// Use this for initialization void Start() { prevBtn.gameObject.SetActive(true); nextBtn.gameObject.SetActive(true); calibrateWristBtn.gameObject.SetActive(false); layerObjects = new GameObject[(int)ShowingLayer.All][]; layerObjects[(int)ShowingLayer.FeedbackLayer] = this.feedbackObjects; layerObjects[(int)ShowingLayer.RigidbodyLayer] = this.rigidBodyObjects; layerObjects[(int)ShowingLayer.PhysicsLayer] = this.physicsObjects; layerObjects[(int)ShowingLayer.GrabLayer] = this.grabLayerObjects; SetAllObjects(false); GoToStep(0); //allow both hands to at least call Awake, then turn them off for now. SG_Util.SetChildren(leftHand.transform, true); SG_Util.SetChildren(leftHand.transform, false); SG_Util.SetChildren(rightHand.transform, true); SG_Util.SetChildren(rightHand.transform, false); SG_Util.AppendButtonText(prevBtn, "\r\n(" + prevKey.ToString() + ")"); SG_Util.AppendButtonText(nextBtn, "\r\n(" + nextKey.ToString() + ")"); SG_Util.AppendButtonText(calibrateWristBtn, "\r\n(" + wristKey.ToString() + ")"); }
public void ShowLayer(ShowingLayer layer) { if (this.showing != layer) { this.showing = layer; if (activeHand != null) { SG_Util.SetChildren(activeHand.transform, false); //all layers are off SetAllObjects(false); if (layer >= ShowingLayer.None) { activeHand.handModel.gameObject.SetActive(true); } if (layer >= ShowingLayer.AnimationLayer) { activeHand.handAnimation.gameObject.SetActive(true); } activeHand.handModel.DebugEnabled = layer <ShowingLayer.FeedbackLayer && layer> ShowingLayer.None; bool updateWrist = layer >= ShowingLayer.AnimationLayer; if (updateWrist && !activeHand.handAnimation.updateWrist) { activeHand.handAnimation.updateWrist = true; activeHand.handAnimation.CalibrateWrist(); activeHand.handAnimation.UpdateWrist(activeHand.hardware.GloveData); } if (!updateWrist) { activeHand.handAnimation.CalibrateWrist(); activeHand.handAnimation.UpdateWrist(activeHand.hardware.GloveData); } activeHand.handAnimation.updateWrist = updateWrist; if (layer == ShowingLayer.FeedbackLayer || layer == ShowingLayer.All) { activeHand.feedbackScript.gameObject.SetActive(true); } if (layer == ShowingLayer.GrabLayer || layer == ShowingLayer.All) { activeHand.grabScript.gameObject.SetActive(true); } if (layer == ShowingLayer.RigidbodyLayer || layer == ShowingLayer.All) { activeHand.rigidBodyLayer.gameObject.SetActive(true); } if (layer == ShowingLayer.PhysicsLayer) { activeHand.physicsTrackingLayer.gameObject.SetActive(true); } } SetLayerObjects((int)layer, true); UpdateOverview(layer); } }
// Use this for initialization void Start() { SG_Util.SetChildren(leftHand.transform, false); SG_Util.SetChildren(rightHand.transform, false); if (objectText != null) { objectText.text = ""; } if (nextButton != null) { Text btnText = nextButton.GetComponentInChildren <Text>(); if (btnText != null) { btnText.text = btnText.text + "\r\n(" + this.nextObjKey.ToString() + ")"; } } if (previousButton != null) { Text btnText = previousButton.GetComponentInChildren <Text>(); if (btnText != null) { btnText.text = btnText.text + "\r\n(" + this.prevObjKey.ToString() + ")"; } } if (wristButton != null) { Text btnText = wristButton.GetComponentInChildren <Text>(); if (btnText != null) { btnText.text = btnText.text + "\r\n(" + this.calibrateWristKey.ToString() + ")"; } } ButtonsActive = false; breakables = new SG_Breakable[ffbObjects.Length]; for (int i = 0; i < ffbObjects.Length; i++) { ffbObjects[i].gameObject.SetActive(true); //allows them to call awake at least once. breakables[i] = ffbObjects[i].GetComponent <SG_Breakable>(); ffbObjects[i].gameObject.SetActive(false); } }