public virtual void ChangeState(LeapState ls) { if (ls != null) { stateController.ChangeState(ls); } }
public override LeapState Release(HandTypeBase h) { LeapState state = null; if (!isStatePersistent) { rigidbody.isKinematic = false; rigidbody.useGravity = true; state = base.Release(h); } return(state); }
public override LeapState Release(HandTypeBase h) { LeapState state = null; if (!isStatePersistent) { GetComponent <Rigidbody>().isKinematic = false; GetComponent <Rigidbody>().useGravity = true; GetComponent <Collider>().enabled = true; state = base.Release(h); } return(state); }
public override LeapState Release(HandTypeBase h) { LeapState state = null; if (!isStatePersistent) { if (canGoThroughGeometry) { GetComponent <Rigidbody>().isKinematic = false; GetComponent <Rigidbody>().useGravity = true; } ThrowHeldObject(); state = base.Release(h); } return(state); }
public virtual void ChangeState(LeapState ls) { if(ls != null) stateController.ChangeState(ls); }