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view Orchestland/Assets/LeapMotion/Scripts/Hands/HandFader.cs @ 1:f7675884f2a1
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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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using Leap; using UnityEngine; using System.Collections; public class HandFader : MonoBehaviour { public float confidenceSmoothing = 10.0f; public AnimationCurve confidenceCurve; private HandModel _handModel; private float _smoothedConfidence = 0.0f; private Renderer _renderer; void Awake() { _handModel = GetComponent<HandModel>(); _renderer = GetComponentInChildren<Renderer>(); _renderer.material.SetFloat("_Fade", 0); } void Update () { _smoothedConfidence += (_handModel.GetLeapHand().Confidence - _smoothedConfidence) / confidenceSmoothing; float fade = confidenceCurve.Evaluate(_smoothedConfidence); _renderer.enabled = fade != 0.0f; _renderer.material.SetFloat("_Fade", confidenceCurve.Evaluate(_smoothedConfidence)); } }