고다경

Start Scene에서 Humanoid Scene으로 무슨 운동 선택했는지 변수 넘겨줌.

...@@ -14,14 +14,18 @@ public class ClickExercise : MonoBehaviour ...@@ -14,14 +14,18 @@ public class ClickExercise : MonoBehaviour
14 Vector3 pos; 14 Vector3 pos;
15 private float timer; 15 private float timer;
16 16
17 + public static string selected_exercise;
18 +
17 private void Start() 19 private void Start()
18 { 20 {
19 btnParent = GameObject.Find("BtnGroup").gameObject; // "부모의 이름"으로 찾습니다. 21 btnParent = GameObject.Find("BtnGroup").gameObject; // "부모의 이름"으로 찾습니다.
20 22
21 follow = GameObject.Find("follow").gameObject; 23 follow = GameObject.Find("follow").gameObject;
22 pos = follow.transform.position; 24 pos = follow.transform.position;
23 - follow.transform.position = new Vector3(400, 190, 200); 25 + follow.transform.position = new Vector3(400, 0, 200);
24 //Debug.Log(pos); 26 //Debug.Log(pos);
27 +
28 + selected_exercise = "Squat"; //default로 스쿼트가 선택되어 있으므로
25 } 29 }
26 30
27 /* 31 /*
...@@ -57,16 +61,19 @@ public class ClickExercise : MonoBehaviour ...@@ -57,16 +61,19 @@ public class ClickExercise : MonoBehaviour
57 if (btnImage.name == "Squat") 61 if (btnImage.name == "Squat")
58 { 62 {
59 Debug.Log("Squat"); 63 Debug.Log("Squat");
64 + selected_exercise = "Squat";
60 btnImage.texture = Resources.Load("Squat_on", typeof(Texture2D)) as Texture2D; 65 btnImage.texture = Resources.Load("Squat_on", typeof(Texture2D)) as Texture2D;
61 } 66 }
62 else if (btnImage.name == "Lunge") 67 else if (btnImage.name == "Lunge")
63 { 68 {
64 Debug.Log("Lunge"); 69 Debug.Log("Lunge");
70 + selected_exercise = "Lunge";
65 btnImage.texture = Resources.Load("Lunge_on", typeof(Texture2D)) as Texture2D; 71 btnImage.texture = Resources.Load("Lunge_on", typeof(Texture2D)) as Texture2D;
66 } 72 }
67 else if (btnImage.name == "SideHiKick") 73 else if (btnImage.name == "SideHiKick")
68 { 74 {
69 Debug.Log("SideHighKick"); 75 Debug.Log("SideHighKick");
76 + selected_exercise = "SideHighKick";
70 btnImage.texture = Resources.Load("SideHiKick_on", typeof(Texture2D)) as Texture2D; 77 btnImage.texture = Resources.Load("SideHiKick_on", typeof(Texture2D)) as Texture2D;
71 } 78 }
72 79
...@@ -94,6 +101,7 @@ public class ClickExercise : MonoBehaviour ...@@ -94,6 +101,7 @@ public class ClickExercise : MonoBehaviour
94 { 101 {
95 Debug.Log("Clicked"); 102 Debug.Log("Clicked");
96 ////// 103 //////
104 + selected_exercise = "Squat"; //Squat 넘겨줌
97 GameObject tempBtn = btnParent.transform.GetChild(3).gameObject; 105 GameObject tempBtn = btnParent.transform.GetChild(3).gameObject;
98 btnImage = tempBtn.GetComponent<RawImage>(); // 해당 오브젝트의 image 컴포넌트를 받음 106 btnImage = tempBtn.GetComponent<RawImage>(); // 해당 오브젝트의 image 컴포넌트를 받음
99 107
...@@ -114,7 +122,7 @@ public class ClickExercise : MonoBehaviour ...@@ -114,7 +122,7 @@ public class ClickExercise : MonoBehaviour
114 122
115 } 123 }
116 else if(pos.x >= 400 && pos.x <= 625 && pos.y >= 335 && pos.y <= 640 && pos.z == 200){ 124 else if(pos.x >= 400 && pos.x <= 625 && pos.y >= 335 && pos.y <= 640 && pos.z == 200){
117 - //사이드하이킥 125 + //사이드하이킥
118 timer += Time.deltaTime; 126 timer += Time.deltaTime;
119 Debug.Log("Timer: " + timer); 127 Debug.Log("Timer: " + timer);
120 128
...@@ -122,6 +130,7 @@ public class ClickExercise : MonoBehaviour ...@@ -122,6 +130,7 @@ public class ClickExercise : MonoBehaviour
122 { 130 {
123 Debug.Log("Clicked"); 131 Debug.Log("Clicked");
124 ///// 132 /////
133 + selected_exercise = "SideHiKick"; //SideHiKick 넘겨줌
125 GameObject tempBtn = btnParent.transform.GetChild(2).gameObject; 134 GameObject tempBtn = btnParent.transform.GetChild(2).gameObject;
126 btnImage = tempBtn.GetComponent<RawImage>(); // 해당 오브젝트의 image 컴포넌트를 받음 135 btnImage = tempBtn.GetComponent<RawImage>(); // 해당 오브젝트의 image 컴포넌트를 받음
127 136
...@@ -151,6 +160,7 @@ public class ClickExercise : MonoBehaviour ...@@ -151,6 +160,7 @@ public class ClickExercise : MonoBehaviour
151 { 160 {
152 Debug.Log("Clicked"); 161 Debug.Log("Clicked");
153 ////// 162 //////
163 + selected_exercise = "Lunge"; //Lunge 넘겨줌
154 164
155 GameObject tempBtn = btnParent.transform.GetChild(1).gameObject; 165 GameObject tempBtn = btnParent.transform.GetChild(1).gameObject;
156 btnImage = tempBtn.GetComponent<RawImage>(); // 해당 오브젝트의 image 컴포넌트를 받음 166 btnImage = tempBtn.GetComponent<RawImage>(); // 해당 오브젝트의 image 컴포넌트를 받음
......
...@@ -54,6 +54,8 @@ public class Move : MonoBehaviour ...@@ -54,6 +54,8 @@ public class Move : MonoBehaviour
54 string hipbal, leftkneewarning, rightkneewarning, leftsidehighkick, rightsidehighkick; 54 string hipbal, leftkneewarning, rightkneewarning, leftsidehighkick, rightsidehighkick;
55 string spinestraight, pullhipback, great; 55 string spinestraight, pullhipback, great;
56 56
57 + string exercise;
58 +
57 //lsy 59 //lsy
58 void Trainer_Run() 60 void Trainer_Run()
59 { 61 {
...@@ -69,31 +71,31 @@ public class Move : MonoBehaviour ...@@ -69,31 +71,31 @@ public class Move : MonoBehaviour
69 //Thread.Sleep(5000); 71 //Thread.Sleep(5000);
70 for (int k = 0; k < 25; k++) 72 for (int k = 0; k < 25; k++)
71 { 73 {
72 - Debug.Log("trainer_j: " + trainer_j); 74 + //Debug.Log("trainer_j: " + trainer_j);
73 - Debug.Log("test1"); 75 + //Debug.Log("test1");
74 - Debug.Log(lines[trainer_j]); 76 + //Debug.Log(lines[trainer_j]);
75 77
76 trainer_i++; 78 trainer_i++;
77 trainer_data1[trainer_i] = float.Parse(lines[trainer_j]); 79 trainer_data1[trainer_i] = float.Parse(lines[trainer_j]);
78 - Debug.Log("test2" + trainer_i); 80 + //Debug.Log("test2" + trainer_i);
79 trainer_i++; 81 trainer_i++;
80 trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 1]); 82 trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 1]);
81 - Debug.Log("test3" + trainer_i); 83 + //Debug.Log("test3" + trainer_i);
82 trainer_i++; 84 trainer_i++;
83 trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 2]); 85 trainer_data1[trainer_i] = float.Parse(lines[trainer_j + 2]);
84 - Debug.Log("test4" + trainer_i); 86 + //Debug.Log("test4" + trainer_i);
85 if ((float.Parse(lines[trainer_j]) + float.Parse(lines[trainer_j + 1]) + float.Parse(lines[trainer_j + 2])) != 0) 87 if ((float.Parse(lines[trainer_j]) + float.Parse(lines[trainer_j + 1]) + float.Parse(lines[trainer_j + 2])) != 0)
86 { 88 {
87 trainer_state[trainer_i - 2] = 1; 89 trainer_state[trainer_i - 2] = 1;
88 } 90 }
89 - Debug.Log("test4-1"); 91 + //Debug.Log("test4-1");
90 skeleton_Trainnner.dasomset_trainer(trainer_data1, trainer_state, 0, true, true); 92 skeleton_Trainnner.dasomset_trainer(trainer_data1, trainer_state, 0, true, true);
91 - Debug.Log("test5"); 93 + //Debug.Log("test5");
92 - Debug.Log(trainer_i); 94 + //Debug.Log(trainer_i);
93 - Debug.Log("메모라인 : " + trainer_j); 95 + //Debug.Log("메모라인 : " + trainer_j);
94 trainer_j = trainer_j + 3; 96 trainer_j = trainer_j + 3;
95 } 97 }
96 - Debug.Log("탈출!======================================================"); 98 + //Debug.Log("탈출!======================================================");
97 } 99 }
98 //lsy end 100 //lsy end
99 101
...@@ -108,6 +110,9 @@ public class Move : MonoBehaviour ...@@ -108,6 +110,9 @@ public class Move : MonoBehaviour
108 lines = File.ReadAllLines(@"..\..\New_TEXT_File.txt"); 110 lines = File.ReadAllLines(@"..\..\New_TEXT_File.txt");
109 Debug.Log("읽음"); 111 Debug.Log("읽음");
110 //lsy end 112 //lsy end
113 +
114 + exercise = ClickExercise.selected_exercise; //ClickExercise에서 선택한 운동이 무엇인지 String으로 넘어옴.
115 + Debug.Log(exercise); //Squat, SideHiKick, Lunge 에 따라서 Trainer움직이고, 사용자에게 instruction주기
111 } 116 }
112 117
113 private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>() 118 private Dictionary<Kinect.JointType, Kinect.JointType> _BoneMap = new Dictionary<Kinect.JointType, Kinect.JointType>()
......