using UnityEngine; using System.Collections; using com.rfilkov.kinect; namespace com.rfilkov.components { /// /// UserImageMover moves the BR image, according to the distance to the user. /// public class UserImageMover : MonoBehaviour { [Tooltip("Index of the player, tracked by this component. 0 - the 1st player, 1 - the 2nd player, etc.")] public int playerIndex = 0; [Tooltip("Smooth factor used for the transform movement.")] public float smoothFactor = 20f; private KinectManager kinectManager = null; private ulong lastUserId = 0; private ulong userId = 0; private Vector3 initialPlanePos = Vector3.zero; private Vector3 currentUserPos = Vector3.zero; void Start() { kinectManager = KinectManager.Instance; initialPlanePos = transform.position; } void Update() { if (kinectManager == null || !kinectManager.IsInitialized()) return; userId = kinectManager.GetUserIdByIndex(playerIndex); currentUserPos = kinectManager.GetUserPosition(userId); if (userId != 0 && userId != lastUserId) { lastUserId = userId; } if (userId != 0) { Vector3 deltaUserPos = currentUserPos; // relToInitialPos ? (currentUserPos - initialUserPos) : currentUserPos; Vector3 newPlanePos = initialPlanePos + new Vector3(0f, 0f, deltaUserPos.z); transform.position = Vector3.Lerp(transform.position, newPlanePos, smoothFactor * Time.deltaTime); } else { lastUserId = 0; //gameObject.SetActive(false); transform.position = initialPlanePos; //gameObject.SetActive(true); } } } }