public void rightHandActions() { GameObject hand = GameObject.Find("CleanRobotRightHand(Clone)"); //hand is in the current frame if (hand != null) { SkeletalHand skeleton = hand.GetComponent <SkeletalHand>(); //look for the gestures that exist foreach (Gesture g in skeleton.GetLeapHand().Frame.Gestures()) { if (g.Type == Gesture.GestureType.TYPE_CIRCLE && g.Hands.Count == 1 && g.Hands.Frontmost.IsRight) { spawner_in_view_.freezeAllTraffic(); action_timer = action_time; } else if (g.Type == Gesture.GestureType.TYPESWIPE && g.Hands.Count == 1 && g.Hands.Frontmost.IsRight) { spawner_in_view_.resumeTraffic(); action_timer = action_time; } } } }
public void leftHandActions() { GameObject hand = GameObject.Find("CleanRobotLeftHand(Clone)"); if (hand != null) { Debug.Log("ing here"); SkeletalHand skeleton = hand.GetComponent <SkeletalHand>(); foreach (Gesture g in skeleton.GetLeapHand().Frame.Gestures()) { if (g.Type == Gesture.GestureType.TYPE_CIRCLE && g.Hands.Count == 1 && g.Hands.Frontmost.IsLeft) { if (rotate_timer_ < 0) { rotate90(1); } } } } }
void Update() { SkeletalHand skeletal_hand = GetComponent <SkeletalHand>(); Hand leap_hand = skeletal_hand.GetLeapHand(); if (leap_hand == null) { return; } if (leap_hand.GrabStrength < GRAB_TRIGGER && handSpawn != null && wait <= 0) { GameObject spawn = Instantiate(handSpawn, skeletal_hand.GetPalmCenter(), Quaternion.identity) as GameObject; spawn.rigidbody.velocity = VELOCITY_SPAWN * (skeletal_hand.GetPalmRotation() * Vector3.down); wait = SPAWN_WAIT_ITERATIONS; Physics.IgnoreCollision(skeletal_hand.palm.collider, spawn.collider); } wait--; }
private IDictionary <string, SkeletalHand> FindHands() { IDictionary <string, SkeletalHand> hands = new Dictionary <string, SkeletalHand>(); string name = "leftHand"; foreach (Transform gameObject in handsPrefab.transform) { if (gameObject.name == "MinimalHand(Clone)") { SkeletalHand sh = gameObject.GetComponent <SkeletalHand>(); Hand hand = sh.GetLeapHand(); if (hand.IsRight) { name = "rightHand"; } hands[name] = sh; } } return(hands); }