using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System;
public class MyGestureListener : MonoBehaviour, KinectGestures.GestureListenerInterface
{
public Text gestureInfo;
private bool state = false;//识别状态,0表示未识别,1表示已识别
public float intervalTime = 5.0f;
private bool intervalBegin = false;
private int quiet = ;
private float quiettime = 5.0f;
public enum 手势
{
剪刀,
石头,
布
}
private 手势 RandomShoushi()
{
System.Random ran = new System.Random();
int randomnum = ran.Next(, );
return (手势)randomnum;
}
private string getInfo(KinectInterop.HandState show, 手势 shoushi)
{
string info = string.Empty;
switch (show)
{
case KinectInterop.HandState.Closed:info= "你出的是石头\n";
break;
case KinectInterop.HandState.Lasso: info = "你出的是剪刀\n";
break;
case KinectInterop.HandState.Open:info= "你出的是布\n";
break;
default: info = "请出招...\n";
return info;
}
switch (shoushi)
{
case 手势.石头:
info += "电脑出的是石头\n";
break;
case 手势.剪刀:
info += "电脑出的是剪刀\n";
break;
case 手势.布:
info += "电脑出的是布\n";
break;
}
int res = contrast(show, shoushi);
if (res == )
{
info += "哈哈哈,你赢了\n";
}
else if (res == -)
{
info += "哈哈哈,你输了\n";
}else if (res == )
{
info += "哈哈哈,平手";
}
else
{
info += "你的手势未识别";
}
state = true;//识别完成
return info;
}
private int contrast(KinectInterop.HandState show,手势 shoushi)
{
int rssult = ;
switch (show)
{
case KinectInterop.HandState.Closed:
switch (shoushi)
{
case 手势.石头:rssult = ;
break;
case 手势.剪刀:
rssult = ;
break;
case 手势.布:
rssult = -;
break;
}
break;
case KinectInterop.HandState.Lasso:
switch (shoushi)
{
case 手势.石头:
rssult = -;
break;
case 手势.剪刀:
rssult = ;
break;
case 手势.布:
rssult = ;
break;
}
break;
case KinectInterop.HandState.Open:
switch (shoushi)
{
case 手势.石头:
rssult = ;
break;
case 手势.剪刀:
rssult = -;
break;
case 手势.布:
rssult = ;
break;
}
break;
default:rssult = ;
break;
}
return rssult;
}
void Update()
{
if (intervalBegin)
{
if (intervalTime > )
{
intervalTime -= Time.deltaTime;
}
else
{
intervalBegin = false;
intervalTime = 5.0f;
state = false;
}
}
if (!state)
{
KinectManager _manager = KinectManager.Instance;
long userid = _manager.GetUserIdByIndex();
gestureInfo.text=getInfo(_manager.GetRightHandState(userid), RandomShoushi());
}
if (quiet==)
{
gestureInfo.text = "再右挥一次就不跟你玩了...";
if (quiet == )
{
Debug.Log("退出");
Application.Quit();
}
if (quiettime < )
{
quiet = ;
quiettime = 5.0f;
gestureInfo.text = "请出招...";
}
else
{
quiettime -= Time.deltaTime;
}
}
}
public void UserDetected(long userId, int userIndex)
{
//throw new NotImplementedException();
KinectManager manager = KinectManager.Instance;
manager.DetectGesture(userId, KinectGestures.Gestures.SwipeLeft);
}
public void UserLost(long userId, int userIndex)
{
//throw new NotImplementedException();
}
public void GestureInProgress(long userId, int userIndex, KinectGestures.Gestures gesture, float progress, KinectInterop.JointType joint, Vector3 screenPos)
{
//throw new NotImplementedException();
}
public bool GestureCompleted(long userId, int userIndex, KinectGestures.Gestures gesture, KinectInterop.JointType joint, Vector3 screenPos)
{
//throw new NotImplementedException();
if (gesture== KinectGestures.Gestures.SwipeLeft)
{
intervalBegin = true;
gestureInfo.text = "准备出招...";
}
if (gesture == KinectGestures.Gestures.SwipeRight)
{
quiet++;
}
return true;
}
public bool GestureCancelled(long userId, int userIndex, KinectGestures.Gestures gesture, KinectInterop.JointType joint)
{
//throw new NotImplementedException();
return true;
}
}