void OnNewZone(object source, NewZoneEventArgs e) { BluetoothLEHardwareInterface.Log("**** New Zone Event: " + e.NewZone + "****"); //triggers the zone events calls if (e.NewZone == EmotionZone.CALM_EMOTION_ZONE && OnUnderThreshold != null) //if the player becomes calm { OnUnderThreshold(); } else if (e.NewZone == EmotionZone.WARNING_EMOTION_ZONE && OnNearThreshold != null) //if the player goes from calm to near threshold { OnNearThreshold(MyEmotionZone == EmotionZone.CALM_EMOTION_ZONE); } else if (e.NewZone == EmotionZone.OVER_EMOTION_ZONE && OnOverThreshold != null) //if the player goes over threshold { OnOverThreshold(); } //updates the emotion zone stored in the script UpdateEmotionZoneDisplay(e.NewZone); }
void OnNewZone(object souce, NewZoneEventArgs e) { EmotionDeviceManager.Instance.Log("***** New Zone Event: " + e.NewZone + " *****"); }
void OnNewZone(object source, NewZoneEventArgs e){ BluetoothLEHardwareInterface.Log ("**** New Zone Event: " + e.NewZone + "****"); //triggers the zone events calls if (e.NewZone == EmotionZone.CALM_EMOTION_ZONE && OnUnderThreshold != null) { //if the player becomes calm OnUnderThreshold(); } else if (e.NewZone == EmotionZone.WARNING_EMOTION_ZONE && OnNearThreshold != null) { //if the player goes from calm to near threshold OnNearThreshold(MyEmotionZone == EmotionZone.CALM_EMOTION_ZONE); } else if (e.NewZone == EmotionZone.OVER_EMOTION_ZONE && OnOverThreshold != null) { //if the player goes over threshold OnOverThreshold(); } //updates the emotion zone stored in the script UpdateEmotionZoneDisplay (e.NewZone); }
void OnNewZone(object source, NewZoneEventArgs e) { manager.Log ("**** New Zone Event: " + e.NewZone + "****"); UpdateEmotionZoneDisplay (e.NewZone); }
void OnNewZone(object source, NewZoneEventArgs e) { manager.Log("**** New Zone Event: " + e.NewZone + "****"); UpdateEmotionZoneDisplay(e.NewZone); }