do not loop generation of monitors in creator.

This commit is contained in:
hecomi
2016-11-20 12:38:24 +09:00
parent 45b0ab2cd8
commit ab25af516e
2 changed files with 5 additions and 5 deletions
@@ -15,7 +15,6 @@ public class GazePointAnalyzer : MonoBehaviour
{
get { return GetWorldPositionFromCoord((int)averageCoord_.x, (int)averageCoord_.y); }
}
private Vector2 preCursorCoord_ = Vector2.zero;
[Header("Filters")]
@@ -118,8 +117,6 @@ public class GazePointAnalyzer : MonoBehaviour
filter = noEventFilter;
}
preCursorCoord_ = cursorCoord;
var cf = (filter / ((1f / 60) / Time.deltaTime));
var vf = (velocityFilter / ((1f / 60) / Time.deltaTime));
var targetCoord = averageCoord_ + (coord - averageCoord_) * cf;
@@ -127,11 +124,13 @@ public class GazePointAnalyzer : MonoBehaviour
if (float.IsNaN(targetCoord.x) || float.IsNaN(targetCoord.y)) return;
if (float.IsNaN(targetVelocity.x) || float.IsNaN(targetVelocity.y)) return;
averageCoordVelocity_ += (targetVelocity - averageCoordVelocity_) * vf;
averageCoord_ += averageCoordVelocity_;
averageCoord_.x = Mathf.Clamp(averageCoord_.x, 0, monitor.width);
averageCoord_.y = Mathf.Clamp(averageCoord_.y, 0, monitor.height);
preCursorCoord_ = cursorCoord;
}
void Update()
@@ -1,4 +1,5 @@
using UnityEngine;
using UnityEngine.Assertions;
using System.Collections.Generic;
using MeshForwardDirection = uDesktopDuplication.Texture.MeshForwardDirection;
@@ -110,7 +111,7 @@ public class MultipleMonitorCreator : MonoBehaviour
ResetRemoveTimer();
// Create monitors
for (int i = 0; i < uDesktopDuplication.Manager.monitorCount; ++i) {
for (int i = 0; i < uDesktopDuplication.Manager.monitors.Count; ++i) {
// Create monitor obeject
var go = Instantiate(monitorPrefab);
go.name = "Monitor " + i;