currentGesture == Gesture.NONE || currentGesture == Gesture.HEAL || currentGesture == Gesture.SELECT)) { currentGesture = Gesture.HEAL; this.Heal(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_POS_Z && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Z && (currentGesture == Gesture.NONE || currentGesture == Gesture.LIGHTNING || currentGesture == Gesture.SELECT)) { currentGesture = Gesture.LIGHTNING; this.Lightning(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_X && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Z && (currentGesture == Gesture.NONE || currentGesture == Gesture.SELECT)) { currentGesture = Gesture.SELECT; this.Select(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Z && (currentGesture == Gesture.SELECT)) { currentGesture = Gesture.HOLDING; this.Grab(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_X && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Z && (currentGesture == Gesture.HOLDING)) { currentGesture = Gesture.HEAL; this.Throw(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_POS_Z && (currentGesture == Gesture.NONE || currentGesture == Gesture.PUSH || currentGesture == Gesture.SELECT)) { currentGesture = Gesture.PUSH; this.Push(); } else if (currentGesture != Gesture.SELECT && currentGesture != Gesture.HOLDING) { //Debug.Log("None" + Time.deltaTime); currentGesture = Gesture.NONE; } else { Selector s = selector.GetComponent <Selector>(); s.Disable(); s.Hide(); laf.DisablePush(); laf.DisableLightning(); } Debug.Log(this.currentGesture + " " + Time.deltaTime); } }
// Update is called once per frame void Update() { GameObject gestureObject = GameObject.FindWithTag("Gesture"); if (gestureObject != null) { bool rChange = false; bool lChange = false; GestureRecognizer gRec = gestureObject.GetComponent <GestureRecognizer>(); if (rightArm != gRec.rightArm) { rightArm = gRec.rightArm; rChange = true; } if (leftArm != gRec.leftArm) { leftArm = gRec.leftArm; lChange = true; } if (leftArm == GestureRecognizer.ARM_STATE.AS_POS_Y && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Y) { currentGesture = Gesture.SELECT; this.Select(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_POS_Z && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Z && currentGesture == Gesture.SELECT) { //currentGesture = Gesture.THROW; this.Throw(); } else if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && rightArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && currentGesture == Gesture.SELECT) { Selector s = selector.GetComponent <Selector>(); s.Disable(); s.Hide(); if (swordRightflag == false && shieldflag == false) { swordLeftflag = true; swordRightflag = true; //swordRightObject.transform.position = tempVectSwordRight + transform.position; } currentGesture = Gesture.NONE; } if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_X && rightArm == GestureRecognizer.ARM_STATE.AS_POS_X && currentGesture != Gesture.SELECT) { swordLeftflag = false; swordRightflag = false; shieldflag = true; } else if (currentGesture != Gesture.SELECT && currentGesture != Gesture.THROW) { swordLeftflag = true; swordRightflag = true; shieldflag = false; } if (leftArm == GestureRecognizer.ARM_STATE.AS_NEG_Y && rightArm == GestureRecognizer.ARM_STATE.AS_POS_Y && currentGesture != Gesture.SELECT && currentGesture != Gesture.THROW) { audio.PlayOneShot(GhostVoice, 0.1f); foreach (GameObject fruit in radar.fruits) { if (fruit != null) { GameObject DestroyObject = Instantiate(Destroyed, fruit.transform.position, fruit.transform.rotation) as GameObject; Destroy(DestroyObject, 5); Destroy(fruit); } } } swordLeftObject.active = swordLeftflag; swordRightObject.active = swordRightflag; if (shieldflag) { shieldObject.renderer.enabled = true; shieldCollider.collider.enabled = true; } else { shieldObject.renderer.enabled = false; shieldCollider.collider.enabled = false; } } }