Tanoda
HandCopyLeap.cs
Go to the documentation of this file.
1using System.Collections;
2using System.Collections.Generic;
3using UnityEngine;
4
5public class HandCopyLeap : MonoBehaviour
6{
7 public Vector3 thumbOffset = new Vector3(70, 0, 0f);
8 public GameObject[] from, to, thumb1, thumb2;
9 public GameObject middlepoint;
10 private bool firstCollided = false;
11 private List<GameObject> continueIfTrue = new List<GameObject>();
12
13 void Start()
14 {
15
16 }
17
18 void Update()
19 {
20
21 for (int i = 0; i < @from.Length; i++)
22 {
23 //if (to[i].GetComponent<CapsuleCollider>())
24 //{
25
26 // var targetPosition = to[i].transform.parent.TransformPoint(to[i].transform.position);
27 // var itemRadius = to[i].GetComponent<CapsuleCollider>().radius;
28 // bool itemCondition = Physics.CheckSphere(targetPosition, itemRadius, 1);
29 // var whatCollided = Physics.OverlapSphere(targetPosition, itemRadius, 1);
30 // Vector3 fixedPosition = new Vector3();
31
32 // if (itemCondition)
33 // {
34 // if (!firstCollided)
35 // {
36 // firstCollided = true;
37 // fixedPosition = to[i].transform.position;
38
39 // }
40 // //to[i].transform.position = fixedPosition;
41 // Debug.Log("ütközéééééés");
42 // continueIfTrue.Add(to[i].transform.parent.gameObject);
43 // continueIfTrue.Add(to[i].transform.parent.parent.gameObject);
44 // continue;
45 // }
46 // else
47 // {
48 // firstCollided = false;
49 // }
50
51 //}
52 //if (continueIfTrue.Contains(to[i]))
53 //{
54 // continueIfTrue.Remove(to[i]);
55 // continue;
56 //}
57 to[i].transform.localEulerAngles = new Vector3(Macro.ClampAngle(-@from[i].transform.localEulerAngles.x),
58 Macro.ClampAngle(@from[i].transform.localEulerAngles.z),Macro.ClampAngle(@from[i].transform.localEulerAngles.y));
59 }
60
61 var le0 = thumb1[0].transform.localEulerAngles;
62 thumb2[0].transform.localEulerAngles = new Vector3(Macro.ClampAngle(-le0.x), le0.y, -le0.z) + thumbOffset;
63 for (int i = 1; i < thumb1.Length; i++)
64 {
65 var le = thumb1[i].transform.localEulerAngles;
66 thumb2[i].transform.localEulerAngles = new Vector3(-le.y, Macro.ClampAngle(-le.x), -le.z);
67 }
68 }
69
70 IEnumerator handCollision()
71 {
72 while (true)
73 {
74
75 }
76 yield return null;
77 }
78
79
80}
GameObject[] thumb1
Definition: HandCopyLeap.cs:8
GameObject middlepoint
Definition: HandCopyLeap.cs:9
GameObject[] from
Definition: HandCopyLeap.cs:8
GameObject[] to
Definition: HandCopyLeap.cs:8
Vector3 thumbOffset
Definition: HandCopyLeap.cs:7
GameObject[] thumb2
Definition: HandCopyLeap.cs:8
Definition: Macro.cs:12
static Vector3 ClampAngle(Vector3 value)
Definition: Macro.cs:303