/** * Use finger and controling from mouse if m_Use_mouse is true. */ void UseMouseFinger() { LeapUnityHandController controller = GameObject.Find("Leap Hands").GetComponent <LeapUnityHandController>(); finger = controller.m_fingers[0]; controller.SetVisible(finger, true); controller.SetCollidable(finger, true); }
private void CreateSceneHands() { GameObject hands = new GameObject("Leap Hands"); if (m_InputParent) { hands.transform.parent = m_InputParent.transform; } else { hands.transform.parent = transform; } hands.AddComponent(typeof(LeapUnityHandController)); LeapUnityHandController behavior = hands.GetComponent <LeapUnityHandController>(); behavior.IsEnablingPalmRenderers = this.IsEnablingPalmRenderers; behavior.IsEnablingFingerRenderers = this.IsEnablingFingerRenderers; behavior.IsEnablingFingerChildrenRenderers = this.IsEnablingFingerChildrenRenderers; behavior.m_palms = new GameObject[2]; behavior.m_fingers = new GameObject[10]; behavior.m_hands = new GameObject[3]; //extra 'invalid' hand for grouping purposes for (int i = 0; i < behavior.m_hands.Length; i++) { behavior.m_hands[i] = CreateHand(hands, i); } for (int i = 0; i < behavior.m_fingers.Length; i++) { behavior.m_fingers[i] = CreateFinger(behavior.m_hands[2], i); } for (int i = 0; i < behavior.m_palms.Length; i++) { behavior.m_palms[i] = CreatePalm(behavior.m_hands[2], i); } foreach (GameObject fingerTip in GameObject.FindGameObjectsWithTag("FingerTip")) { fingerTip.AddComponent(typeof(LeapFingerCollisionDispatcher)); } }
private void CreateSceneHands() { GameObject hands = new GameObject("Leap Hands"); if (m_InputParent) { hands.transform.parent = m_InputParent.transform; } else { hands.transform.parent = transform; } hands.AddComponent(typeof(LeapUnityHandController)); LeapUnityHandController behavior = hands.GetComponent <LeapUnityHandController>(); behavior.m_palms = new GameObject[2]; behavior.m_fingers = new GameObject[10]; behavior.m_hands = new GameObject[3]; //extra 'invalid' hand for grouping purposes behavior.m_materials = new Material[] { m_PrimaryHandMaterial, m_SecondaryHandMaterial, m_UnknownHandMaterial }; for (int i = 0; i < behavior.m_hands.Length; i++) { behavior.m_hands[i] = CreateHand(hands, i); } for (int i = 0; i < behavior.m_fingers.Length; i++) { behavior.m_fingers[i] = CreateFinger(behavior.m_hands[2], i); } for (int i = 0; i < behavior.m_palms.Length; i++) { behavior.m_palms[i] = CreatePalm(behavior.m_hands[2], i); } foreach (GameObject fingerTip in GameObject.FindGameObjectsWithTag("FingerTip")) { //Debug.Log ("adding component..."); fingerTip.AddComponent(typeof(LeapFingerCollisionDispatcher)); } }
private void CreateSceneHands() { GameObject hands = new GameObject("Leap Hands"); if( m_InputParent ) { hands.transform.parent = m_InputParent.transform; } else { hands.transform.parent = transform; } hands.AddComponent(typeof(LeapUnityHandController)); behavior = hands.GetComponent<LeapUnityHandController>(); behavior.m_palms = new GameObject[2]; behavior.m_fingers = new GameObject[10]; behavior.m_hands = new GameObject[3]; //extra 'invalid' hand for grouping purposes tapped = behavior.gestureTapped; for( int i = 0; i < behavior.m_hands.Length; i++ ) { behavior.m_hands[i] = CreateHand(hands, i); } for( int i = 0; i < behavior.m_fingers.Length; i++ ) { behavior.m_fingers[i] = CreateFinger(behavior.m_hands[2], i); } for( int i = 0; i < behavior.m_palms.Length; i++ ) { behavior.m_palms[i] = CreatePalm(behavior.m_hands[2], i); } foreach( GameObject fingerTip in GameObject.FindGameObjectsWithTag("FingerTip") ) { fingerTip.AddComponent(typeof(LeapFingerCollisionDispatcher)); } }