// Sets controller models to be visible or not public void setControllerVisibility(HandVisibility visibility) { foreach (Renderer r in leftHand.GetComponentsInChildren <Renderer>()) { r.enabled = (visibility == HandVisibility.real || visibility == HandVisibility.both); } foreach (Renderer r in rightHand.GetComponentsInChildren <Renderer>()) { r.enabled = (visibility == HandVisibility.real || visibility == HandVisibility.both); } foreach (Renderer r in amplifiedLeft.GetComponentsInChildren <Renderer>()) { r.enabled = (visibility == HandVisibility.amplified || visibility == HandVisibility.both); } foreach (Renderer r in amplifiedRight.GetComponentsInChildren <Renderer>()) { r.enabled = (visibility == HandVisibility.amplified || visibility == HandVisibility.both); } originalControllerSetting = visibility; if (displayControllers != visibility) { displayControllers = visibility; } }
void Start() { amplifiedLeft.tag = "AmplifiedLeft"; amplifiedRight.tag = "AmplifiedRight"; originalControllerSetting = displayControllers; setControllerVisibility(displayControllers); leftStatusText.gameObject.transform.parent = leftHand.transform; leftStatusText.gameObject.transform.localPosition = new Vector3(-0.07f, 0.01f, 0.115f); leftStatusText.gameObject.transform.localRotation = Quaternion.Euler(77f, 19f, 17f); leftStatusText.text = "Press X to calibrate"; rightStatusText.transform.parent = rightHand.transform; rightStatusText.transform.localPosition = new Vector3(-0.07f, 0.01f, 0.115f); rightStatusText.gameObject.transform.localRotation = Quaternion.Euler(77f, 19f, 17f); rightStatusText.text = "Press A to calibrate"; // THIS WAS USED IN OUR EXPERIMENT. We generated a bunch of curves to run through. // AnimationCurve[] newCurves = CurveTester.shared.generateCurves(); // for (int i = 1; i < newCurves.Length; i++){ // if (i < curves.Length){ // curves[i] = newCurves[i]; // } // } }