protected void init(Hi5_Glove_Interaction_Hand hand)
        {
            mJudgeMent = new Hi5_Object_JudgeMent();
            mDecision  = new Hi5_Glove_Decision(mJudgeMent, hand, this);
            Hi5_Glove_State_Pinch pinchState = new Hi5_Glove_State_Pinch();

            pinchState.Init(hand, this, mDecision);
            Hi5_Glove_State_Release releaseState = new Hi5_Glove_State_Release();

            releaseState.Init(hand, this, mDecision);
            Hi5_Glove_State_Pinch2 pinch2 = new Hi5_Glove_State_Pinch2();

            pinch2.Init(hand, this, mDecision);
            Hi5_Glove_State_Clap clap = new Hi5_Glove_State_Clap();

            clap.Init(hand, this, mDecision);

            Hi5_Glove_State_Lift Lift = new Hi5_Glove_State_Lift();

            Lift.Init(hand, this, mDecision);
            mDicState.Add(E_Hand_State.EClap, clap);
            mDicState.Add(E_Hand_State.ELift, Lift);
            mDicState.Add(E_Hand_State.EPinch, pinchState);
            mDicState.Add(E_Hand_State.ERelease, releaseState);
            mDicState.Add(E_Hand_State.EPinch2, pinch2);
            mCurrentState = releaseState;

            mJudgeMent.mStateManager = this;
            mJudgeMent.Hand          = hand;
        }
 internal Hi5_Glove_State_Pinch2 GetPinch2()
 {
     if (mDicState.ContainsKey(E_Hand_State.EPinch2))
     {
         Hi5_Glove_State_Pinch2 temp = mDicState[E_Hand_State.EPinch2] as Hi5_Glove_State_Pinch2;
         return(temp);
     }
     else
     {
         return(null);
     }
 }