using SC.InputSystem; using System.Collections; using System.Collections.Generic; using UnityEngine; public class ModifyHand : MonoBehaviour { public InputDevicePartType partType; Vector3 offset = new Vector3(0f, 0f, 0f); float fv = 0.01f;//每次调节1cm bool displayHandLine = true; public void HandLine() { displayHandLine = !displayHandLine; if(InputSystem.Instant.Gesture26Dof) { foreach(var part in InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList) { if(part.PartType == partType) { part.DisplayFingerLineRender(displayHandLine); } } } } bool displayJoint = false; public void Joint() { displayJoint = !displayJoint; if(InputSystem.Instant.Gesture26Dof) { foreach(var part in InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList) { if(part.PartType == partType) { part.DisplayFingerDetecter(displayJoint); } } } } bool turnOffRay = true; public void Ray() { turnOffRay = !turnOffRay; if(InputSystem.Instant.Gesture26Dof) { foreach(var part in InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList) { if(part.PartType == partType) { part.SetRay(turnOffRay); } } } } bool turnOffTouch = true; public void Touch() { turnOffTouch = !turnOffTouch; if(InputSystem.Instant.Gesture26Dof) { foreach(var part in InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList) { if(part.PartType == partType) { part.SetTouch(turnOffTouch); } } } } }