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AdjustGrabbable.cs
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AdjustGrabbable.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AdjustGrabbable : MonoBehaviour
{
private GrabLeft leftHand;
private GrabRight rightHand;
private bool isKinematic;
void Start()
{
leftHand = GameObject.FindGameObjectWithTag("LeftHand").GetComponent<GrabLeft>();
rightHand = GameObject.FindGameObjectWithTag("RightHand").GetComponent<GrabRight>();
isKinematic = GetComponent<Rigidbody>().isKinematic;
}
void Update()
{
bool nowIsKinematic = GetComponent<Rigidbody>().isKinematic;
if (nowIsKinematic)
{
if (!leftHand.isGrabbing)
{
if (rightHand.isGrabbing)
{
if (rightHand.m_grabbedObj.gameObject != gameObject)
{
GetComponent<Rigidbody>().isKinematic = isKinematic;
Physics.IgnoreCollision(rightHand.gameObject.GetComponent<Collider>(),gameObject.GetComponent<Collider>(),false);
Physics.IgnoreCollision(leftHand.gameObject.GetComponent<Collider>(), gameObject.GetComponent<Collider>(), false);
}
}
else
{
Physics.IgnoreCollision(rightHand.gameObject.GetComponent<Collider>(), gameObject.GetComponent<Collider>(), false);
Physics.IgnoreCollision(leftHand.gameObject.GetComponent<Collider>(), gameObject.GetComponent<Collider>(), false);
GetComponent<Rigidbody>().isKinematic = isKinematic;
}
}
if (!rightHand.isGrabbing)
{
if (leftHand.isGrabbing)
{
if (leftHand.m_grabbedObj.gameObject != gameObject)
{
GetComponent<Rigidbody>().isKinematic = isKinematic;
}
}
else
{
GetComponent<Rigidbody>().isKinematic = isKinematic;
}
}
}
}
}