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- using SC.InputSystem;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class positionModify : MonoBehaviour {
- public InputDevicePartType partType;
- Vector3 offset = new Vector3(0f, 0f, 0f);
- float fv = 0.01f;//每次调节1cm
- void Start() {
- StartCoroutine(CheckGesture26Dof());
- }
- IEnumerator CheckGesture26Dof() {
- while(true) {
- yield return null;
- yield return new WaitUntil(() => InputSystem.Instant.Gesture26Dof == true);
- ///调节手的位置
- foreach(var part in InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList) {
- if(part.PartType == partType) {
- part.HandPositionModify(offset);
- }
- }
- }
- }
- public void Up() {
- offset += Vector3.up * fv;
- }
- public void Down() {
- offset += Vector3.down * fv;
- }
- public void Left() {
- offset += Vector3.left * fv;
- }
- public void Right() {
- offset += Vector3.right * fv;
- }
- public void Forward() {
- offset += Vector3.forward * fv;
- }
- public void Back() {
- offset += Vector3.back * fv;
- }
- void Update() {
- ///获取手掌中心位置
- //Debug.Log("HandCenterPosition:" + InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList[0].inputDevice26DofGestureUI.model26DofGesture.center.transform.position);
- ///获取关节点的位置
- //Debug.Log(InputSystem.Instant.Gesture26Dof.InputDevice26DofGesturePartList[0].GetJointPosition(true, SC.InputSystem.InputDevice26DofGesture.FINGER.forefinger, SC.InputSystem.InputDevice26DofGesture.JOINT.One));
- }
- }
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