// Update is called once per frame void Update() { if (isEating == false) { return; } // 加速度センサの値を取得 float valx = Input.acceleration.x; float valy = Input.acceleration.y; float valz = Input.acceleration.z; Vector3 val = Input.acceleration; if (isMoving == false) { if (Mathf.Abs(oldValy - valy) > 0.1) { StartCoroutine("sleep"); return; } } if (isMoving == false) { counter++; if (0.8 < Mathf.Abs(valy) && Mathf.Abs(valy) < 1.0) { sum += 1; } else { badSum += 1; if (badSum > 100) { Debug.Log("姿勢悪いよ"); VibrationPlugin.PlayVibration(0); audioSource = gameObject.GetComponent <AudioSource>(); audioSource.Play(); badSum = 0; } } } oldValy = valy; // score2.text = counter.ToString (); // score.text = sum.ToString (); }
void OnGUI() { if (GUILayout.Button("Vibration 1", GUILayout.Width(300f), GUILayout.Height(200f))) { VibrationPlugin.PlayVibration(1); } if (GUILayout.Button("Vibration 2", GUILayout.Width(300f), GUILayout.Height(200f))) { VibrationPlugin.PlayVibration(2); } if (GUILayout.Button("Vibration 5", GUILayout.Width(300f), GUILayout.Height(200f))) { VibrationPlugin.PlayVibration(5); } if (GUILayout.Button("Vibration Unity", GUILayout.Width(300f), GUILayout.Height(200f))) { Handheld.Vibrate(); } }