using System.Collections; using System.Collections.Generic; using UnityEngine; using SC.InputSystem.InputDeviceHandShank; using SC.InputSystem; public class HandShankTouchEvent : HandShankEventDelegate { public InputDevicePartType partType; public MeshRenderer left; public MeshRenderer right; public MeshRenderer up; public MeshRenderer down; protected override void handShankDelegate(HandShankEvent aEvent, InputDeviceHandShankPart handShankPart) { base.handShankDelegate(aEvent, handShankPart); Debug.Log("HandShankTouchEvent Part:"+ handShankPart.PartType+" Event:"+ aEvent); if(partType == handShankPart.PartType && aEvent == HandShankEvent.TouchUp) { left.materials[0].color = Color.white; right.materials[0].color = Color.white; down.materials[0].color = Color.white; up.materials[0].color = Color.white; } else if(partType == handShankPart.PartType && aEvent == HandShankEvent.TouchSlideDown) { down.materials[0].color = Color.blue; } else if(partType == handShankPart.PartType && aEvent == HandShankEvent.TouchSlideLeft) { left.materials[0].color = Color.blue; } else if(partType == handShankPart.PartType && aEvent == HandShankEvent.TouchSlideRight) { right.materials[0].color = Color.blue; } else if(partType == handShankPart.PartType && aEvent == HandShankEvent.TouchSlideUp) { up.materials[0].color = Color.blue; } } }