Example #1
0
    void Update()
    {
        Controller control = new Controller();
        Frame      frame   = control.Frame();

        foreach (Hand hand in frame.Hands)
        {
            if (frame.Hands.Count == 2)
            {
                leftText.gameObject.SetActive(false);
                rightText.gameObject.SetActive(false);

                if (!frame.Hands[0].Fingers[0].IsExtended && !frame.Hands[0].Fingers[1].IsExtended && !frame.Hands[0].Fingers[2].IsExtended &&
                    !frame.Hands[0].Fingers[3].IsExtended && !frame.Hands[0].Fingers[4].IsExtended &&
                    !frame.Hands[1].Fingers[0].IsExtended && !frame.Hands[1].Fingers[1].IsExtended && !frame.Hands[1].Fingers[2].IsExtended &&
                    !frame.Hands[1].Fingers[3].IsExtended && !frame.Hands[1].Fingers[4].IsExtended)     //close fist for both hands
                {
                    if (intObj != null && !cooldown)
                    {
                        intObj.shot = true;
                        for (int i = 0; i < shotHUD.Length; i++)
                        {
                            shotHUD[i].gameObject.SetActive(true);
                        }

                        StartCoroutine(ShotCD());
                    }
                }
            }
            else if (frame.Hands.Count == 1)
            {
                if (frame.Hands[0].IsLeft)
                {
                    leftText.gameObject.SetActive(false);
                    rightText.gameObject.SetActive(true);
                }
                else
                {
                    leftText.gameObject.SetActive(true);
                    rightText.gameObject.SetActive(false);
                }
            }
        }

        if (frame.Hands.Count == 0)
        {
            leftText.gameObject.SetActive(true);
            rightText.gameObject.SetActive(true);
        }

        if (intObj != null && intObj.cloneValue < 0)
        {
            intObj = null;
            bullet = null;
        }
    }
Example #2
0
 public void SetBullet(GameObject obj)
 {
     bullet = obj;
     intObj = bullet.GetComponent <CustomInteractionBehaviour>();
 }