//---------------------------------------------------------------------------------------------- // Monobehaviour protected override void Awake() { base.Awake(); SG_Util.CheckForHandInfo(this.transform, ref this.handModel); if (this.handModel != null) { if (palmTouch != null && !palmTouch.HasTarget) { this.palmTouch.SetTrackingTarget(handModel.wristTransform, true); } Transform target; if (thumbTouch != null && !thumbTouch.HasTarget && handModel.GetFingerTip(SG_HandSection.Thumb, out target)) { this.thumbTouch.SetTrackingTarget(target, true); } if (indexTouch != null && !indexTouch.HasTarget && handModel.GetFingerTip(SG_HandSection.Index, out target)) { this.indexTouch.SetTrackingTarget(target, true); } if (middleTouch != null && !middleTouch.HasTarget && handModel.GetFingerTip(SG_HandSection.Middle, out target)) { this.middleTouch.SetTrackingTarget(target, true); } } }
/// <summary> Assign scripts relevant to this script's functioning. </summary> protected virtual void CheckForScripts() { SG_Util.CheckForHandInfo(this.transform, ref this.handModel); if (this.Hand == null) { this.Hand = SG_Util.CheckForTrackedHand(this.transform); } }
/// <summary> Checks for scripts that might be connected to this GameObject. Used in editor and during startup. </summary> public override void CheckForScripts() { base.CheckForScripts(); if (this.gloveHardware == null) { this.gloveHardware = this.Hardware; } SG_Util.CheckForHandInfo(this.transform, ref this.handModel); }
/// <summary> Checks for scripts that might be connected to this GameObject. Used in editor and during startup. </summary> public virtual void CheckForScripts() { if (connectedGlove == null) { connectedGlove = this.gameObject.GetComponent <SG_SenseGloveHardware>(); if (connectedGlove == null && this.transform.parent != null) //still nothing { connectedGlove = this.transform.parent.GetComponent <SG_SenseGloveHardware>(); } } SG_Util.CheckForHandInfo(this.transform, ref this.handModel); }
/// <summary> Check for relevant linked scripts for this HandAnimator, specifically to the SG_HandModelInfo. </summary> protected override void CheckForScripts() { base.CheckForScripts(); SG_Util.CheckForHandInfo(this.transform, ref this.handModelInfo); if (this.foreArmTransfrom == null) { this.foreArmTransfrom = handModelInfo.foreArmTransform; } if (this.wristTransfrom == null) { this.wristTransfrom = handModelInfo.wristTransform; } }
/// <summary> Assign the joints of this script so that the SG_HandAnimator script takes over animation. </summary> protected override void CollectFingerJoints() { SG_Util.CheckForHandInfo(this.transform, ref this.handModelInfo); if (this.handModelInfo != null) { this.fingerJoints = handModelInfo.FingerJoints; if (this.foreArmTransfrom == null) { this.foreArmTransfrom = handModelInfo.foreArmTransform; } if (this.wristTransfrom == null) { this.wristTransfrom = handModelInfo.wristTransform; } } }
/// <summary> Setup and check for connected scripts </summary> public override void CheckForScripts() { base.CheckForScripts(); SG_Util.CheckForHandInfo(this.transform, ref this.handModel); }