示例#1
0
    void Start()
    {
        controller = GameObject.Find("ThinkGear").GetComponent <TGDeviceController>();

        controller.UpdatePoorSignal1Event += OnUpdatePoorSignal;
        controller.UpdateAttention1Event  += OnUpdateAttention;
        controller.UpdateMeditation1Event += OnUpdateMeditation;

        controller.UpdateDelta1Event += OnUpdateDelta;
    }
示例#2
0
    // Use this for initialization
    void Start()
    {
        controller = GameObject.Find("ThinkGear").GetComponent <TGDeviceController>();

        controller.UpdateAttention1Event  += OnUpdateAttention;
        controller.UpdateMeditation1Event += OnUpdateMeditation;
        controller.UpdateDelta1Event      += OnUpdateDelta;

        //Figure out the current scenes name, then we'll strip the crap and get the level number.
        currentLevel_rough = Application.loadedLevelName;
        currentLevel_rough = Regex.Replace(currentLevel_rough, "[^0-9]", "");
        currentLevel       = int.Parse(currentLevel_rough);
        UnityEngine.Debug.Log(currentLevel);
    }
示例#3
0
    void Start()
    {
        controller = GameObject.Find("ThinkGear").GetComponent<TGDeviceController>();

        controller.UpdatePoorSignal1Event += OnUpdatePoorSignal;
        controller.UpdateAttention1Event += OnUpdateAttention;
        controller.UpdateMeditation1Event += OnUpdateMeditation;

        controller.UpdateDelta1Event += OnUpdateDelta;
    }
示例#4
0
    // Use this for initialization
    void Start()
    {
        controller = GameObject.Find("ThinkGear").GetComponent<TGDeviceController>();

        controller.UpdateAttention1Event += OnUpdateAttention;
        controller.UpdateMeditation1Event += OnUpdateMeditation;
        controller.UpdateDelta1Event += OnUpdateDelta;

        //Figure out the current scenes name, then we'll strip the crap and get the level number.
        currentLevel_rough = Application.loadedLevelName;
        currentLevel_rough = Regex.Replace(currentLevel_rough, "[^0-9]", "");
        currentLevel = int.Parse(currentLevel_rough);
        UnityEngine.Debug.Log(currentLevel);
    }