using System; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Runtime.InteropServices; using System.Text; using System.Threading.Tasks; using UnityEngine; namespace SC.XR.Unity.Module_InputSystem.InputDeviceHand { public class InputDeviceHand : InputDeviceBase { [Header("Show Hands Information")] public bool ShowHandsInfo = false; public TextMesh handsText; [Header("Enable Hands")] public bool LeftHandOpen = true; public bool RightHandOpen = true; [SerializeField] private bool EditorHideRight = true; public override InputDeviceType inputDeviceType { get { return InputDeviceType.UnKnow; } } protected override void InputDeviceStart() { SetActiveInputDevicePart(InputDevicePartType.HandLeft, true); #if !UNITY_EDITOR SetActiveInputDevicePart(InputDevicePartType.HandRight, true); #else SetActiveInputDevicePart(InputDevicePartType.HandRight, true); #endif } } }