public void OpenDeviceProperties(int index, IntPtr ParentHandle) { //if the properties window isn't right, project file/.NET versioning/packages got corrupt...again! VideoCaptureDevice Cam1; if (ParentHandle == null) { ParentHandle = IntPtr.Zero; } if (VideoSource == null) { Cam1 = new VideoCaptureDevice(videoDevices[index].MonikerString); } else { Cam1 = VideoSource; } //Cam1.DisplayCrossbarPropertyPage(ParentHandle); Cam1.DisplayPropertyPage(ParentHandle);// IntPtr.Zero); //This will display a form with camera controls if (Cam1.AvailableCrossbarVideoInputs.Length > 0) { Cam1.DisplayCrossbarPropertyPage(ParentHandle); } }
void Start() { //Inicializamos los sliders. sliderluz1 = Luz1.GetComponent <Slider>(); sliderluz2 = Luz2.GetComponent <Slider>(); slidercam1 = Cam1.GetComponent <Slider>(); slidercam2 = Cam2.GetComponent <Slider>(); sliderzoom = Zoom.GetComponent <Slider>(); }
IEnumerator CutSceneBegin() { yield return(wfcamanim); Cam2.SetActive(true); Cam1.SetActive(false); yield return(wfcamanim); ThePlayer.SetActive(true); TheUI.SetActive(true); Cam2.SetActive(false); }
public void changeCharacter() { if (count == 1) { // Player.transform.Find("Player").gameObject.SetActive(false); //Player2.transform.Find("Player2").gameObject.SetActive(true); // Cam1.transform.Find("CM vcam1").gameObject.SetActive(false); // Cam2.transform.Find("CM vcam1 (1)").gameObject.SetActive(true); // Player.SetActive(false); Player2.SetActive(true); Player2.GetComponent <PlayerMovement>().enabled = true; Player2.GetComponent <BoxCollider2D>().enabled = true; Player2.GetComponent <CircleCollider2D>().enabled = true; Player2.GetComponent <Rigidbody2D>().isKinematic = false; Player.GetComponent <PlayerMovement>().enabled = false; Player.GetComponent <BoxCollider2D>().enabled = false; Player.GetComponent <CircleCollider2D>().enabled = false; Player.GetComponent <Rigidbody2D>().isKinematic = true; Cam1.SetActive(false); Cam2.SetActive(true); count = 2; } else if (count == 2) { // Player.transform.Find("Player").gameObject.SetActive(true); // Player2.transform.Find("Player2").gameObject.SetActive(false); //Cam1.transform.Find("CM vcam1").gameObject.SetActive(true); // Cam2.transform.Find("CM vcam1 (1)").gameObject.SetActive(false); Player.SetActive(true); // Player2.SetActive(false); Player.GetComponent <PlayerMovement>().enabled = true; Player.GetComponent <BoxCollider2D>().enabled = true; Player.GetComponent <CircleCollider2D>().enabled = true; Player.GetComponent <Rigidbody2D>().isKinematic = false; Player2.GetComponent <PlayerMovement>().enabled = false; Player2.GetComponent <BoxCollider2D>().enabled = false; Player2.GetComponent <CircleCollider2D>().enabled = false; Player2.GetComponent <Rigidbody2D>().isKinematic = true; Cam1.SetActive(true); Cam2.SetActive(false); count = 1; } }
public void OpenDeviceProperties(int index, IntPtr ParentHandle) { //the only reason we have Aforge. its properties window calling seems to be more complete! VideoCaptureDevice Cam1; if (ParentHandle == null) { ParentHandle = IntPtr.Zero; } if (VideoSource == null) { Cam1 = new VideoCaptureDevice(videoDevices[index].MonikerString); } else { Cam1 = VideoSource;//new VideoCaptureDevice(videoDevices[index].MonikerString); } //Cam1.DisplayCrossbarPropertyPage(ParentHandle); Cam1.DisplayPropertyPage(ParentHandle);// IntPtr.Zero); //This will display a form with camera controls }