1using System.Collections;
2using System.Collections.Generic;
3using NaughtyAttributes;
12 private Quaternion[] leftRots, rightRots;
14 private List<ActionObject> activeActions =
new List<ActionObject>();
16 private float t = 0.0f;
31 activeActions.Add(ao);
37 activeActions.Remove(ao);
44 var lr =
new List<Quaternion>();
47 lr.Add(o.transform.localRotation);
50 leftRots = lr.ToArray();
52 var rr =
new List<Quaternion>();
55 rr.Add(o.transform.localRotation);
58 rightRots = rr.ToArray();
70 hand.transform.position =
Vector3.Slerp(hand.transform.position, GetTargetPosition(hand), t);
77 if (activeActions.Count == 0)
80 foreach (var action
in activeActions)
84 if (pa.GetInputGO() == hand.currentAttachedObject)
86 retval = pa.GetInputGO().transform.TransformPoint(pa.targetPosition);
90 retval = pa.GetInputGO().transform.TransformPoint(pa.originalPosition);
101 private void RestoreLeft()
103 StartCoroutine(restoreFingers(
true));
107 private void RestoreRight()
109 StartCoroutine(restoreFingers(
false));
112 internal void StopMovingFinger()
117 internal void RestoreFingers(
bool left)
119 StartCoroutine(restoreFingers(left));
122 IEnumerator restoreFingers(
bool left)
124 for (
float i = 0; i < 1; i += 0.01f)
128 for (
int j = 0; j <
leftNodes.Length; j++)
140 yield
return new WaitForEndOfFrame();
UnityEngine.UI.Button Button
static HandHintSystem instance