예제 #1
0
    public void initialize(ZgManager aZig)
    {
        var mZigObject = ManagerManager.Manager.gameObject;

        //mZigObject.AddComponent<kinectSpecific>();
        mZig = mZigObject.GetComponent <Zig>();

        //TODO try this again...

        /*
         * mZig = mZigObject.AddComponent<Zig>();
         * mZig.inputType = ZigInputType.Auto;
         * mZig.settings.UpdateDepth = true;
         * mZig.settings.UpdateImage = true;
         * mZig.settings.AlignDepthToRGB = false;
         * mZig.settings.OpenNISpecific.Mirror = true;
         * mZigObject.AddComponent<ZigEngageSingleUser>();
         */


        //ZigEngageSingleUser scans for all users but only reports results from one of them (the first I guess)
        //normally this is set in editor initializers but we don't do that here
        mZigEngageSingleUser = mZigObject.GetComponent <ZigEngageSingleUser>();
        mZigEngageSingleUser.EngagedUsers = new System.Collections.Generic.List <UnityEngine.GameObject>();
        mZigEngageSingleUser.EngagedUsers.Add(mZigObject);

        //this is the only way to get callbacks from ZigEngageSingleUser
        mZigCallbackBehaviour = mZigObject.AddComponent <ZigCallbackBehaviour>();
        mZigCallbackBehaviour.mUpdateUserDelegate  += Zig_UpdateUser;
        mZigCallbackBehaviour.mUpdateInputDelegate += Zig_UpdateInput;
    }
 void UserEngaged(ZigEngageSingleUser user)
 {
     trackedUser = user.engagedTrackedUser;
 }
예제 #3
0
파일: HandRise.cs 프로젝트: vanish87/Jungle
 void UserEngaged(ZigEngageSingleUser user)
 {
     Debug.Log("UserEngaged hand");
 }