HandTransitionBehavior.cs
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/******************************************************************************
* Copyright (C) Leap Motion, Inc. 2011-2017. *
* Leap Motion proprietary and confidential. *
* *
* Use subject to the terms of the Leap Motion SDK Agreement available at *
* https://developer.leapmotion.com/sdk_agreement, or another agreement *
* between Leap Motion and you, your company or other organization. *
******************************************************************************/
using UnityEngine;
using System.Collections;
namespace Leap.Unity {
/**A Component to be attached to a HandModelBase to handle starting and ending of tracking */
public abstract class HandTransitionBehavior : MonoBehaviour {
protected abstract void HandReset();
protected abstract void HandFinish();
protected HandModelBase handModelBase;
protected virtual void Awake(){
handModelBase = GetComponent<HandModelBase>();
if (handModelBase == null) {
Debug.LogWarning("HandTransitionBehavior components require a HandModelBase component attached to the same GameObject");
return;
}
handModelBase.OnBegin += HandReset;
handModelBase.OnFinish += HandFinish;
}
protected virtual void OnDestroy() {
HandModelBase handModelBase = GetComponent<HandModelBase>();
if (handModelBase == null) {
Debug.LogWarning("HandTransitionBehavior components require a HandModelBase component attached to the same GameObject");
return;
}
handModelBase.OnBegin -= HandReset;
handModelBase.OnFinish -= HandFinish;
}
}
}