示例#1
0
    // Use this for initialization
    void Start()
    {
        _behaviour = this.GetComponent <CreatureManager>();

        _gameState = GameState.Scanning;

        StartPositionMarker.SetActive(false);
        EndPositionMarker.SetActive(false);

        _gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        _gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
        _gestureRecognizer.TappedEvent += _gestureRecognizer_TappedEvent;

        SpatialMappingManager.Instance.StartObserver();

        if (Testing)
        {
            StartPositionMarker.SetActive(true);
            EndPositionMarker.SetActive(true);

            StartPositionMarker.transform.position = new Vector3(0, 0, 1);
            EndPositionMarker.transform.position   = new Vector3(0, 0, 0);

            _scanTime  = 0.0f;
            _gameState = GameState.StartPlaying;
        }
    }
示例#2
0
    void Awake()
    {
        ins        = this;
        transforms = new List <Transform>();
        Transform[] tempTransforms = FaceMesh.GetComponentsInChildren <Transform>();
        for (int i = 0; i < tempTransforms.Length; i++)
        {
            if (tempTransforms[i].parent == FaceMesh.transform)
            {
                transforms.Add(tempTransforms[i]);
                peopleItems.Add(tempTransforms[i].name, tempTransforms[i].gameObject);
            }
        }
#if WINDOWS_UWP
        for (int i = 0; i < transforms.Count; i++)
        {
            transforms[i].gameObject.SetActive(false);
        }
        gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
        gestureRecognizer.TappedEvent += ((a, b, c) => StartCoroutine("ProcessPicture"));
        gestureRecognizer.StartCapturingGestures();
#endif

#if WINDOWS_UWP
        HideFace();
#else
        ShowFace();
#endif
    }
示例#3
0
    void Awake()
    {
        transforms = new List <Transform>();
        Transform[] tempTransforms = FaceMesh.GetComponentsInChildren <Transform>();
        for (int i = 0; i < tempTransforms.Length; i++)
        {
            if (tempTransforms[i].parent == FaceMesh.transform)
            {
                transforms.Add(tempTransforms[i]);
            }
        }
#if WINDOWS_UWP
        for (int i = 0; i < transforms.Count; i++)
        {
            transforms[i].gameObject.SetActive(false);
        }
#endif
        gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
        gestureRecognizer.TappedEvent += NextItem;
        gestureRecognizer.StartCapturingGestures();

#if WINDOWS_UWP
        HideFace();
#else
        ShowFace();
#endif
        transforms[currentItem].gameObject.SetActive(true);
    }
示例#4
0
    // public Source sc;

    void Awake()
    {
        HoverRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();

        HoverRecognizer.TappedEvent += (source, tapCount, ray) =>
        {
            if (InteractibleManager.Instance.FocusedGameObject != null)
            {
                InteractibleManager.Instance.FocusedGameObject.SendMessageUpwards("OnTapped");
            }
        };
        HoverRecognizer.StartCapturingGestures();

        // Instantiate the ManipulationRecognizer.
        ManipulationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();

        // Add the ManipulationTranslate GestureSetting to the ManipulationRecognizer's RecognizableGestures.
        ManipulationRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.ManipulationTranslate);

        // Register for the Manipulation events on the ManipulationRecognizer.
        ManipulationRecognizer.ManipulationStartedEvent   += ManipulationRecognizer_ManipulationStartedEvent;
        ManipulationRecognizer.ManipulationUpdatedEvent   += ManipulationRecognizer_ManipulationUpdatedEvent;
        ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent;
        ManipulationRecognizer.ManipulationCanceledEvent  += ManipulationRecognizer_ManipulationCanceledEvent;

        ResetGestureRecognizers();
    }
示例#5
0
 // Use this for initialization
 void Start()
 {
     recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
     recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
     recognizer.TappedEvent += Recognizer_TappedEvent;
     recognizer.StartCapturingGestures();
 }
示例#6
0
    // Use this for initialization
    void Awake()
    {
        Instance      = this;
        this.textMesh = this.textMeshObject.GetComponent <TextMesh>();
        audiosource   = GetComponent <AudioSource>();
        // Set up a GestureRecognizer to detect Select gestures.
        TapRecognizer              = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        ManipulationRecognizer     = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        TapRecognizer.TappedEvent += (source, tapCount, ray) =>
        {
            // Send an OnSelect message to the focused object and its ancestors.
            if (FocusedObject != null)
            {
                FocusedObject.SendMessageUpwards("OnSelect");
                Debug.Log("On select called: " + FocusedObject.name);
            }
            else
            {
                Debug.Log("Focused object is null");
            }
        };
        ManipulationRecognizer.SetRecognizableGestures(
            UnityEngine.XR.WSA.Input.GestureSettings.ManipulationTranslate);

        ManipulationRecognizer.ManipulationStartedEvent   += ManipulationRecognizer_ManipulationStartedEvent;
        ManipulationRecognizer.ManipulationUpdatedEvent   += ManipulationRecognizer_ManipulationUpdatedEvent;
        ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent;
        ManipulationRecognizer.ManipulationCanceledEvent  += ManipulationRecognizer_ManipulationCanceledEvent;

        TapRecognizer.StartCapturingGestures();
        ManipulationRecognizer.StartCapturingGestures();
    }
示例#7
0
 void Awake()
 {
     // Create and set the gesture recognizer
     _gestureRecognizer              = new UnityEngine.XR.WSA.Input.GestureRecognizer();
     _gestureRecognizer.TappedEvent += (source, tapCount, headRay) => { Debug.Log("Tapped"); StartCoroutine(StopVideoMode()); };
     _gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
     _gestureRecognizer.StartCapturingGestures();
 }
示例#8
0
 // Use this for initialization
 void Start()
 {
     recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
     recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
     recognizer.TappedEvent += Recognizer_TappedEvent;
     recognizer.StartCapturingGestures();
     throwNewBall();
     //hand.transform.Rotate(0, -Time.deltaTime * speedofhand,0);
     //hand.transform.Rotate(0.0f, 40.0f, 0.0f);
 }
示例#9
0
    void Start()
    {
        // Create a new GestureRecognizer. Sign up for tapped events.

        gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);

        gestureRecognizer.TappedEvent += GestureRecognizer_TappedEvent;

        // Start looking for gestures.
        gestureRecognizer.StartCapturingGestures();

        brainParts   = GameObject.Find("BrainParts");
        dataRecorder = (DataRecorder)FindObjectOfType(typeof(DataRecorder));
    }
示例#10
0
 // Use this for initialization
 void Start()
 {
     if (instance == null)
     {
         instance = this;
     }
     camera     = GetComponent <Camera>();
     recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
     recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
     recognizer.TappedEvent += OnAirTap;
     recognizer.StartCapturingGestures();
     FaceLazers            = GetComponentsInChildren <LineRenderer>();
     FaceLazers[0].enabled = false;
     FaceLazers[1].enabled = false;
     lazersOn = false;
 }
示例#11
0
    protected override void Awake()
    {
        base.Awake();
        UnityEngine.XR.WSA.Input.InteractionManager.InteractionSourceDetected += InteractionManager_SourceDetected;
        UnityEngine.XR.WSA.Input.InteractionManager.InteractionSourceLost     += InteractionManager_SourceLost;
        UnityEngine.XR.WSA.Input.InteractionManager.InteractionSourceUpdated  += InteractionManager_SourceUpdated;

        recognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        recognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Hold);
        recognizer.HoldStartedEvent += SwitchAllowTrack;
        recognizer.StartCapturingGestures();

        if (handednessOffsetObj != null)
        {
            rightHandLocalPos = handednessOffsetObj.transform.localPosition;
        }
    }
示例#12
0
    private void Start()
    {
        _gestureRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();
        _gestureRecognizer.SetRecognizableGestures(UnityEngine.XR.WSA.Input.GestureSettings.Tap);
        _gestureRecognizer.TappedEvent += Recognizer_TappedEvent;
        _gestureRecognizer.StartCapturingGestures();

        _keywordDictionary = new Dictionary <string, KeywordAction>();

        _keywordDictionary.Add("Stand idle", StandIdleCommand);
        _keywordDictionary.Add("Show me a backflip", BackflipCommand);
        _keywordDictionary.Add("How do I block", BlockingCommand);
        _keywordDictionary.Add("How about kick", KickCommand);
        _keywordDictionary.Add("I want to learn Capoeira", CapoeiraCommand);
        _keywordDictionary.Add("I want to learn dancing", SambaDanceCommand);
        _keywordDictionary.Add("Thank you very much", BowCommand);


        _keywordRecognizer = new KeywordRecognizer(_keywordDictionary.Keys.ToArray());
        _keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized;
        _keywordRecognizer.Start();
    }
示例#13
0
    void Awake()
    {
        /* TODO: DEVELOPER CODING EXERCISE 2.b */

        // 2.b: Instantiate the NavigationRecognizer.
        NavigationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();

        // 2.b: Add Tap and NavigationX GestureSettings to the NavigationRecognizer's RecognizableGestures.
        NavigationRecognizer.SetRecognizableGestures(
            UnityEngine.XR.WSA.Input.GestureSettings.Tap |
            UnityEngine.XR.WSA.Input.GestureSettings.NavigationX);

        // 2.b: Register for the TappedEvent with the NavigationRecognizer_TappedEvent function.
        NavigationRecognizer.TappedEvent += NavigationRecognizer_TappedEvent;
        // 2.b: Register for the NavigationStartedEvent with the NavigationRecognizer_NavigationStartedEvent function.
        NavigationRecognizer.NavigationStartedEvent += NavigationRecognizer_NavigationStartedEvent;
        // 2.b: Register for the NavigationUpdatedEvent with the NavigationRecognizer_NavigationUpdatedEvent function.
        NavigationRecognizer.NavigationUpdatedEvent += NavigationRecognizer_NavigationUpdatedEvent;
        // 2.b: Register for the NavigationCompletedEvent with the NavigationRecognizer_NavigationCompletedEvent function.
        NavigationRecognizer.NavigationCompletedEvent += NavigationRecognizer_NavigationCompletedEvent;
        // 2.b: Register for the NavigationCanceledEvent with the NavigationRecognizer_NavigationCanceledEvent function.
        NavigationRecognizer.NavigationCanceledEvent += NavigationRecognizer_NavigationCanceledEvent;

        // Instantiate the ManipulationRecognizer.
        ManipulationRecognizer = new UnityEngine.XR.WSA.Input.GestureRecognizer();

        // Add the ManipulationTranslate GestureSetting to the ManipulationRecognizer's RecognizableGestures.
        ManipulationRecognizer.SetRecognizableGestures(
            UnityEngine.XR.WSA.Input.GestureSettings.ManipulationTranslate);

        // Register for the Manipulation events on the ManipulationRecognizer.
        ManipulationRecognizer.ManipulationStartedEvent   += ManipulationRecognizer_ManipulationStartedEvent;
        ManipulationRecognizer.ManipulationUpdatedEvent   += ManipulationRecognizer_ManipulationUpdatedEvent;
        ManipulationRecognizer.ManipulationCompletedEvent += ManipulationRecognizer_ManipulationCompletedEvent;
        ManipulationRecognizer.ManipulationCanceledEvent  += ManipulationRecognizer_ManipulationCanceledEvent;

        ResetGestureRecognizers();
    }