private IEnumerator FillBar() { // When the bar starts to fill, reset the timer. m_Timer = 0f; // The amount of time it takes to fill is either the duration set in the inspector, or the duration of the radial. float fillTime = m_SelectionRadial != null ? m_SelectionRadial.SelectionDuration : m_Duration; // Until the timer is greater than the fill time... while (m_Timer < fillTime) { // ... add to the timer the difference between frames. m_Timer += Time.deltaTime; // Set the value of the slider or the UV based on the normalised time. SetSliderValue(m_Timer / fillTime); // Wait until next frame. yield return(null); // If the user is still looking at the bar, go on to the next iteration of the loop. if (m_GazeOver) { continue; } // If the user is no longer looking at the bar, reset the timer and bar and leave the function. m_Timer = 0f; SetSliderValue(0f); yield break; } // If the loop has finished the bar is now full. m_BarFilled = true; if (gameObject.name == "Jury") { api.SendText(); } else { api.StartNativeRecognition(); } // Play the clip for when the bar is filled. // If anything has subscribed to OnBarFilled call it now. if (OnBarFilled != null) { OnBarFilled(); } m_Audio.clip = m_OnFilledClip; m_Audio.Play(); // If the bar should be disabled once it is filled, do so now. //if (m_DisableOnBarFill) //enabled = false; }
// Update is called once per frame void Update() { // Si recibimos alguno toque en pantalla, entonces llamamos al reconocimiento de voz if (Input.touchCount == 1) { if (Input.GetTouch(0).phase == TouchPhase.Began) { ai_module.StartNativeRecognition(); } } Vector3 pos = cam.transform.position; RaycastHit hit; //lanzamos un rayo desde la cámara hacia delante y si golpeamos algún objeto con un el rayo nos devuelve true if (Physics.Raycast(pos, cam.transform.forward, out hit, 10000)) { //Si el nombre del objeto golpeado es ScrollUp o ScrollDown, entonces hacemos scroll hacia arriba o hacia abajo if (hit.transform.name == "ScrollUp") { full_sum = myScrollRect.verticalNormalizedPosition + 0.002f; if (full_sum > 1.0f) { full_sum = 1.0f; } } else if (hit.transform.name == "ScrollDown") { full_sum = myScrollRect.verticalNormalizedPosition - 0.002f; if (full_sum < 0.0f) { full_sum = 0.0f; } } myScrollRect.verticalNormalizedPosition = full_sum; } }