/**
     * Destroys a HandModel instance if HandController.destroyHands is true (the default).
     * If you set destroyHands to false, you must destroy the hand instances elsewhere in your code.
     */
    protected void DestroyHand(HandModel hand_model)
    {
        handEvent handHandler = onDestroyHand;

        if (handHandler != null)
        {
            handHandler(hand_model);
        }
        if (destroyHands)
        {
            Destroy(hand_model.gameObject);
        }
        else
        {
            hand_model.SetLeapHand(null);
        }
    }
    /** Creates a new HandModel instance. */
    protected HandModel CreateHand(Hand leap_hand, HandModel model)
    {
        HandModel hand_model = Instantiate(model, transform.position, transform.rotation)
                               as HandModel;

        hand_model.gameObject.SetActive(true);
        Leap.Utils.IgnoreCollisions(hand_model.gameObject, gameObject);
        hand_model.transform.SetParent(transform);
        hand_model.SetLeapHand(leap_hand);
        hand_model.MirrorZAxis(mirrorZAxis);
        hand_model.SetController(this);

        handEvent handHandler = onCreateHand;

        if (handHandler != null)
        {
            handHandler(hand_model);
        }

        return(hand_model);
    }
示例#3
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    /** Creates a new HandModel instance. */
    protected HandModel CreateHand(Hand leap_hand, HandModel model)
    {
        HandModel hand_model = Instantiate(model, transform.position, transform.rotation)
                               as HandModel;

        hand_model.gameObject.SetActive(true);
        Leap.Utils.IgnoreCollisions(hand_model.gameObject, gameObject);
        hand_model.transform.SetParent(transform);
        hand_model.SetLeapHand(leap_hand);
        hand_model.MirrorZAxis(mirrorZAxis);
        hand_model.SetController(this);

        //Marcamos con la etiqueta "Manos" para una posterior detección por colisiones
        hand_model.gameObject.tag = "Manos";

        handEvent handHandler = onCreateHand;

        if (handHandler != null)
        {
            handHandler(hand_model);
        }

        return(hand_model);
    }