private void UpdateUiVrMode() { if (!GazeManager.Instance.IsActivated) { // GazeManager not connected _QualityText.enabled = true; _InfoText.enabled = true; _InfoText.text = "Unable to connect to Server"; } else { if (GazeManager.Instance.IsCalibrating) { // Hide UI during calibration if (GazeGUIController.ShowGazeIndicator) { _ToggleIndicatorState = true; GazeGUIController.ToggleIndicatorMode(); } } else { // Update main calibration info text string calibrate; if (!GazeManager.Instance.IsCalibrated) { calibrate = "Press <b>FIRE1*</b> or <b>SWIPE FORWARD</b>\nto begin calibration"; } else { calibrate = "Press <b>FIRE1*</b> or <b>SWIPE FORWARD</b>\nto begin re-calibration\n\nPress <b>FIRE2</b> or <b>SWIPE DOWN</b> to start demo"; } _InfoText.text = calibrate; _InfoText.enabled = true; // Update Calibration quality CalibrationResult result = GazeManager.Instance.LastCalibrationResult; string calibText = UnityCalibUtils.GetCalibString(result); if (null != result) { _QualityText.rectTransform.SetRendererEnabled(true); _QualityText.text = "<b>Calibration Quality: </b>" + calibText; } //restore pre-calibration indicator state if (_ToggleIndicatorState) { _ToggleIndicatorState = !_ToggleIndicatorState; GazeGUIController.ToggleIndicatorMode(); } } } }
private void UpdateUiRemoteMode() { if (!GazeManager.Instance.IsActivated) { // GazeManager not connected, optional re-connect to server if (!_ActionButton.gameObject.activeInHierarchy) { _ActionButton.gameObject.SetActive(true); _ActionButton.GetComponent <Button>().onClick.RemoveAllListeners(); _ActionButton.GetComponent <Button>().onClick.AddListener(() => { GazeManager.Instance.ActivateAsync(); }); _ActionButton.GetComponentInChildren <Text>().text = "Reconnect to server"; } } else { if (GazeManager.Instance.IsCalibrating) { // Hide UI during calibration if (GazeGUIController.ShowGazeIndicator) { _ToggleIndicatorState = true; GazeGUIController.ToggleIndicatorMode(); } _ActionButton.gameObject.SetActive(false); _StartButton.gameObject.SetActive(false); } else { // Update UI depending on state if (!_ActionButton.gameObject.activeInHierarchy) { _ActionButton.gameObject.SetActive(true); string calibrate; if (!GazeManager.Instance.IsCalibrated) { calibrate = "Calibrate"; } else { calibrate = "Re-calibrate"; } _ActionButton.GetComponentInChildren <Text>().text = calibrate; _ActionButton.GetComponent <Button>().onClick.RemoveAllListeners(); _ActionButton.GetComponent <Button>().onClick.AddListener(() => { if (GazeManager.Instance.Trackerstate != GazeManager.TrackerState.TRACKER_CONNECTED) { _StateNotifyer.ShowState("Trackerstate is invalid!"); } else { _CalibrationManager.StartCalibration(); } }); if (_ToggleIndicatorState) { _ToggleIndicatorState = !_ToggleIndicatorState; GazeGUIController.ToggleIndicatorMode(); } } if (!_StartButton.gameObject.activeInHierarchy) { if (GazeManager.Instance.Trackerstate == GazeManager.TrackerState.TRACKER_CONNECTED) { _StartButton.gameObject.SetActive(true); } } if (!_QualityText.rectTransform.IsRendererEnabled()) { CalibrationResult result = GazeManager.Instance.LastCalibrationResult; string calibText = UnityCalibUtils.GetCalibString(result); _QualityText.text = "<b>Calibration Quality: </b>" + calibText; _QualityText.enabled = true; } } } }