This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnetLLAPISample; | |
using UnityEngine; | |
using Kinect = Windows.Kinect; | |
[Serializable] | |
public struct SimpleBody |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnetLLAPISample; | |
using UnityEngine; | |
using Kinect = Windows.Kinect; | |
[Serializable] | |
public struct SimpleBody |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
public void Calibrate() | |
{ | |
var headPos = localBody.Joints[Kinect.JointType.Head].Position; | |
var rarmPos = localBody.Joints[Kinect.JointType.ElbowRight].Position; | |
var larmPos = localBody.Joints[Kinect.JointType.ElbowLeft].Position; | |
var cameraOffset = -0.15f * Camera.main.transform.forward; | |
var cameraPos = Camera.main.transform.position + cameraOffset; | |
var cameraRotation = Camera.main.transform.rotation; | |
var cameraRotationY = Quaternion.AngleAxis(cameraRotation.eulerAngles.y, Vector3.up); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using System.IO; | |
using UnetLLAPISample; | |
using UnityEngine; | |
using Kinect = Windows.Kinect; | |
[Serializable] | |
public struct SimpleBodies |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using System.Collections.Generic; | |
using Windows.Kinect; | |
using Microsoft.Kinect.VisualGestureBuilder; | |
public class VisualGestureBuilderManager : MonoBehaviour | |
{ | |
public string databaseName = "Gestures.gbd"; | |
public BodySourceManager bodyManager; | |
VisualGestureBuilderFrameSource gestureSource; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEngine.AI; | |
public class unitychanAnimation : MonoBehaviour { | |
NavMeshAgent agent; | |
Animator animator; | |
void Start () { | |
agent = GetComponent<NavMeshAgent>(); | |
animator = GetComponent<Animator>(); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using HoloToolkit.Unity.InputModule; | |
using UnityEngine; | |
using UnityEngine.AI; | |
public class MoveToClickPoint : MonoBehaviour, IInputClickHandler | |
{ | |
public NavMeshAgent Agent; | |
LineRenderer lineRenderer; | |
void Start() |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
using UnityEngine.AI; | |
// Walk to a random position and repeat | |
[RequireComponent(typeof(NavMeshAgent))] | |
public class RandomWalk : MonoBehaviour | |
{ | |
public float m_Range = 3.0f; | |
NavMeshAgent m_agent; | |
public bool drawPath = false; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using HoloToolkit.Unity.InputModule; | |
using UnityEngine; | |
public class SpawnObject : MonoBehaviour, IInputClickHandler | |
{ | |
public GameObject objectPrefab; | |
void Start() | |
{ | |
InputManager.Instance.PushFallbackInputHandler(gameObject); |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// 既定値を上書きするには、このファイル内にキー バインドを挿入します | |
[ | |
{ | |
"key": "ctrl+x o", | |
"command": "workbench.action.navigateEditorGroups" | |
}, | |
{ | |
"key": "shift+alt+5", | |
"command": "editor.action.startFindReplaceAction" | |
}, |
OlderNewer