基本上我已经获得了一个使用c#和Leap Motion设备开发统一游戏的项目。我遇到的问题是我有一个基本的电源条,在0到100的范围内上下移动,当用户释放拳头我想用选定的电源拍摄时。我遇到的问题是我无法找到一种方法来设置bool"拍摄"在发布拳头时确实如此。
Controller m_leapController;
public GameObject CannonBarrel;
[Range(0, 100)] public float ballPower = 0f;
public bool increasing = true;
public bool shoot = false;
if (frame.Hands.Count >= 2)
{
Hand leftHand = GetLeftMostHand(frame);
Hand rightHand = GetRightMostHand(frame);
Vector3 handDiff = leftHand.PalmPosition.ToUnityScaled() - rightHand.PalmPosition.ToUnityScaled();
Vector3 newRot = CannonBarrel.transform.localRotation.eulerAngles;
float leftRightSpeed = handDiff.y * 5.0f;
float handPitch = leftHand.Direction.Pitch + rightHand.Direction.Pitch * 0.5f;
newRot.x = 0;
newRot.y = 90;
newRot.z = 70 + -handPitch * 20.0f;
shoot = true;
// if closed fist...
if (frame.Fingers.Count < 3)
{
leftRightSpeed = 0;
shoot = false;
if (increasing == true)
{
ballPower++;
if (ballPower >= 100)
{
increasing = false;
}
}
else if (increasing == false)
{
ballPower--;
if (ballPower <= 0)
{
increasing = true;
}
}
}
else
{
//Move left or right depending on hands height difference.
transform.parent.rigidbody.velocity = transform.parent.right * leftRightSpeed;
//Rotate the barrel
CannonBarrel.transform.localRotation = Quaternion.Slerp(CannonBarrel.transform.localRotation, Quaternion.Euler(newRot), 0.1f);
}
if (shoot == true)
{
Debug.Log("fired");
//add code here to spawn projectile
}
}
我希望这段代码对你有意义。所有发生的事情都是如果你将拳头放在闰传感器上方,球的力量会增加直到你达到100,然后它会降低到0,依此类推,直到你释放拳头为止。我需要一种方法来设置&#34;拍摄&#34; bool to true一旦选择了一个电源作为我目前的方式,我只能在电源选择期间将其设置为true,或者在你握紧拳头之前将其设置为true。
提前致谢。
答案 0 :(得分:0)
你可以做一个简单的方法就是设置一个bool来检查玩家是否至少握过拳头一次,从而设置了力量。我们称之为hasClenchedFist
:
if (frame.Hands.Count >= 2)
{
Hand leftHand = GetLeftMostHand(frame);
Hand rightHand = GetRightMostHand(frame);
Vector3 handDiff = leftHand.PalmPosition.ToUnityScaled() - rightHand.PalmPosition.ToUnityScaled();
Vector3 newRot = CannonBarrel.transform.localRotation.eulerAngles;
float leftRightSpeed = handDiff.y * 5.0f;
float handPitch = leftHand.Direction.Pitch + rightHand.Direction.Pitch * 0.5f;
newRot.x = 0;
newRot.y = 90;
newRot.z = 70 + -handPitch * 20.0f;
//shoot = true;
// if closed fist...
if (frame.Fingers.Count < 3)
{
leftRightSpeed = 0;
hasClenchedFist = true;
shoot = false;
if (increasing == true)
{
ballPower++;
if (ballPower >= 100)
{
increasing = false;
}
}
else if (increasing == false)
{
ballPower--;
if (ballPower <= 0)
{
increasing = true;
}
}
}
else if(hasClenchedFist)
{
shoot = true;
}
else
{
//Move left or right depending on hands height difference.
transform.parent.rigidbody.velocity = transform.parent.right * leftRightSpeed;
//Rotate the barrel
CannonBarrel.transform.localRotation = Quaternion.Slerp(CannonBarrel.transform.localRotation, Quaternion.Euler(newRot), 0.1f);
}
if (shoot == true)
{
Debug.Log("fired");
//add code here to spawn projectile
}
}
这应该有效,除非我误解了代码/要求。