Пример #1
0
        void HandCountStateChangeHandler(StateChange change)
        {
            if (change.unchanged)
            {
                if (change.state == JAX_NO_HANDS && Time.time - lastHandTime > MaxTimeWithoutHands && BoolValue == true)
                {
                    Deactivate();
                }
                else if (change.state == JAX_HANDS)
                {
                    lastHandTime = Time.time;
                }
                return;
            }
            switch (change.state)
            {
            case JAX_HANDS:
                lastHandTime = Time.time;
                break;

            case JAX_NO_HANDS:
                // do nothing
                break;

            default:
                Debug.Log("Bad hand state");
                break;
            }
        }
Пример #2
0
 void HandleStateChangedEvent(StateChange change)
 {
     if ((!destroyed) && (change.state == FOUND_STATE_HAND_INVALID) && KillIfInvalid)
     {
         Destroy(gameObject, KILL_DELAY);
         destroyed = true;
     }
 }
Пример #3
0
        void OnArmHUDStateChange(StateChange change)
        {
            if (change.unchanged || (!change.allowed))
            {
//				Debug.Log ("ignoring change " + change.ToString ());
                return;
            }
            //Debug.Log ("ArmHUDstate.Change: " + change.ToString ());

            switch (change.toState.name)
            {
            case ARMHUDSTATE_NOLEFTHAND:
                RightAxisLookAt.IsFilterOn = false;
                CloseArmHUD();
                Deactivate();
                StopCoroutine("droppedLerp");
                break;

            case ARMHUDSTATE_STATUS_ETC:
//				ChangeGraphicTo(StatusETC);
                CloseAllPanels();
                PanelButtonsPanel.SetActive(false);
                RightAxisLookAt.IsFilterOn = false;
                StatusCanvas.SetActive(true);
                SettingsCanvas.SetActive(false);
                DropDelay = .5f;
                StopCoroutine("droppedLerp");
                break;

            case ARMHUDSTATE_SETTINGS_ONLY:
//				ChangeGraphicTo(SettingsETC);
                PanelButtonsPanel.SetActive(true);
                RightAxisLookAt.IsFilterOn = true;
                StatusCanvas.SetActive(false);
                SettingsCanvas.SetActive(true);
                DropDelay = 1.0f;
                StopCoroutine("droppedLerp");
                break;

            case ARMHUDSTATE_PANELVISIBLE:
                RightAxisLookAt.IsFilterOn = true;
                DropDelay = 3.0f;
                StopCoroutine("droppedLerp");
                break;

            case ARMHUDSTATE_DROPPED:
                StartCoroutine(droppedCounter(DropDelay));
                StartCoroutine("droppedLerp", DropDelay);
                break;
            }
        }
Пример #4
0
        // responds to state change of Activeness; sets the alpha of ref objects.
        void ActivenessChanged(StateChange change)
        {
            if (change.unchanged)
            {
                return;
            }

            if (change.state == Activeness_Active)
            {
                //Reference.transform.rotation = Draggable.transform.rotation;
                //Debug.Log ("JoyBall's ActivenessChanged to: " + change.state);
                innerAlphan.SetAlpha(1.0f, .1f);
                outerAlphan.SetAlpha(1.0f, .1f);
                JoyballArrowsAlpha.SetAlpha(.5f, 0.25f);

                rotationRegisterded = false;
                StartCoroutine(UpdateReferenceRotation(0.5f));
                Echo(JoystickEventType.Start, Vector3.zero, Quaternion.identity);
                //This my need to be an Object in Hand method
                GetComponent <ObjectInHand>().OnActivate();

                // Allow player to look around without moving the reference
                GetComponent <AlignHalo>().enabled = false;
            }
            else
            {
                innerAlphan.SetAlpha(.1f, 0.25f);
                outerAlphan.SetAlpha(.1f, 0.25f);
                JoyballArrowsAlpha.SetAlpha(.1f, 0.25f);

                //	ReferenceAlpha.SetAlpha (0, 0.1f);
                Echo(JoystickEventType.End, Vector3.zero, Quaternion.identity);
                //RefInitialized = false;

                //This may need to go in ObjectInHand
                GetComponent <ObjectInHand>().OnDeactivate();

                // Align JoyBall with field of view
                GetComponent <AlignHalo>().enabled = true;
            }
        }
Пример #5
0
        // responds to state change of Activeness; sets the alpha of ref objects.
        void ActivenessChanged(StateChange change)
        {
            if (change.unchanged)
                                return;

                        if (change.state == Activeness_Active) {
                                //Reference.transform.rotation = Draggable.transform.rotation;
                                //Debug.Log ("JoyBall's ActivenessChanged to: " + change.state);
                                innerAlphan.SetAlpha (1.0f, .1f);
                                outerAlphan.SetAlpha (1.0f, .1f);
                JoyballArrowsAlpha.SetAlpha(.5f, 0.25f);

            rotationRegisterded = false;
                                StartCoroutine (UpdateReferenceRotation (0.5f));
                                Echo (JoystickEventType.Start, Vector3.zero, Quaternion.identity);
                                //This my need to be an Object in Hand method
                                GetComponent<ObjectInHand>().OnActivate();

                                // Allow player to look around without moving the reference
                                GetComponent<AlignHalo>().enabled = false;
                        } else {
                                    innerAlphan.SetAlpha (.1f, 0.25f);
                                    outerAlphan.SetAlpha (.1f, 0.25f);
                  JoyballArrowsAlpha.SetAlpha(.1f, 0.25f);

            //	ReferenceAlpha.SetAlpha (0, 0.1f);
                                Echo (JoystickEventType.End, Vector3.zero, Quaternion.identity);
                                //RefInitialized = false;

                                //This may need to go in ObjectInHand
                                GetComponent<ObjectInHand>().OnDeactivate();

                                // Align JoyBall with field of view
                                GetComponent<AlignHalo>().enabled = true;
                        }
        }
Пример #6
0
        void OnArmHUDStateChange(StateChange change)
        {
            if (change.unchanged || (!change.allowed)) {
            //				Debug.Log ("ignoring change " + change.ToString ());
                return;
            }
            //Debug.Log ("ArmHUDstate.Change: " + change.ToString ());

            switch (change.toState.name) {
            case ARMHUDSTATE_NOLEFTHAND:
                RightAxisLookAt.IsFilterOn = false;
                CloseArmHUD ();
                Deactivate();
                StopCoroutine("droppedLerp");
                break;

            case ARMHUDSTATE_STATUS_ETC:
            //				ChangeGraphicTo(StatusETC);
                CloseAllPanels ();
                PanelButtonsPanel.SetActive(false);
                RightAxisLookAt.IsFilterOn = false;
                StatusCanvas.SetActive(true);
                SettingsCanvas.SetActive(false);
                DropDelay = .5f;
                StopCoroutine("droppedLerp");
                break;

            case ARMHUDSTATE_SETTINGS_ONLY:
            //				ChangeGraphicTo(SettingsETC);
                PanelButtonsPanel.SetActive(true);
                RightAxisLookAt.IsFilterOn = true;
                StatusCanvas.SetActive(false);
                SettingsCanvas.SetActive(true);
                DropDelay = 1.0f;
                StopCoroutine("droppedLerp");
                break;
            case ARMHUDSTATE_PANELVISIBLE:
                RightAxisLookAt.IsFilterOn = true;
                DropDelay = 3.0f;
                StopCoroutine("droppedLerp");
                break;
            case ARMHUDSTATE_DROPPED:
                StartCoroutine(droppedCounter(DropDelay));
                StartCoroutine("droppedLerp", DropDelay);
                break;
            }
        }
Пример #7
0
 void HandleHandContactStateChangedEvent(StateChange change)
 {
     cursorSet = false;
     FingerTipPositions.Clear();
 }
        void HandCountStateChangeHandler(StateChange change)
        {
            if (change.unchanged) {
            if ( change.state == JAX_NO_HANDS && Time.time - lastHandTime > MaxTimeWithoutHands && BoolValue == true) {
              Deactivate();
            }
            else if ( change.state == JAX_HANDS ) {
              lastHandTime = Time.time;
            }
            return;
              }
              switch (change.state) {
              case JAX_HANDS:
            lastHandTime = Time.time;
            break;

              case JAX_NO_HANDS:
            // do nothing
            break;

              default:
            Debug.Log ("Bad hand state");
            break;
              }
        }
Пример #9
0
 void HandleStateChangedEvent(StateChange change)
 {
     if ((!destroyed) && (change.state == FOUND_STATE_HAND_INVALID) && KillIfInvalid) {
                         Destroy (gameObject, KILL_DELAY);
                         destroyed = true;
                 }
 }
Пример #10
0
 void HandleHandContactStateChangedEvent(StateChange change)
 {
     cursorSet = false;
                 FingerTipPositions.Clear ();
 }
Пример #11
0
 void GestureChanged(StateChange change)
 {
     if (change.unchanged)
                         return;
 }