// Update is called once per frame void Update() { //mousePos = (GameObject.Find("HandLeft").transform.position); //transform.position = mousePos; //Debug.Log(GameObject.Find("HandLeft").transform.position); if (GameObject.Find("HandLeft") != null) { dropLeft = GameObject.Find("HandLeft").GetComponent <DragAndDrop>(); } if (GameObject.Find("HandRight") != null) { dropRight = GameObject.Find("HandRight").GetComponent <DragAndDrop>(); } //creates initial bin if (collisionManager.CheckHandsShowing() && GameObject.Find("bin(Clone)") == null) { Transform tester = new GameObject().transform; Debug.Log(tester.ToString()); GameObject newBin = Instantiate(bin, tester); } if (bodySourceView.getLeftCloseFlag() && gameObject.name == "HandLeft") { dropLeft.DragOrPickUp("HandLeft"); } if (bodySourceView.getRightCloseFlag() && gameObject.name == "HandRight") { dropRight.DragOrPickUp("HandRight"); } //if hand is open if (!bodySourceView.getLeftCloseFlag() && gameObject.name == "HandLeft" && dropLeft.getDrag()) { dropLeft.DropItem(); } //this is to check whether the hand are active /* * if (HasInput) { * drop.DragOrPickUp (); * } else { * if (drop.getDrag()) { * drop.DropItem(); * } * } */ }
// Update is called once per frame void Update() { //mousePos = (GameObject.Find("HandLeft").transform.position); //transform.position = mousePos; //Debug.Log(GameObject.Find("HandLeft").transform.position); if (GameObject.Find("HandLeft") != null) { dropLeft = GameObject.Find("HandLeft").GetComponent <DragAndDrop>(); } if (GameObject.Find("HandRight") != null) { dropRight = GameObject.Find("HandRight").GetComponent <DragAndDrop>(); } //creates initial bin + brench if (collisionManager.CheckHandsShowing() && GameObject.Find("bin") == null) { /* Tina: Don't think we need the tester as it just create a random new gameobject * Transform tester = new GameObject().transform; * * Debug.Log(tester.ToString()); * GameObject newBin = Instantiate(bin, tester);*/ // destroy the crowd once the hand is activated if (GameObject.Find("crowd") != null) { Destroy(GameObject.Find("crowd")); } if (GameObject.Find("crowd1") != null) { Destroy(GameObject.Find("crowd1")); } GameObject newBin = Instantiate(bin); GameObject newBrench = Instantiate(brench); newBin.name = "bin"; newBrench.name = "brench"; } if (bodySourceView.getLeftCloseFlag() && gameObject.name == "HandLeft") { dropLeft.DragOrPickUp("HandLeft"); } if (bodySourceView.getRightCloseFlag() && gameObject.name == "HandRight") { dropRight.DragOrPickUp("HandRight"); } //if hand is open if (!bodySourceView.getLeftCloseFlag() && gameObject.name == "HandLeft" && dropLeft.getDrag()) { dropLeft.DropItem(); } //this is to check whether the hand are active /* * if (HasInput) { * drop.DragOrPickUp (); * } else { * if (drop.getDrag()) { * drop.DropItem(); * } * } */ }