void OnCalibrationSuccess(uint UserId)
{
Debug.Log(String.Format("[{0}] Calibration success", UserId));
// If player 1 hasn't been calibrated, assign that UserID to it.
if(!Player1Calibrated)
{
// Check to make sure we don't accidentally assign player 2 to player 1.
if (UserId != Player2ID)
{
Player1Calibrated = true;
Player1ID = UserId;
foreach(AvatarController controller in Player1Controllers)
{
controller.SuccessfulCalibration(UserId);
}
// If we're not using 2 users, we're all calibrated.
if(!TwoUsers)
{
AllPlayersCalibrated = true;
}
}
}
// Otherwise, assign to player 2.
else
{
if (UserId != Player1ID)
{
Player2Calibrated = true;
Player2ID = UserId;
foreach(AvatarController controller in Player2Controllers)
{
controller.SuccessfulCalibration(UserId);
}
// All users are calibrated!
AllPlayersCalibrated = true;
}
}
// If all users are calibrated, stop trying to find them.
if(AllPlayersCalibrated)
{
Debug.Log("");
if(CalibrationText != null)
{
CalibrationText.guiText.text = "";
}
KinectWrapper.StopLookingForUsers();
}
}