Mercurial > hg > Game > Games
comparison Orchestland/Assets/LeapMotion/Scripts/Utils/Utils.cs @ 1:f7675884f2a1
Add Orchestland project
author | Daiki OYAKAWA <e135764@ie.u-ryukyu.ac.jp> |
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date | Fri, 17 Jul 2015 23:09:20 +0900 |
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0:347d21cdfc22 | 1:f7675884f2a1 |
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1 /******************************************************************************\ | |
2 * Copyright (C) Leap Motion, Inc. 2011-2014. * | |
3 * Leap Motion proprietary. Licensed under Apache 2.0 * | |
4 * Available at http://www.apache.org/licenses/LICENSE-2.0.html * | |
5 \******************************************************************************/ | |
6 | |
7 using UnityEngine; | |
8 using System.Collections; | |
9 using Leap; | |
10 | |
11 namespace Leap { | |
12 | |
13 public static class Utils { | |
14 | |
15 public static void IgnoreCollisions(GameObject first, GameObject second, bool ignore = true) { | |
16 if (first == null || second == null) | |
17 return; | |
18 | |
19 Collider[] first_colliders = first.GetComponentsInChildren<Collider>(); | |
20 Collider[] second_colliders = second.GetComponentsInChildren<Collider>(); | |
21 | |
22 for (int i = 0; i < first_colliders.Length; ++i) { | |
23 for (int j = 0; j < second_colliders.Length; ++j) { | |
24 if (first_colliders[i] != second_colliders[j] && | |
25 first_colliders[i].enabled && second_colliders[j].enabled) { | |
26 Physics.IgnoreCollision(first_colliders[i], second_colliders[j], ignore); | |
27 } | |
28 } | |
29 } | |
30 } | |
31 | |
32 } | |
33 } |