using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Leap;
using Leap.Unity;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class LeapTC : MonoBehaviour
{
// Start is called before the first frame update
private LeapProvider mProvider;
private Frame mFrame;
private Hand mHand;
private Vector leftPosition;
private Vector rightPosition;
private Hand IsLeftHand;
private Hand IsRightHand;
private bool IsLeftHandOpen = false;
private bool IsRightHandOpen = false;
private Vector3 rightFingerPosition;
public GameObject TimeTrip;
public UnityEngine.UI.Image TimeImg;
public float TimeMax = 5f;
private float CurrTime = 0;
private float Timebili=0;
void Start()
{
mProvider = FindObjectOfType<LeapProvider>() as LeapProvider;
// Debug.LogError( );
}
// Update is called once per frame
void Update()
{
mFrame = mProvider.CurrentFrame;//获取当前帧
TimeTrip.gameObject.SetActive(false);
if (mFrame.Hands.Count > 0)
{
foreach (var itemHands in mFrame.Hands)
{
if (itemHands.PalmVelocity.x > 1|| itemHands.PalmVelocity.x <-1)
{
}
else {
&nb

该代码示例展示了如何在Unity中结合Leap Motion控制器,检测手部运动,并根据手指位置执行UI元素的点击操作。当手掌速度超过一定阈值时,忽略交互;否则,追踪左右手的位置,特别是食指,将其转换为屏幕坐标,并通过射线检测与UI元素的碰撞。若检测到碰撞,则激活TimeTrip对象,并模拟点击事件,更新时间图像填充以表示点击过程。
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