void OnRobotConnected(RobotInfo ifo, RobotConnector.TargetPorts ports) { HandController c = GameObject.FindObjectOfType <HandController> (); if (c == null || !c.IsConnected()) { return; } _streamer = new GstNetworkImageStreamer(); _imageGrabber = new GstUnityImageGrabber(); _imageGrabber.SetTexture2D(HandRenderer.LeapRetrival [0].MainTextureData, HandRenderer.LeapRetrival [0].Width, HandRenderer.LeapRetrival [0].Height, TextureFormat.Alpha8); _imageGrabber.Update(); //update once _handsPort = Settings.Instance.GetPortValue("HandsPort", 0); _streamer.SetBitRate(300); _streamer.SetResolution(640, 240, 30); _streamer.SetGrabber(_imageGrabber); _streamer.SetIP(ports.RobotIP, _handsPort, false); RobotConnector.Connector.SendData(TxKitHands.ServiceName, "HandPorts", _handsPort.ToString(), false); _streamer.CreateStream(); _streamer.Stream(); _isConnected = true; }
/*SteamVR_Controller.Device device; SteamVR_TrackedObject trackedObj; public SteamVR_TrackedObject.EIndex index = SteamVR_TrackedObject.EIndex.None;*/ void Start() { boltFireSound = GetComponent<AudioSource>(); //trackedObj = GetComponent<SteamVR_TrackedObject>(); //device = SteamVR_Controller.Input((int)trackedObj.index); hc = GetComponent<HandController>(); }
// ========================================================================= // PUBLIC METHODS // ========================================================================= // Start is called before the first frame update void Start() { Debug.Log("serial interaction start up"); // Set up the hand controller handController = Hand.GetComponent <HandController>(); // skip if not enabled if (!enableOutput) { return; } textOutput = false; if (!textOutput) { Debug.Log("Serial inteaction entered stream try"); // Set the read/write timeouts stream.ReadTimeout = 500; stream.WriteTimeout = 500; // open stream try { stream.Open(); Debug.Log("stream opened"); } catch { throw new System.Exception("Out Stream is not available!"); //Debug.Log("serial interaction stream not available"); } Debug.Log("serial interaction past try catch"); } Debug.Log("serial interaction start up complete"); }
public static HandModel GetHandModel(HandController controller, HandModelType type) { HandModel[] allHands; switch (type) { case HandModelType.Graphic: allHands = controller.GetAllGraphicsHands(); break; case HandModelType.Physics: allHands = controller.GetAllPhysicsHands(); break; default: allHands = controller.GetAllGraphicsHands(); break; } if (allHands.Length == 0) { return null; } return allHands[0]; }
public void drop() { beingHeld = false; curHolding = null; deleteTimer = DeleteTime; }
private static void StartNextTurn(bool nextPlayer = true) { if (nextPlayer) { Game.Current.CurrentPlayerIndex++; if (Game.Current.CurrentPlayerIndex >= Game.Current.Players.Count) { Game.Current.CurrentPlayerIndex = 0; } } SidebarController.ToggleUserButtons(Game.Current.CurrentPlayer.IsAI == false); SidebarController.RenderTurnPlayerLabel(); SidebarController.RenderTurnPointsLabel(0); SidebarController.RenderScoreboard(); HandController.LoadHand(Game.Current.CurrentPlayer); if (Game.Current.CurrentPlayer.IsAI) { Game.Current.CurrentPlayer.AI.PlayTurn(); } else { if (nextPlayer) { Game.Save(autosave: true); } } }
public override void ButtonUsed(HandController hand, ButtonEventKind buttonEventKind) { if (buttonEventKind == ButtonEventKind.TriggerButtonDown) { Trigger(hand); } }
public void SetController(HandController controller) { controller_ = controller; for (int i = 0; i < fingers.Length; ++i) { if (fingers[i] != null) fingers[i].SetController(controller_); } }
IEnumerator Deal() { GameDeck.Initialize(); HandController Player1 = Hand1.GetComponent <HandController>(); Player1.Initialize(GameDeck, HandType.Player); Player1.gameObject.AddComponent <PlayerBrain>().Initialize(CombatZone); yield return(StartCoroutine(Player1.Deal())); HandController Player2 = Hand2.GetComponent <HandController>(); Player2.Initialize(GameDeck, HandType.Opponent); Player2.gameObject.AddComponent <PlayerBrain>().Initialize(CombatZone); yield return(StartCoroutine(Player2.Deal())); Players.Add(Player1); Players.Add(Player2); //GameCard trumpCard = GameObjectUtils.AddAndPosition (CardPrefab, this.gameObject, new Vector3()).GetComponent<GameCard> (); //Debug.Log (null != GameDeck); //trumpCard.Initialize (GameDeck.TakeCardFromDeck ()); yield return(new WaitForSeconds(1)); BeginGame(); }
public override void Init(Mover mover, HandController handcontroller, GameObject sight) { base.Init(mover, handcontroller, sight); medKitSensor = sight.GetComponent <PickableMedKitSensor>(); weaponSensor = sight.GetComponent <PickableWeaponSensor>(); health = mover.GetComponent <Health>(); }
public void Grab(HandController handController) { foreach (IButtonTarget target in targets) { target.ButtonPressed(); } }
protected override void DoEngaging() { if (campedMedKit != null) { Mover.MoveTowardsPosition(campedMedKit.transform.root.position); if (CurrentEnemyTarget != null) { Mover.RotateTowardsDirection(GetPredictiveAimDirection(CurrentEnemyTarget)); HandController.Use(); } else { Mover.RotateTowardsPosition(campedMedKit.transform.root.position); } } else if (CurrentUziTarget != null) { Mover.MoveTowardsPosition(CurrentUziTarget.transform.root.position); Mover.RotateTowardsPosition(CurrentUziTarget.transform.root.position); } else if (CurrentEnemyTarget != null) { Mover.MoveRightAroundPosition(CurrentEnemyTarget.transform.root.position); Mover.RotateTowardsDirection(GetPredictiveAimDirection(CurrentEnemyTarget)); HandController.Use(); } }
// Use this for initialization void Start() { camera = GameObject.FindGameObjectWithTag("MainCamera"); controller = GameObject.FindGameObjectWithTag("GameController").GetComponent <HandController> (); palmPos = new Vector3(0f, 0f, 0f); rotation = new Vector3(0f, -2f, 0f); }
public override void OnInspectorGUI() { HandController t = target as HandController; if (t.Gears.Count == 0) { t.createGears(); } EditorGUILayout.LabelField("Gears:"); { EditorGUI.indentLevel++; foreach (var entry in t.Gears) { entry.Value.angle = EditorGUILayout.FloatField(entry.Key.ToString().ToLower(), entry.Value.angle); } EditorGUI.indentLevel--; } EditorGUILayout.Space(); if (GUILayout.Button("Generate Skeleton")) { Transform parent = t.transform; for (HandBoneIndex i = HandBoneIndices.WristStart; i < HandBoneIndices.WristEnd; ++i) { parent = createBoneNode(parent, i); } Transform thumb = parent, index = parent, middle = parent, ring = parent, pinky = parent; for (HandBoneIndex i = HandBoneIndices.ThumbStart; i < HandBoneIndices.ThumbEnd; ++i) { thumb = createBoneNode(thumb, i); } for (HandBoneIndex i = HandBoneIndices.IndexStart; i < HandBoneIndices.IndexEnd; ++i) { index = createBoneNode(index, i); } for (HandBoneIndex i = HandBoneIndices.MiddleStart; i < HandBoneIndices.MiddleEnd; ++i) { middle = createBoneNode(middle, i); } for (HandBoneIndex i = HandBoneIndices.RingStart; i < HandBoneIndices.RingEnd; ++i) { ring = createBoneNode(ring, i); } for (HandBoneIndex i = HandBoneIndices.PinkyStart; i < HandBoneIndices.PinkyEnd; ++i) { pinky = createBoneNode(pinky, i); } HandRig rig = t.GetComponent <HandRig>(); if (rig) { rig.searchNodes(); } } }
/// <summary> /// Add new glove geometry to the world. /// </summary> /// <param name="ID">The ID of the glove to add.</param> public void AddGlove(int ID) { //create a new hand object with the ID GameObject newGlove = new GameObject(); newGlove.name = "Glove " + ID.ToString(); HandController gloveScript = (HandController)newGlove.AddComponent(typeof(HandController)); //set joint angle ranges in library IntPtr minPtr = Marshal.AllocHGlobal(Marshal.SizeOf(gloveScript.rotationMinimum[0]) * 15); Marshal.Copy(gloveScript.rotationMinimum.ToArray(), 0, minPtr, 15); IntPtr maxPtr = Marshal.AllocHGlobal(Marshal.SizeOf(gloveScript.rotationMaximum[0]) * 15); Marshal.Copy(gloveScript.rotationMaximum.ToArray(), 0, maxPtr, 15); setAngles(ID, minPtr, maxPtr); Marshal.FreeHGlobal(minPtr); Marshal.FreeHGlobal(maxPtr); gloveScript.ID = ID; gloves.Add(ID, gloveScript); //add pairing block pairInterface.AddPairBlock(ID); //highlight new glove Camera.main.GetComponent <HighlightEffect>().highlightObject = newGlove; //update the orbit center UpdateOrbit(); }
private void Start() { if (hand == null) { hand = GameObject.Find("hand").GetComponent <HandController>(); } }
void Update() { HandModel[] models = null; HandController hand = (HandController)controllerObject.GetComponent <HandController>(); models = hand.GetAllGraphicsHands(); if (models.Length == 1) { Vector3 handRotation = (models[0].GetPalmRotation().ToEulerAngles() * Rad2Deg); //Debug.Log(handRotation.z); if (handRotation.x > 30 && handRotation.x < 330) { handRotation.x = (tiltMaze.transform.rotation.ToEulerAngles() * Rad2Deg).x; } if (handRotation.z > 30 && handRotation.z < 330) { handRotation.z = (tiltMaze.transform.rotation.ToEulerAngles() * Rad2Deg).z; } tiltMaze.transform.rotation = Quaternion.Euler(new Vector3(handRotation.x, 0f, handRotation.z)); //Debug.Log(tiltMaze.transform.rotation.ToEulerAngles() * Rad2Deg); FingerModel[] fingers = models[0].fingers; for (int x = 0; x < fingers.Length; x++) { Debug.DrawRay(fingers[x].GetRay().origin, fingers[x].GetRay().direction, Color.green); } } }
//将Leap Motion中获取到的坐标信息转化为Unity的世界坐标 public static Vector3 leapVectorToUnityVector3(HandController hc, Leap.Vector leapVector) { Vector3 unityPosition_now = leapVector.ToUnityScaled(false); Vector3 worldPosition_now = hc.transform.TransformPoint(unityPosition_now); return(worldPosition_now); }
void OnTriggerEnter(Collider other) { if (other.tag == tag) { Part part = other.GetComponentInParent <Part>(); if (part == null || part.separated) { return; } HandController grabbedHand = part.grabbedBy; if (grabbedHand == null || grabbedHand.state != HandController.State.Deconstructing) { return; } Part newPart = Instantiate(part); newPart.transform.position = part.transform.position; newPart.transform.rotation = part.transform.rotation; newPart.separated = true; newPart.originJoint.connectedBody = null; Rigidbody rigidbody = newPart.GetComponent <Rigidbody>(); rigidbody.useGravity = true; grabbedHand.Attach(newPart); part.gameObject.SetActive(false); } }
void Start() { HandController controller = GetComponent <HandController>(); controller.enabled = false; controller.PauseRecording(); }
protected override void DoEngaging() { engagingMovementRoutine.UpdateMovementRoutine(CurrentEnemyTarget.transform.root.position); Mover.RotateTowardsDirection(GetPredictiveAimDirection(CurrentEnemyTarget)); HandController.Use(); }
protected Hero(HeroInfo heroInfo) { maxHp = heroInfo.Hp; currentHp = maxHp; if (HpChangedEvent != null) { HpChangedEvent(this, currentHp, maxHp); } maxAmmo = heroInfo.Ammo; currentAmmo = maxAmmo; if (AmmoChangedEvent != null) { AmmoChangedEvent(this, currentAmmo, maxAmmo); } bullets = new BulletInfo[maxAmmo]; bulletSprite = heroInfo.BulletSprite; bulletSpeed = heroInfo.BulletSpeed; animator = heroInfo.Animator; hand = new HandController(heroInfo); bodyParts = HitBox.GetHitBox(heroInfo.HitBox); }
public void ComputerDrop(HandController opponentHand, CardController card) { Neutral.cardDropped(card); opponentHand.RemoveCard(card.getCard()); card.gameObject.SetActive(false); turn++; }
private void Start() { side = GetComponentInParent <SideGUI_canvas>(); myTransform = transform; myTransform.DestroyAllChildren(); for (int i = 0; i < GameConstants.NUMBER_OF_BOARD_SLOTS_PER_PLAYER; i++) { BoardSquareGUI_canvas slotGUI = Instantiate(slotPrefab, myTransform); slotGUI.side = side; slotGUI.gameObject.name = "slot_" + i; } // Callbacks HandController hand = FindObjectOfType <HandController>(); if (side.owner == Owner.PLAYER) { hand.OnPlayerPlayedCard += PlayerPlayedCard; } else if (side.owner == Owner.ENEMY) { hand.OnEnemyPlayedCard += EnemyPlayedCard; } else { Debug.LogError("Who are you?"); } }
void Start() { leftArrow = GameObject.Find("LeftArrow").GetComponent <DirrectionLightUp>(); rightArrow = GameObject.Find("RightArrow").GetComponent <DirrectionLightUp>(); upArrow = GameObject.Find("UpArrow").GetComponent <DirrectionLightUp>(); downArrow = GameObject.Find("DownArrow").GetComponent <DirrectionLightUp>(); cameraStartingPosition = transform.position; cameraStartingRotation = transform.rotation; delegateReference = new LeapEventDelegate(parseFrameAndRotate); cameraMovementVector = new Vector3(0, 0, 0); cameraRotationVector = new Vector3(0, 0, 0); fingerVectors = new Vector3[5]; GameObject ballGameObject = GameObject.Find("Ball"); if (ballGameObject != null) { ball = ballGameObject.transform; ballsRigidbody = ball.GetComponent <Rigidbody>(); } leftHandControllerTransform = GameObject.FindGameObjectWithTag("LeftHand").transform; rightHandControllerTransform = GameObject.FindGameObjectWithTag("RightHand").transform; leftHandController = leftHandControllerTransform.gameObject.GetComponent <HandController>(); rightHandController = rightHandControllerTransform.gameObject.GetComponent <HandController>(); leftHandControllerStartingPosition = leftHandControllerTransform.position; leftHandControllerStartingRotation = leftHandControllerTransform.rotation; rightHandControllerStartingPosition = rightHandControllerTransform.position; rightHandControllerStartingRotation = rightHandControllerTransform.rotation; BallsSpeed = 150f; offset = 0; }
protected override void DoAttacking() { Mover.MoveRightAroundPosition(CurrentEnemyTarget.transform.root.position); Mover.RotateTowardsDirection(GetPredictiveAimDirection(CurrentEnemyTarget)); HandController.Use(); }
private void Awake() { manaCrystalBlock = transform.Find("ManaCrystalBlock").GetComponent <ManaCrystalBlock>(); deckBlock = transform.Find("DeckBlock").GetComponent <DeckBlock>(); nicknameText = transform.Find("NicknameText").GetComponent <Text>(); hand = transform.Find("Hand").GetComponent <HandController>(); }
void Start() { if (!MyNetworkLobbyManager.s_singleton.IsTutorial) { if (!isLocalPlayer) return; } hand_manager_ = GameObject.Find("HandManager"); hand_controller_ = FindObjectOfType<HandController>(); magic_action_list_.Add( 0, FindObjectOfType<Ike3KudamonKinesisu>().KudamonKinesis); magic_action_list_.Add( 1, GetComponent<EggPlantAttacker>().StartEggPlantPanic); magic_action_list_.Add( 2, FindObjectOfType<SmallFruit>().SmallFruitStart); magic_action_list_.Add( 3, FindObjectOfType<Ike3TyphoonSetting>().TyphoonOn); magic_action_list_.Add( 4, FindObjectOfType<PeachChange>().PeachChangeStart); player_magic_manager_ = GetComponent<PlayerMagicManager>(); }
//手札がタッチアップされた瞬間 public void OnPointerUp() { // カードと重なってるならCardGeneratorで合成発動 if (handCard_a != null && handCard_b != null) { HandController comCard = _cardGenerator.Combination(handCard_a.word_data.id, handCard_b.word_data.id); /* 多分、startPosは途中で値変わるとまずいから、private据え置きがいいんだけど、やり方がわからん。 * Vector3 _startPos{ * get{ * return handCard_a.startPos; * } */ comCard.transform.position = handCard_a.startPos; // ここから下の処理は、例えばFieldDirectorにさせるのかもなぁ。 } else if (deck) { } else if (field) { } else if (obj) { } }
protected override void Start() { base.Start(); _tRoot = transform.root; rby = GetComponentInParent <Rigidbody>(); holder = null; }
/// <summary> /// Initialize this instance. /// </summary> public void Initialize() { // 最初のHandCard配置 for (int i = 0; i < 5; i++) { //int a = Random.Range (0, list.Count); // データ完成後はこちら。今は歯抜けなので↓ HandController firstDraw = _deckController.GetHandFromDeck(); // ↓実は、.で上流に遡れる! そして、また降りてこれる! これもOK → firstDraw.gameObject.transform.gameObject.GetComponent<RectTransform> (); RectTransform rect = firstDraw.gameObject.GetComponent <RectTransform> (); rect.anchoredPosition = new Vector2(handPos_x + 100 * i, handPos_y); /* * ↓の書き方では、だめ。 * Vector2 rect = firstDraw.gameObject.GetComponent<RectTransform> ().anchoredPosition; * rect = new Vector2 (handPos_x+100*i, handPos_y); * どうやらここまでやると、Vector2の値だけ、魚拓みたいにとるらしい。途中の流れは保存されない。 * * これも、だめ。 * firstDraw.transform.position = new Vector2 (handPos_x+100*i, handPos_y); */ i = firstDraw.number; handList.Add(firstDraw); } }
void Start() { minSwipeDistance = Screen.height * 20 / 100; cam = Camera.main; handController = GameObject.Find("Hand").GetComponent <HandController>(); }
/** Sets the parent HandController object. */ public void SetController(HandController controller) { controller_ = controller; for (int i = 0; i < fingers.Length; ++i) { if (fingers[i] != null) fingers[i].SetController(controller_); } }
/** Dan's Original Method **/ // Grab Pan void GrabPan(Frame frame, HandController noob) { if (prevHandCenter == null) { prevHandCenter = noob.transform.TransformPoint(frame.Hands[0].Fingers[1].TipPosition.ToUnityScaled(false)); HandCenter = prevHandCenter; } else { prevHandCenter = HandCenter; HandCenter = noob.transform.TransformPoint(frame.Hands[0].Fingers[1].TipPosition.ToUnityScaled(false)); } // z modification of sensitivity z_factor = 1.0f - Mathf.Min(1.0f, HandCenter.z); if (frame.Hands[0].GrabStrength == 1) { float diff = Vector3.Distance(HandCenter, prevHandCenter); Vector3 dir = Vector3.Normalize(HandCenter - prevHandCenter); GetComponent <Transform>().position += new Vector3((dir.x * diff) * (7 * z_factor), (dir.y * diff) * (7 * z_factor), 0f); } }
public void Start() { _controller = GetComponent<PlayerController>(); _handController = GetComponent<HandController>(); Globals.Initialize(); if (!_controller) Debug.LogError("Player Controller Component not found!"); }
void Start() { currentColor = targetColor; blockMaterial = renderer.material; controller = GameObject.FindGameObjectWithTag("LeapmotionController").GetComponent<HandController>(); //audio = GetComponents<AudioSource>() [1]; }
// private GameObject leftPalmObject; // private GameObject rightPalmObject; // Use this for initialization protected void Start () { handController = GetComponent<HandController> (); spellControl = GetComponent<MageSpellControl> (); // leftPalmObject = new GameObject (); // rightPalmObject = new GameObject (); }
public void Start() { _controller = GetComponent<HandController>(); if (_controller == null) { throw new System.Exception("Cannot find Controller!"); } GetHand(); }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public void Awake() { if ( CursorDataProvider == null ) { CursorDataProvider = FindObjectOfType<HoverCursorDataProvider>(); } if ( LeapControl == null ) { LeapControl = FindObjectOfType<HandController>(); } }
public void GeneralStart() { handController = new HandController (); moveController = new MoveController (); leftCardPosition = new Vector3(transform.position.x - 0.5f,transform.position.y - 0.5f,transform.position.z); rightCardPosition = new Vector3(transform.position.x + 0.5f,transform.position.y - 0.5f,transform.position.z); var timeCard = (GameObject)Instantiate (Card, leftCardPosition, Quaternion.identity); leftCard = timeCard.GetComponent<CardBasicScript> (); timeCard = (GameObject)Instantiate (Card, rightCardPosition, Quaternion.identity); rightCard = timeCard.GetComponent<CardBasicScript> (); }
//GameObject hand_controller ) public static void init() { GameObject root = GameObject.Find("Root"); hand_controller = root.GetComponentsInChildren<HandController>()[0]; //Mouse.root = root; //TODO: this check is maybe not robust to parallel calls? if (has_been_initialized) return; has_been_initialized = true; OnUpdate.register(delegate() { LeapMotion.update(); }); }
void Start () { audioPlayer = GameObject.Find ("SoundObject").GetComponent<AudioPlayScript> (); controller = GameObject.Find ("HeadMountedHandController").GetComponent<HandController> (); leftHandModel = GameObject.Find ("SecondPlayerLeft"); rightHandModel = GameObject.Find ("SecondPlayerRight"); result = GameObject.Find ("ResultText").GetComponent<Text> (); poseManager = new PoseManager (); if (PhotonNetwork.playerList [0].name == PhotonNetwork.playerName) { firstPlayer = true; Debug.Log ("first player"); } }
//////////////////////////////////////////////////////////////////////////////////////////////// /*--------------------------------------------------------------------------------------------*/ public virtual void Awake() { vHandControl = gameObject.GetComponent<HandController>(); if ( vHandControl == null ) { throw new Exception("The HovercastLeapInputProvider component must be added to the "+ "same GameObject that contains the Leap Motion HandController component."); } vSettings = new LeapInputSettings(); UpdateSettings(); vSideL = new LeapInputSide(true, vSettings); vSideR = new LeapInputSide(false, vSettings); }
void OnTriggerEnter(Collider collider) { if (IsFinger(collider) && gm.getColorChoserActive() && QuizManager.getHasColor()) { fingerModel = collider.gameObject.GetComponentInParent<FingerModel>(); f = fingerModel.GetLeapFinger(); controller = fingerModel.GetController(); shoeRender.material = QuizManager.getChosenMaterial(); //shoeRender.material = new Material(Shader.Find(QuizManager.shaderName)); QuizManager.changedObjects.Add(shoeRender); QuizManager.setHasColor(false); Destroy(Colors.drop); } }
//GameObject hand_controller ) public static void init() { // reset whenever init is called GameObject root = GameObject.Find("root"); hand_controller = root.GetComponentsInChildren<HandController>()[0]; // but don't register multiple times with onUpdate //TODO: this check is maybe not robust to parallel calls? if (has_been_initialized) return; has_been_initialized = true; OnUpdate.register(delegate() { LeapMotion.update(); }); }
void Start() { max_hand_distance_ = 1; rigid_hand_ = GetComponent<RigidHand>(); hand_controller_ = FindObjectOfType<HandController>(); is_hand_exist_ = GetComponentInParent<IsHandExist>(); hand_pos_ = rigid_hand_.GetPalmPosition(); if (rigid_hand_.GetLeapHand().IsLeft) { hand_old_pos_ = left_hand_pos_zero_; } once_position_unification_ = false; distance_difference_ = new Vector3(0.0f, 0.0f, 0.0f); }
/// <summary> /// Performs initialization of Leap Interaction. /// </summary> public void Initialize () { clientUnitLengthInMillimeters = MM_PER_M / transform.localScale.x; ReferenceObject = GetComponent<HandController>(); m_scene = new Scene (); Scene.ClientUnitLengthInMillimeters = clientUnitLengthInMillimeters; PositionCamera(); m_scene.RunCollisionDetection = EnableInteractionCollisions; m_scene.ResolveCollisions = true; //EnableInteractionCollisions; m_scene.AlwaysRunCollisionForHandsVsHeldObjects = true; m_scene.HandDistanceMultiplier = 1.0f; m_scene.DestroyClustersWhileNotHolding = true; // Don't create update the hand from the interact dll m_scene.UseBodyCallbacks = ShowInteractionHands; m_scene.UseHoldingCallbacks = true; // Start internal visualizer if (ShowVisualizer) { m_scene.OpenVisualDebgger (); } m_scene.AllowPinchWithAnyFinger = AllowPinchWithAnyFinger; m_scene.DisableHoldingOnPointingIndexFinger = DisableHoldingOnPointingIndexFinger; m_unityUtil = new UnityUtil (m_scene); m_unityUtil.InitLeap (); UnityUtil.LayerForHands = LayerForHands; UnityUtil.LayerForHeldObjects = LayerForHeldObjects; UnityUtil.LayerForReleasedObjects = LayerForReleasedObjects; // Optional: Initializatio of holding callbacks. // m_scene.OnHoldingHoverOver += OnHoldingHovers; // m_scene.OnHoldingStarts += OnHoldingStarts; m_scene.OnHoldingUpdates += DisableHandCollisions; m_scene.OnHoldingEnds += EnableHandCollisions; }
void OnEnable() { if (isMain) { _main = this; } _all.Add(this); }
void OnDisable() { if (isMain) { _main = null; } _all.Remove(this); DestroyAllHands(); }
void OnDestroy() { if (isMain) { _main = null; } DestroyAllHands(); }
/* Calling this sets this Hand Controller as the main Hand Controller. If there was a previous main * Hand Controller it is demoted and is no longer the main Hand Controller. */ public void SetMain() { if (_main != null) { _main.isMain = false; } isMain = true; _main = this; }
// Use this for initialization void Start() { this.gameObject.layer = 2; this.gameObject.tag = "Building"; this.id = _buildingID_++; this.state = BuildingState.PREBUILD; this._collider = this.GetComponent<Collider>(); this._collider.isTrigger = true; this._mouseController = GameObject.FindObjectOfType<MouseController>().GetComponent<MouseController>(); this._handController = GameObject.FindObjectOfType<HandController>().GetComponent<HandController>(); this._renderer = this.GetComponent<MeshRenderer>(); this._originalColor = this._renderer.material.color; }
public static bool PalmsFacingEachOther(HandController handController, HandModel leftHand, HandModel rightHand, float minAngle){ float angle = AngleBetweenPalmsNormals (leftHand, rightHand, handController.transform.forward); //Debug.Log (angle); if (Math.Abs (angle) >= minAngle) { return true; } return false; }
// Use this for initialization void Start() { player = GetComponentInParent<PlayerController> (); leftHand = GetComponentInChildren<LeftHandController> (); hand = GetComponentInChildren<HandController> (); }
public void SetController(HandController controller) { controller_ = controller; }
public void SetController(HandController Controller) { Controller_ = Controller; }
void Start() { leftArrow = GameObject.Find("LeftArrow").GetComponent<DirrectionLightUp>(); rightArrow = GameObject.Find("RightArrow").GetComponent<DirrectionLightUp>(); upArrow = GameObject.Find("UpArrow").GetComponent<DirrectionLightUp>(); downArrow = GameObject.Find("DownArrow").GetComponent<DirrectionLightUp>(); cameraStartingPosition = transform.position; cameraStartingRotation = transform.rotation; delegateReference = new LeapEventDelegate(parseFrameAndRotate); cameraMovementVector = new Vector3(0, 0, 0); cameraRotationVector = new Vector3(0, 0, 0); fingerVectors = new Vector3[5]; GameObject ballGameObject = GameObject.Find("Ball"); if(ballGameObject != null) { ball = ballGameObject.transform; ballsRigidbody = ball.GetComponent<Rigidbody>(); } leftHandControllerTransform = GameObject.FindGameObjectWithTag("LeftHand").transform; rightHandControllerTransform = GameObject.FindGameObjectWithTag("RightHand").transform; leftHandController = leftHandControllerTransform.gameObject.GetComponent<HandController>(); rightHandController = rightHandControllerTransform.gameObject.GetComponent<HandController>(); leftHandControllerStartingPosition = leftHandControllerTransform.position; leftHandControllerStartingRotation = leftHandControllerTransform.rotation; rightHandControllerStartingPosition = rightHandControllerTransform.position; rightHandControllerStartingRotation = rightHandControllerTransform.rotation; BallsSpeed = 150f; offset = 0; }
void Start() { HandController[] allControllers = FindObjectsOfType<HandController> (); foreach (HandController controller in allControllers) { if (controller.isActiveAndEnabled) { handController = controller; } } if (handController == null) { Debug.LogWarning ("Camera alignment requires an active HandController in the scene -> enabled = false"); enabled = false; return; } LeapImageRetriever[] allRetrievers = FindObjectsOfType<LeapImageRetriever> (); foreach (LeapImageRetriever retriever in allRetrievers) { if (retriever.isActiveAndEnabled) { imageRetriever = retriever; } } /*if (imageRetriever == null) { Debug.LogWarning ("Camera alignment requires an active LeapImageRetriever in the scene -> enabled = false"); enabled = false; return; }*/ hasCameras = VRCameras.NONE; if (centerCamera != null) { Camera center = centerCamera.GetComponent<Camera>(); if (center != null && center.isActiveAndEnabled) { hasCameras = VRCameras.CENTER; } } if (hasCameras == VRCameras.NONE) { Camera left = leftCamera.GetComponent<Camera>(); Camera right = rightCamera.GetComponent<Camera>(); if (left != null && left.isActiveAndEnabled && right != null && right.isActiveAndEnabled) { hasCameras = VRCameras.LEFT_RIGHT; } } if (hasCameras == VRCameras.NONE) { Debug.LogWarning ("Either a central Camera for both eyes, or a Left and Right cameras must be referenced -> enabled = false"); enabled = false; return; } if (transform.parent == null) { Debug.LogWarning ("Alignment requires a parent object to define the location of the player in the world. enabled -> false"); enabled = false; return; } if (transform != leftCamera.parent || transform != centerCamera.parent || transform != rightCamera.parent) { Debug.LogWarning ("LeapCameraAlignment must be a component of the parent of the camera tranasforms -> enabled = false"); enabled = false; return; } deviceInfo = (overrideDeviceType) ? new LeapDeviceInfo(overrideDeviceTypeWith) : handController.GetDeviceInfo (); if (deviceInfo.type == LeapDeviceType.Invalid) { Debug.LogWarning ("Invalid Leap Device -> enabled = false"); enabled = false; return; } if (VRDevice.isPresent && VRSettings.loadedDevice == VRDeviceType.Oculus) { eyeAlignment = new UserEyeAlignment() { use = true, ipd = OVRPlugin.ipd, eyeDepth = OVRPlugin.eyeDepth, eyeHeight = OVRPlugin.eyeHeight }; Debug.Log ("Unity VR Support with Oculus"); } else { eyeAlignment = new UserEyeAlignment() { use = false, ipd = 0f, eyeDepth = 0f, eyeHeight = 0f }; Debug.Log ("Two-camera stereoscopic alignment"); } }
// Use this for initialization void Start () { handController = GetComponent<HandController> (); }
void Start() { Create(); hand_controller_ = GameObject.Find("HandController").GetComponent<HandController>(); }