示例#1
0
    public void Update()
    {
        switch (curState)
        {
        case TrackingState.Waiting:
        {
            timer += Time.deltaTime;
            if (timer > resetDuration)
            {
                Animator[] myAnimatorContainer = VuMark.GetComponentsInChildren <Animator>();
                for (int i = 0; i < myAnimatorContainer.Length; i++)
                {
                    myAnimatorContainer[i].SetBool("shouldPlay", false);
                    myAnimatorContainer[i].SetTrigger("shouldGoBack");
                    myAnimatorContainer[i].SetBool("shouldMove", false);
                    myAnimatorContainer[i].SetTrigger("shouldGoDefault");
                }
                ToggleArrows(false);
                myTabsManagerRef.Close();
                curState = TrackingState.Lost;
            }
            break;
        }


        default:
            break;
        }
    }
示例#2
0
    public void EnableObjects(GameObject gameObjectToPass)
    {
        detectedGameObject = gameObjectToPass;
        myTabsManagerRef   = detectedGameObject.GetComponentInChildren <TabsManager>(true);
        var rendererComponents = gameObjectToPass.GetComponentsInChildren <Renderer>(true);
        var colliderComponents = gameObjectToPass.GetComponentsInChildren <Collider>(true);
        var canvasComponents   = gameObjectToPass.GetComponentsInChildren <Canvas>(true);
        var depthMaskComponent = depthMask.GetComponent <Renderer>();

        foreach (var component in rendererComponents)
        {
            component.shadowCastingMode = ShadowCastingMode.Off;
            component.enabled           = true;
            if (component.gameObject.tag == "VirtualButton")
            {
                component.enabled = false;
            }
        }

        foreach (var component in colliderComponents)
        {
            component.enabled = true;
        }

        foreach (var component in canvasComponents)
        {
            component.enabled = true;
        }

        depthMaskComponent.enabled = true;

        Animator[] myAnimatorContainer = gameObjectToPass.GetComponentsInChildren <Animator>();


        //if(curState!=TrackingState.Waiting)
        {
            Debug.Log(myAnimatorContainer.Length);
            for (int i = 0; i < myAnimatorContainer.Length; i++)
            {
                myAnimatorContainer[i].SetBool("shouldMove", true);
            }
        }
        if (curState == TrackingState.Waiting)
        {
            for (int i = 0; i < myAnimatorContainer.Length; i++)
            {
                myAnimatorContainer[i].SetTrigger("Skip");
            }
            ToggleArrows(true);
        }
        ResetTracking();
        if (messenger != null)
        {
            messenger.HideMessage();
        }

        if (detectedGameObject != previousGameObject)
        {
            previousTabsManager.Close();
        }
    }