Browse Source

add wait for input between visualizations

Kenkart 2 years ago
parent
commit
b0f4ae6cbc
3 changed files with 326 additions and 204 deletions
  1. 297 201
      Assets/Scenes/Main.unity
  2. 16 3
      Assets/Scripts/PlayerReplay.cs
  3. 13 0
      Assets/Scripts/ViveInput.cs

+ 297 - 201
Assets/Scenes/Main.unity

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+ 16 - 3
Assets/Scripts/PlayerReplay.cs

@@ -16,6 +16,8 @@ public class PlayerReplay : MonoBehaviour
     public Visualizer_FadeIn vfi;
     public Visualizer_FadeInSeries vfis;
 
+    public GameObject textFinish;
+
     private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
     {
         { Kinect.JointType.FootLeft, Kinect.JointType.AnkleLeft },
@@ -250,10 +252,12 @@ public class PlayerReplay : MonoBehaviour
 
                     yield return Visualize(jointsDataDemo, recordingTimesDemo);
 
-
-
                     jointsDataDemo.Clear();
                     recordingTimesDemo.Clear();
+
+                    // TODO: Wait for input
+                    yield return ViveInput.WaitForControllerPress();
+
                     break;
                 }
             }
@@ -279,7 +283,8 @@ public class PlayerReplay : MonoBehaviour
                     jointsDataSeries.Clear();
                     recordingTimesSeries.Clear();
 
-                    yield return new WaitForSeconds(4);
+                    yield return new WaitForSeconds(3);
+                    yield return ViveInput.WaitForControllerPress();
                     break;
                 }
             }
@@ -294,6 +299,8 @@ public class PlayerReplay : MonoBehaviour
         jointsDataDemo.Clear();
         recordingTimesDemo.Clear();
 
+        yield return ViveInput.WaitForControllerPress();
+
         Visualizer_FadeInSeries bodyEnd = Instantiate(vfis) as Visualizer_FadeInSeries;
         bodyEnd.transform.parent = gameObject.transform;
         bodyEnd.SetData(jointsDataSeries, recordingTimesSeries);
@@ -301,5 +308,11 @@ public class PlayerReplay : MonoBehaviour
 
         jointsDataSeries.Clear();
         recordingTimesSeries.Clear();
+
+        yield return new WaitForSeconds(3);
+
+        textFinish.SetActive(true);
+        yield return new WaitForSeconds(3);
+        textFinish.SetActive(false);
     }
 }

+ 13 - 0
Assets/Scripts/ViveInput.cs

@@ -58,4 +58,17 @@ public class ViveInput : MonoBehaviour
             recordingTime += Time.deltaTime;
         }
     }
+
+    public static IEnumerator WaitForControllerPress()
+    {
+        bool done = false;
+        while (!done)
+        {
+            if (SteamVR_Actions.default_GrabPinch.GetStateDown(SteamVR_Input_Sources.Any) || Input.GetKeyDown(KeyCode.Space))
+            {
+                done = true;
+            }
+            yield return null;
+        }
+    }
 }