/// <summary> /// Update Text Gesture /// Updates the given text element to describe the given gesture. /// </summary> /// <param name="gesture">The gesture's type we want to display through the UI.</param> /// <param name="uiText">The ui text element using to display the gesture's type.</param> private void UpdateTextGesture(GesturesForDemo gesture, Text uiText) { if (uiText != null) { switch (gesture) { case GesturesForDemo.RightSwipe: uiText.text = "Right Hand Right Swipe"; break; case GesturesForDemo.LeftSwipe: uiText.text = "Right Hand Left Swipe"; break; case GesturesForDemo.SwipeUp: uiText.text = "Swipe Up"; break; case GesturesForDemo.Punch: uiText.text = "Punch"; break; case GesturesForDemo.Run: uiText.text = "Run"; break; case GesturesForDemo.PraiseTheSun: uiText.text = "Praise the Sun! \\[T]/"; break; case GesturesForDemo.PraiseToMenu: uiText.text = "\\[T]/ To Menu!"; break; case GesturesForDemo.NONE: uiText.text = "None"; break; default: uiText.text = "Unknown Gesture"; break; } UpdateUIColor(); } }
/// <summary> /// UpdateRecognizedGestureText /// Updates the text of the UI element registered as holder of /// the recognized gesture's name. /// </summary> /// <param name="gesture">The gesture's type we've recognized.</param> public void UpdateRecognizedGesture(GesturesForDemo gesture) { if (recognizedGestureText != null) { switch (gesture) { case GesturesForDemo.RightSwipe: recognizedGestureText.text = "Right Hand Right Swipe"; break; case GesturesForDemo.LeftSwipe: recognizedGestureText.text = "Right Hand Left Swipe"; break; case GesturesForDemo.SwipeUp: recognizedGestureText.text = "Swipe Up"; break; case GesturesForDemo.Punch: recognizedGestureText.text = "Punch"; break; case GesturesForDemo.Run: recognizedGestureText.text = "Run"; break; case GesturesForDemo.PraiseTheSun: recognizedGestureText.text = "Praise the Sun! \\[T]/"; break; case GesturesForDemo.PraiseToMenu: recognizedGestureText.text = "\\[T]/ for Menu"; break; case GesturesForDemo.NONE: recognizedGestureText.text = "None"; break; default: recognizedGestureText.text = "Unknown Gesture"; break; } } }
/// <summary> /// Start /// Unity Standard Method. Use to initialize the gameloop components. /// </summary> void Start() { recognizer = GameObject.FindObjectOfType <KinectOverlay.RecognizeGesture>(); if (recognizer != null) { processingGesture = false; lastRecognizedGesture = GesturesForDemo.NONE; if (recognitionUI != null) { recognitionUI.UpdateRecognizedGesture(GesturesForDemo.NONE); } } else { Debug.LogError("Error, no RecognizeGesture component can be found. Recognition can't be done without it."); } }
/// <summary> /// UpdateRecognizedGestureText /// Updates the text of the UI element registered as holder of /// the recognized gesture's name. /// </summary> /// <param name="gesture">The gesture's type we've recognized.</param> public void UpdateRecognizedGestureText(GesturesForDemo gesture) { recognizedGesture = gesture; UpdateTextGesture(gesture, recognizedGestureText); }
/// <summary> /// UpdateExpectedGestureText /// Updates the text of the UI element registered as holder of /// the expected gesture's name. /// </summary> /// <param name="gesture">The gesture's type we're expecting.</param> public void UpdateExpectedGestureText(GesturesForDemo gesture) { expectedGesture = gesture; UpdateTextGesture(gesture, expectedGestureText); }