using System; using System.Collections.Generic; using System.Linq; using Windows.Kinect; using UnityEngine; namespace cylvester { public class Skeleton : MonoBehaviour { [SerializeField] private GameObject spherePrefab; private GameObject[] balls_; private void Start() { balls_ = new GameObject[25]; for (var i = 0; i < 25; ++i) { balls_[i] = Instantiate(spherePrefab, gameObject.transform, true); } } public void OnSkeletonDataReceived(Body body, int id) { var i = 0; foreach(var pair in body.Joints) { var joint = pair.Value; if(joint.TrackingState == TrackingState.NotTracked) balls_[i].SetActive(false); else { balls_[i].SetActive(true); balls_[i].transform.position = new Vector3(joint.Position.X * 10f , joint.Position.Y * 10f, joint.Position.Z *10f); } i++; } } } }