private void OnTriggerEnter(Collider collider) { // check if collision object has fingerTip component... Collider_FingerTip fingerTip = collider.gameObject.GetComponent <Collider_FingerTip>(); // if so, check fingerTip name... if (fingerTip != null) { switch (fingerTip.NameOfFinger) { case Collider_FingerTip.FingerName.Index: _areFingersClosed[0] = true; break; case Collider_FingerTip.FingerName.Middle: _areFingersClosed[1] = true; break; case Collider_FingerTip.FingerName.Ring: _areFingersClosed[2] = true; break; case Collider_FingerTip.FingerName.Pinky: _areFingersClosed[3] = true; break; case Collider_FingerTip.FingerName.Thumb: _areFingersClosed[4] = true; break; } } if (_fingerStates == FingerStates.Closed && _isButtonPressed == false) { // start the timer for finger release StartCoroutine(delayButton()); } }
private void OnTriggerExit(Collider collider) { // check if collision object has fingerTip component... Collider_FingerTip fingerTip = collider.gameObject.GetComponent <Collider_FingerTip>(); // if so, check fingerTip name... if (fingerTip != null) { switch (fingerTip.NameOfFinger) { case Collider_FingerTip.FingerName.Index: _areFingersClosed[0] = false; break; case Collider_FingerTip.FingerName.Middle: _areFingersClosed[1] = false; break; case Collider_FingerTip.FingerName.Ring: _areFingersClosed[2] = false; break; case Collider_FingerTip.FingerName.Pinky: _areFingersClosed[3] = false; break; case Collider_FingerTip.FingerName.Thumb: _areFingersClosed[4] = false; break; } } if (_fingerStates == FingerStates.Open && _isButtonPressed) { // toggle menu // Debug.Log("Toggling Menu"); } }