예제 #1
0
    public List <Vector3>[] GetHandPositions()
    {
        int arrayLength = target.GetLeapHand().Fingers.Count + 1;

        List <Vector3>[] indexedArray = new List <Vector3> [arrayLength];
        int i = 0;

        //Fingers
        foreach (var finger in target.GetLeapHand().Fingers)
        {
            List <Vector3> positions = new List <Vector3>();
            for (int j = 0; j < 4; j++)
            {
                int     key      = getFingerJointIndex((int)finger.Type, j);
                Vector3 position = finger.Bone((Bone.BoneType)j).NextJoint.ToVector3();
                positions.Add(position);
            }
            indexedArray[i++] = positions;
        }
        //Palm
        List <Vector3> palmPositions = new List <Vector3>();
        Vector3        palmPosition  = target.GetLeapHand().PalmPosition.ToVector3();

        palmPositions.Add(palmPosition);
        indexedArray[i] = palmPositions;
        return(indexedArray);
    }
예제 #2
0
 // Update is called once per frame
 void Update()
 {
     if (attachedObject != null)
     {
         Debug.Log(hand.GetLeapHand().PalmPosition.ToVector3());
         attachedObject.transform.position = hand.GetLeapHand().PalmPosition.ToVector3() + positionOffset;
         attachedObject.transform.rotation = hand.GetLeapHand().Rotation.ToQuaternion() * rotationOffset;
     }
 }
예제 #3
0
 // Update is called once per frame
 void Update()
 {
     if (!isThrown)                       //check whether it is the throw action or drag action
     {
         if (isDragged)
         {
             CapsuleHand capsuleHand = m_Hand.GetComponentInChildren <CapsuleHand> ();
             if (capsuleHand)
             {
                 m_HandModel         = capsuleHand.GetLeapHand();
                 transform.position += (m_HandModel.PalmPosition.ToVector3() - initPalmPos);
                 initPalmPos         = m_HandModel.PalmPosition.ToVector3();
             }
         }
     }
     else
     {
         if (collided)           //if the time to wait to reset the ball
         {
             m_TimeAfterCollision += Time.deltaTime;
             if (m_TimeAfterCollision >= m_TimeToWait)
             {
                 m_MiniGameController.ResetBall();
             }
         }
     }
 }
예제 #4
0
    public void ReleaseBall()
    {
        if (!isThrown)               //get the throw distance from the initial hand position and the position after grabbing
        {
            CapsuleHand capsuleHand = m_Hand.GetComponentInChildren <CapsuleHand> ();
            if (capsuleHand)
            {
                m_HandModel = capsuleHand.GetLeapHand();
                endPos      = m_HandModel.PalmPosition.ToVector3();
                Rigidbody rb             = GetComponent <Rigidbody> ();
                Vector3   displacement   = initPos - endPos;
                Vector3   throwDirection = displacement.normalized;

                //This is very finally the throw happenes
                if (displacement.sqrMagnitude > minDispThrow)               // give the thrown ball falling speed with gravity
                {
                    isThrown      = true;
                    rb.velocity   = throwDirection * displacement.magnitude * m_SpeedScale;
                    rb.useGravity = true;
                }
                else
                {
                    transform.position = ballInitPos;
                }
            }
            isDragged = false;
        }
    }
예제 #5
0
 public void GrabBall(GameObject hand)
 {
     m_Hand = hand;
     if (!isThrown)                  //get the hand initial position if it is not the throw action
     {
         CapsuleHand capsuleHand = m_Hand.GetComponentInChildren <CapsuleHand> ();
         m_HandModel = capsuleHand.GetLeapHand();
         initPos     = m_HandModel.PalmPosition.ToVector3();
         initPalmPos = m_HandModel.PalmPosition.ToVector3();
         isDragged   = true;
     }
 }
예제 #6
0
    void Update()
    {
        if (capsuleHand && gameObject.activeSelf)
        {
            if (hand == null)
            {
                hand = capsuleHand.GetLeapHand();
            }
            else
            {
                //menuPlane.transform.position = hand.PalmPosition.ToVector3();

                menuPlane.transform.SetPositionAndRotation(hand.PalmPosition.ToVector3() + menuPlanePositionInPalm, hand.Rotation.ToQuaternion());
            }
        }
    }
예제 #7
0
    void Update()
    {
        Transform  camera = Camera.main.transform;
        Ray        ray    = new Ray(camera.position, Vector3.Normalize(camera.rotation * Vector3.forward));
        RaycastHit hit;

        mount_panel.text = setMountPanel();

        if (cubeCanvas != null && geometryTargetObj != null)
        {
            cubeCanvas.transform.rotation = Quaternion.identity;
            cubeCanvas.transform.position = geometryTargetObj.transform.position;
            cubeCanvas.transform.Translate(0, 0, -0.05f);
        }

        if (left_hand.isActiveAndEnabled && right_hand.isActiveAndEnabled)
        {
            if (left_hand.GetLeapHand().GrabStrength > 0.99 && right_hand.GetLeapHand().GrabStrength > 0.99)
            {
                grabMode = GrabMode.Both;
            }
            else if (left_hand.GetLeapHand().GrabStrength > 0.99)
            {
                grabMode = GrabMode.LeftOnly;
            }
            else if (right_hand.GetLeapHand().GrabStrength > 0.99)
            {
                grabMode = GrabMode.RightOnly;
            }
            else
            {
                grabMode = GrabMode.Empty;
            }
        }

        switch (grabMode)
        {
        case GrabMode.Empty:
            if (Physics.Raycast(ray, out hit))            // Hit
            {
                if (hitObject == hit.collider.gameObject) // 같은 블럭
                {
                    if (grabMode == GrabMode.Empty)
                    {
                        hitObject.transform.localScale = new Vector3(1f, 1f, 1f);
                    }

                    if (!cubeAlphaObj.activeSelf)
                    {
                        countdown = timeToSelect;
                        cubeAlphaObj.SetActive(true);
                    }
                    else
                    {
                        countdown -= Time.deltaTime;
                        if (countdown < 0.0f)
                        {
                            cubeCanvas.SetActive(true);
                            countdown = timeToSelect;
                        }
                    }
                }
                else if (hitObject != null)     // 다른 블럭
                {
                    if (blockToggle.isOn)
                    {
                        //nothing
                    }
                    else
                    {
                        cubeAlphaObj.SetActive(false);
                        cubeCanvas.SetActive(false);
                        cubeAlphaObj = null;
                        cubeCanvas   = null;
                        blockToggle  = null;
                        hitObject    = hit.collider.gameObject;
                        cubeAlphaObj = hitObject.transform.GetChild(6).gameObject;
                        cubeCanvas   = hitObject.transform.GetChild(7).gameObject;
                        blockToggle  = cubeCanvas.transform.GetChild(0).GetChild(0).GetComponent <Toggle>();
                    }
                }
                else     // null 블럭
                {
                    hitObject    = hit.collider.gameObject;
                    cubeAlphaObj = hitObject.transform.GetChild(6).gameObject;
                    cubeCanvas   = hitObject.transform.GetChild(7).gameObject;
                    blockToggle  = cubeCanvas.transform.GetChild(0).GetChild(0).GetComponent <Toggle>();
                }
            }
            else     // no Hit
            {
                hitObject.transform.localScale = new Vector3(1f, 1f, 1f);
                if (hitObject != null)     // previous hit block exist
                {
                    if (blockToggle.isOn)
                    {
                        //nothing
                    }
                    else
                    {
                        //hitObject = null, effect = false&null
                        hitObject = null;
                        cubeAlphaObj.SetActive(false);
                        cubeCanvas.SetActive(false);
                        cubeAlphaObj = null;
                        cubeCanvas   = null;
                    }
                }
                else
                {
                }
            }
            break;

        case GrabMode.LeftOnly:
            Debug.Log("left");
            if (Vector3.Distance(hitObject.gameObject.transform.position, UnityVectorExtension.ToVector3(left_hand.GetLeapHand().Fingers[0].TipPosition)) < 0.15f && !blockToggle.isOn)
            {
                hitObject.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f);
                Vector3 newPosition = UnityVectorExtension.ToVector3(left_hand.GetLeapHand().Fingers[0].TipPosition);

                hitObject.transform.position = new Vector3(truncate(newPosition.x), truncate(newPosition.y), truncate(newPosition.z));
            }
            break;

        case GrabMode.RightOnly:
            Debug.Log("right");
            if (Vector3.Distance(hitObject.gameObject.transform.position, UnityVectorExtension.ToVector3(right_hand.GetLeapHand().Fingers[0].TipPosition)) < 0.15f && !blockToggle.isOn)
            {
                hitObject.transform.localScale = new Vector3(0.8f, 0.8f, 0.8f);
                Vector3 newPosition = UnityVectorExtension.ToVector3(right_hand.GetLeapHand().Fingers[0].TipPosition);

                hitObject.transform.position = new Vector3(truncate(newPosition.x), truncate(newPosition.y), truncate(newPosition.z));
            }
            break;

        case GrabMode.Both:
            if (Vector3.Dot(UnityVectorExtension.ToVector3(left_hand.GetLeapHand().PalmNormal), Vector3.up) > 0 && Vector3.Dot(UnityVectorExtension.ToVector3(right_hand.GetLeapHand().PalmNormal), Vector3.up) > 0)
            {
                block_panel.SetActive(true);
            }
            //float palm_distance = Vector3.Distance(UnityVectorExtension.ToVector3(left_hand.GetLeapHand().PalmPosition), UnityVectorExtension.ToVector3(right_hand.GetLeapHand().PalmPosition));
            //hitObject.transform.localScale = new Vector3(truncate(palm_distance), truncate(palm_distance), truncate(palm_distance));
            break;
        }
    }
예제 #8
0
 private void Awake()
 {
     //missiles = new List<GameObject>();
     rb   = GetComponent <Rigidbody>();
     hand = capsule.GetLeapHand();
 }
예제 #9
0
 // Update is called once per frame
 void Update()
 {
     if (handLeft == null)
     {
         leftHandModel = GameObject.FindGameObjectWithTag("LeftHandInteraction");
         if (leftHandModel != null)
         {
             if ((capsuleHandLeft = leftHandModel.GetComponent <CapsuleHand>()) != null)
             {
                 handLeft = capsuleHandLeft.GetLeapHand();
                 if (handLeft.IsRight)
                 {
                     handRight = handLeft;
                     handLeft  = null;
                 }
                 if (handRight == handLeft)
                 {
                     handLeft = null;
                 }
             }
         }
     }
     if (handRight == null)
     {
         rightHandModel = GameObject.FindGameObjectWithTag("RightHandInteraction");
         if (rightHandModel != null)
         {
             if ((capsuleHandRight = rightHandModel.GetComponent <CapsuleHand>()) != null)
             {
                 handRight = capsuleHandRight.GetLeapHand();
                 if (handRight.IsLeft)
                 {
                     handLeft  = handRight;
                     handRight = null;
                 }
                 if (handRight == handLeft)
                 {
                     handRight = null;
                 }
             }
         }
     }
     // movement and rotation
     if (handLeft != null && handRight != null)
     {
         CheckMovementRotation();
         DoMovementRotation();
     }
     // allow game space extension by right hand fist gesture
     if (allowGameSpaceExtension && GameObject.FindGameObjectWithTag("RightHandInteraction") == null)
     {
         isFistThumbUp = false;
         handRight     = null;
     }
     else if (gameSpaceExtension != null && handRight != null)
     {
         isFistThumbUp = CheckFistThumbUp(handRight);
     }
     if (gameSpaceExtension != null)
     {
         Debug.Log("LeapMovement: isFist = " + isFistThumbUp + "  allowGameSpaceExtension=" + allowGameSpaceExtension);
         if (isFistThumbUp && !allowGameSpaceExtension)
         {
             gameSpaceExtension.SetAllowGameSpaceExtension(true);
             allowGameSpaceExtension = true;
         }
         if (!isFistThumbUp && allowGameSpaceExtension)
         {
             gameSpaceExtension.SetAllowGameSpaceExtension(false);
             allowGameSpaceExtension = false;
         }
     }
 }
예제 #10
0
    // It controls ALL the movements. The trigger is actionated by the Master for each pressed trigger done by the user
    // To every task completly, it has to start in point Z (InitialStatus Object). The process as follow
    // Stage starts at 0.
    // If hand in initialstatus and trigger. Initialstatus object dissapears, the object to pick shows up. Stage = 0
    // When object picked, Second trigger shadow for next movement appears. Stage = 1
    // when object realeased, then trigger, shadows dissapear for pioint zero and appears in starts position. Stage = 2
    // When object in initial position and trigger objects dissapears and user move hand back to point zero. Stage = 3
    // When hand in initial position and trigger, movements ends. Stage = -1
    public void reGoal()
    {
        if (conditionsToProceed(stage))
        {
            if (stage == -1)
            {
                initialPoint.SetActive(true);
                stage = 0;
            }
            else if (stage == 0) // Hand in point Zero. Pre. No object to pick. Pos Object showed up initial position.
            {
                int nGoal;
                while ((nGoal = Random.Range(0, 2)) == goal)
                {
                    ;
                }

                goal = nGoal;
                //goal = 0;

                this.propContr = props[goal].GetComponent <PropController>();



                //TODO trackers. How mannage 3 trackers. This part should dissapear since all trackers should be in the scene so we should not need to look for the tracker everytime

                /* GameObject tracker1 = GameObject.Find("Tracker1");
                 * if(tracker1 != null)
                 * {
                 *   HydraTracker hTracker = tracker1.GetComponent<HydraTracker>();
                 *   if(hTracker != null)
                 *   {
                 *       //hTracker.attach(propContr);
                 *       hTracker.PositionReference = this.propContr;
                 *       if (masterController.currentStage != MasterController.EXP_STAGE.PROP_MATCHING_PLUS_RETARGETING)
                 *       {
                 *           hTracker.attach();
                 *       }
                 *
                 *   }
                 * }*/

                GameObject PositionReference = propContr.positionReference;
                targetedController.starShifting(PositionReference.transform.position, capsuleHand.GetLeapHand().PalmPosition.ToVector3()); //Capsulehand has a simplified methos for giving the hand. does not work here?
                if (masterController.currentStage == MasterController.EXP_STAGE.PROP_MATCHING_PLUS_RETARGETING || masterController.currentStage == MasterController.EXP_STAGE.PROP_NOT_MATCHING_PLUS_RETARGETING)
                {
                    props[goal].transform.position = targetedController.retargetedPosition.transform.position;
                }
                else
                {
                    props[goal].transform.position = PositionReference.transform.position;
                }
                StartCoroutine(pairTracker(1, this.propContr));

                persistanceManager.trackedObject = this.propContr;
                //props[goal].SetActive(true);
                persistanceManager.startDocking(stage);
                initialPoint.SetActive(false);
                stage = 1;
            }
            else if (stage == 1) // Hand in object Maybe should check the coliders are overlapped. Pre No shadow in scene. Pos shadow in point Z
            {
                persistanceManager.saveDocking();
                propContr.dockProp.SetActive(true);
                persistanceManager.startDocking(stage);
                stage = 2;
            }
            else if (stage == 2) // Object moved in desired position i point Z. Pre Shadow in point Z. Pos shadow in initial position
            {
                persistanceManager.saveDocking();
                propContr.movePropDock(false);
                persistanceManager.startDocking(stage);
                stage = 3;
            }
            else if (stage == 3) // Object moved to initial position in desired orientation. Pre. Shadow on, initial status off. Pos Shadow off, initial position on
            {
                persistanceManager.saveDocking();
                propContr.dockProp.SetActive(false);
                initialPoint.SetActive(true);
                persistanceManager.startDocking(stage);

                /*
                 * GameObject tracker1 = GameObject.Find("Tracker1");
                 * if (tracker1 != null)
                 * {
                 *  HydraTracker hTracker = tracker1.GetComponent<HydraTracker>();
                 *  if (hTracker != null)
                 *  {
                 *      //hTracker.attach(propContr);
                 *      hTracker.PositionReference = this.propContr;
                 *      if (masterController.currentStage != MasterController.EXP_STAGE.PROP_MATCHING_PLUS_RETARGETING)
                 *      {
                 *          hTracker.detach();
                 *      }
                 *
                 *  }
                 * }
                 */

                capsuleHand.canDraw = true;
                propContr.hydraTracker.detach();
                propContr.gameObject.SetActive(false);

                stage = 4;
            }
            else if (stage == 4) // Hand moves to point z
            {
                persistanceManager.saveDocking();
                persistanceManager.startDocking(stage);
                initialPoint.SetActive(false);
                capsuleHand.canDraw = true;
                stage = -1;
                propContr.hydraTracker.detach();
                if (!masterController.isDemo)
                {
                    if (propContr.angleNumber == 2)
                    {
                        notificationsMannager.registerGoal();
                    }
                }
            }

            notificationsMannager.lightStepNotification(stage + 2);
        }
    }
예제 #11
0
    // Update is called once per frame
    void Update()
    {
        leftScore  = Mathf.Max(0, leftScore - .016f);
        rightScore = Mathf.Max(0, rightScore - .032f);

        // left right should be no more than 30 deg
        // Check if both hands are tracked
        Locked = leftHand.IsTracked && rightHand.IsTracked;

        // Up/down should be no more than 15 deg
        // Check up down angle
        if (leftHand.Handedness == Chirality.Left && leftHand.IsTracked && leftHand.GetLeapHand() != null)
        {
            //leftHand;
            Leap.Hand hand      = leftHand.GetLeapHand();
            var       arm       = hand.Arm;
            Vector3   right     = arm.Basis.xBasis.ToVector3() * arm.Width * 0.7f * 0.5f;
            Vector3   wrist     = arm.WristPosition.ToVector3();
            Vector3   elbow     = arm.ElbowPosition.ToVector3();
            float     armLength = Vector3.Distance(wrist, elbow);
            wrist -= arm.Direction.ToVector3() * armLength * 0.05f;
            Vector3 thumbBase         = leftHand.getThumbBase();
            Vector3 mockThumbBase     = leftHand.getMockThumbBase();
            Vector3 leftArmFrontRight = wrist + right;
            Vector3 leftArmFrontLeft  = wrist - right;
            leftLeft  = Vector3.Distance(leftArmFrontRight, mockThumbBase);
            leftRight = Vector3.Distance(leftArmFrontLeft, thumbBase);


            leftOrientation = Mathf.Rad2Deg * (hand.Direction.AngleTo(arm.Direction));



            // Get up/down
            Vector3 leftPalmNorm = -hand.PalmNormal.ToVector3();
            Vector3 leftArm      = hand.Arm.Direction.ToVector3();
            angleL = Vector3.Angle(leftArm, leftPalmNorm);
        }
        if (rightHand.Handedness == Chirality.Right && rightHand.IsTracked && rightHand.GetLeapHand() != null)
        {
            //leftHand;
            Leap.Hand hand      = rightHand.GetLeapHand();
            var       arm       = hand.Arm;
            Vector3   right     = arm.Basis.xBasis.ToVector3() * arm.Width * 0.7f * 0.5f;
            Vector3   wrist     = arm.WristPosition.ToVector3();
            Vector3   elbow     = arm.ElbowPosition.ToVector3();
            float     armLength = Vector3.Distance(wrist, elbow);
            wrist -= arm.Direction.ToVector3() * armLength * 0.05f;
            Vector3 thumbBase          = rightHand.getThumbBase();
            Vector3 mockThumbBase      = rightHand.getMockThumbBase();
            Vector3 rightArmFrontRight = wrist + right;
            Vector3 rightArmFrontLeft  = wrist - right;
            rightLeft  = Vector3.Distance(rightArmFrontRight, mockThumbBase);
            rightRight = Vector3.Distance(rightArmFrontLeft, thumbBase);
            // Get up/down
            Vector3 leftPalmNorm = -hand.PalmNormal.ToVector3();
            Vector3 leftArm      = hand.Arm.Direction.ToVector3();
            angleR = Vector3.Angle(leftArm, leftPalmNorm);

            rightOrientation = Mathf.Rad2Deg * (hand.Direction.AngleTo(arm.Direction));
        }
        if (Locked)
        {
            //Debug.Log(leftLeft + " " + leftRight + "::" + rightLeft+" " + rightRight);
            badL = 0;
            badR = 0;
            if (useServer)
            {
                if (sent)
                {
                    HandFeature data = _connector.getData();
                    if (data != null)
                    {
                        badL = data.badL;
                        badR = data.badR;
                        sent = false;
                    }
                }
                else
                {
                    _connector.sendData(angleL, angleR, leftLeft, leftRight, rightLeft, rightRight, leftOrientation, rightOrientation, Locked, badL, badR);
                    sent = true;
                }
            }
            else
            {
                if ((Mathf.Abs(angleL - target) > tolerance || (leftOrientation >= 35)))
                {
                    //Debug.Log(leftOrientation + " " + rightOrientation + " bad");
                    badL = 1;
                    //Debug.Log("Bad");
                }
                if ((Mathf.Abs(angleR - target) > tolerance || (rightOrientation >= 35)))
                {
                    //Debug.Log(leftOrientation + " " + rightOrientation + " bad");
                    badR = 1;
                    //Debug.Log("Bad");
                }
            }



            leftScore  = Mathf.Min(100, leftScore + ((float)badL) / 20);
            rightScore = Mathf.Min(100, rightScore + ((float)badR) / 25);
            try
            {
                leftHand.updateMatColor(colorScale.Evaluate(leftScore));
                rightHand.updateMatColor(colorScale.Evaluate(rightScore));
            }
            catch (MissingComponentException)
            {
            }
        }
        else
        {
            badL = 0;
            badR = 0;
        }
        if (badL == 1 || badR == 1)
        {
            // Some visual
            if (Time.time - lastErr >= timeout)
            {
                lastErr = Time.time;
                if (badStuff != null)
                {
                    badStuff.Play();
                }
            }
        }
        //Debug.Log(badL + " " + badR);
        rowDataLeft[0] = "" + angleL;
        rowDataLeft[1] = "" + leftLeft;
        rowDataLeft[2] = "" + leftRight;
        rowDataLeft[3] = "" + leftOrientation;
        rowDataLeft[4] = "" + badL;
        rowDataLeft[5] = "" + Locked;

        rowDataRight[0] = "" + angleR;
        rowDataRight[1] = "" + rightLeft;
        rowDataRight[2] = "" + rightRight;
        rowDataRight[3] = "" + rightOrientation;
        rowDataRight[4] = "" + badR;
        rowDataRight[5] = "" + Locked;

        string        delimiter = ",";
        StringBuilder sbL       = new StringBuilder();
        StringBuilder sbR       = new StringBuilder();

        for (int index = 0; index < rowDataLeft.Length; index++)
        {
            sbL.AppendLine(string.Join(delimiter, rowDataLeft[index]));
            sbR.AppendLine(string.Join(delimiter, rowDataRight[index]));
        }
        string filePathL = "C:\\Users\\Vinay\\Documents\\WristWatcher\\Assets\\WristWatcher\\Left.csv";
        string filePathR = "C:\\Users\\Vinay\\Documents\\WristWatcher\\Assets\\WristWatcher\\Right.csv";

        // Create a file to write to.
        System.IO.File.AppendAllText(filePathL, sbL.ToString() + "\n");
        System.IO.File.AppendAllText(filePathR, sbR.ToString() + "\n");


        //Debug.Log(filePath);

        //Debug.Log("Left Angle:" + angleL + " Right Angle:" + angleR);
    }
예제 #12
0
        void FixedUpdate()
        {
            if (directConnect)
            {
                //追従対象の手がないときは非アクティブにする
                palm.gameObject.SetActive(capsuleHand.gameObject.activeSelf);
                for (int f = 0; f < fingers.Length; ++f)
                {
                    if (fingers [f] != null)
                    {
                        fingers [f].gameObject.SetActive(capsuleHand.gameObject.activeSelf);
                    }
                }
                //追従対象がないときは何もしない
                if (!capsuleHand.gameObject.activeSelf)
                {
                    return;
                }

                Hand leapHand = capsuleHand.GetLeapHand();
                palm.position = leapHand.PalmPosition.ToVector3();
                palm.rotation = leapHand.Rotation.ToQuaternion();

                if (recorder.recording)
                {
                    string[] data =
                    {
                        palm.position.x.ToString(),
                        palm.position.y.ToString(),
                        palm.position.z.ToString(),
                        palm.rotation.x.ToString(),
                        palm.rotation.y.ToString(),
                        palm.rotation.z.ToString(),
                        palm.rotation.w.ToString()
                    };
                    recorder.Record(data);
                }

                for (int f = 0; f < fingers.Length; ++f)
                {
                    if (fingers [f] != null)
                    {
                        fingers [f].FixedUpdateBones(leapHand.Fingers [f]);
                    }
                }
            }
            else
            {
                //再生してないときは非アクティブにする
                palm.gameObject.SetActive(player.playing);
                for (int f = 0; f < fingers.Length; ++f)
                {
                    if (fingers [f] != null)
                    {
                        fingers [f].gameObject.SetActive(player.playing);
                    }
                }
                if (!player.playing)
                {
                    return;
                }

                float[] data = player.OnFixedUpdate();
                if (data == null)
                {
                    return;
                }

                palm.position = new Vector3(data [0], data [1], data [2]);
                palm.rotation = new Quaternion(data [3], data [4], data [5], data [6]);

                for (int f = 0; f < fingers.Length; ++f)
                {
                    if (fingers [f] != null)
                    {
                        fingers [f].FixedUpdateBones();
                    }
                }
            }
        }