Update XR Hands, add custom gesture, add feature to skip intro in 1.0 SBB

This commit is contained in:
Nadine Ganz 2025-03-27 14:40:43 +01:00
parent bda97c2583
commit 171763e3ba
198 changed files with 504586 additions and 2926 deletions

View File

@ -39,54 +39,72 @@ Tree("10_SBB_Zugabteil_Intro") {
Composite(Selector) {
Composite(Sequence) {
BTC.NoStoriesVisited()
BTC.Show("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.SynthesizeText("Wir begrüssen dich auf unserer Reise in die Sprache und Kultur der italienischsprachigen Schweiz.")
BTC.SpeechOutputEnded()
Composite(Race) {
Composite(Sequence) {
BTC.Run("NamedEventTrigger.HANDMENU.SkipChapterButton")
BTC.SynthesizeText("Bitte bleib während des ganzen Ausflugs sitzen. Die Steuerung erfolgt über die Sprache und über das Smartphone, das du in der rechten Hand hältst.")
BTC.SpeechOutputEnded()
Composite(Marathon) {
BTC.Hide("Depthkit.VIDEOS.Exposition4Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition0Zugabte")
}
}
BTC.SynthesizeText("Solltest du dich unwohl fühlen, dann schliesse die Augen und lege die VR-Brille ab.")
BTC.SpeechOutputEnded()
BTC.SynthesizeText("Francesca begleitet dich bei deinen Abenteuern in die italienischsprachige Schweiz. Dabei bestimmst du, wohin deine Reise geht, indem du auf Italienisch antwortest, selbst Fragen stellst oder Entscheide triffst. Wenn Du nicht weiterweisst, dann schau auf dein Smartphone. Damit kannst Du an manchen Orten übrigens auch fotografieren.")
BTC.SpeechOutputEnded()
Composite(Sequence) {
BTC.Show("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.SetVoiceName("de-DE-KatjaNeural")
BTC.Run("StudioEventEmitter.STATIC.SBBAlert")
BTC.SynthesizeText("Nächster Halt Bellinzona, Richtung Biasca, Gleis 2, Locarno, Gleis 3, Mendrisio, Gleis 4. Gute Reise!")
BTC.SpeechOutputEnded()
BTC.SynthesizeText("Wir begrüssen dich auf unserer Reise in die Sprache und Kultur der italienischsprachigen Schweiz.")
BTC.SpeechOutputEnded()
BTC.SetVoiceName("de-DE-SeraphinaMultilingualNeural")
BTC.SynthesizeText("In wenigen Minuten treffen wir in Bellinzona ein.")
BTC.SpeechOutputEnded()
BTC.SynthesizeText("Bitte bleib während des ganzen Ausflugs sitzen. Die Steuerung erfolgt über die Sprache und über das Smartphone, das du in der rechten Hand hältst.")
BTC.SpeechOutputEnded()
BTC.SetSpeechRecognitionLanguage("it-IT")
BTC.SetVoiceName("it-IT-FabiolaNeural")
BTC.SynthesizeText("Tra pochi minuti arriveremo a Bellinzona. Il treno per Biasca è in partenza dal binario 2, quello per Locarno dal binario 3 e per Mendrisio dal binario 4. Buon viaggio!")
BTC.SpeechOutputEnded()
BTC.SynthesizeText("Solltest du dich unwohl fühlen, dann schliesse die Augen und lege die VR-Brille ab.")
BTC.SpeechOutputEnded()
// --- Zugabteil - Exposition ---
BTC.Hide("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.SynthesizeText("Francesca begleitet dich bei deinen Abenteuern in die italienischsprachige Schweiz. Dabei bestimmst du, wohin deine Reise geht, indem du auf Italienisch antwortest, selbst Fragen stellst oder Entscheide triffst. Wenn Du nicht weiterweisst, dann schau auf dein Smartphone. Damit kannst Du an manchen Orten übrigens auch fotografieren.")
BTC.SpeechOutputEnded()
BTC.Hide("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.SetVoiceName("de-DE-KatjaNeural")
BTC.Run("StudioEventEmitter.STATIC.SBBAlert")
BTC.SynthesizeText("Nächster Halt Bellinzona, Richtung Biasca, Gleis 2, Locarno, Gleis 3, Mendrisio, Gleis 4. Gute Reise!")
BTC.SpeechOutputEnded()
BTC.Hide("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.SetVoiceName("de-DE-SeraphinaMultilingualNeural")
BTC.SynthesizeText("In wenigen Minuten treffen wir in Bellinzona ein.")
BTC.SpeechOutputEnded()
BTC.Hide("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition4Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition4Zugabte")
BTC.SetSpeechRecognitionLanguage("it-IT")
BTC.SetVoiceName("it-IT-FabiolaNeural")
BTC.SynthesizeText("Tra pochi minuti arriveremo a Bellinzona. Il treno per Biasca è in partenza dal binario 2, quello per Locarno dal binario 3 e per Mendrisio dal binario 4. Buon viaggio!")
BTC.SpeechOutputEnded()
BTC.Hide("Depthkit.VIDEOS.Exposition4Zugabte")
//BTC.Run("AudioSource.AUDIO.Exposition5Zugabte")
// --- Zugabteil - Exposition ---
BTC.Hide("Depthkit.VIDEOS.Exposition0Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition1Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition2Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition3Zugabte")
BTC.Show("Depthkit.VIDEOS.Exposition4Zugabte")
BTC.Run("Depthkit.VIDEOS.Exposition4Zugabte")
BTC.Hide("Depthkit.VIDEOS.Exposition4Zugabte")
//BTC.Run("AudioSource.AUDIO.Exposition5Zugabte")
}
}
RunTree("10_SBB_Zugabteil_Szenenwahl_Selection")
}

View File

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using System.Collections.Generic;
using UnityEngine.XR.Hands.Gestures;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for finger state values by setting that values in each <see cref="XRFingerStateDebugUI"/>.
/// </summary>
public class XRAllFingerShapesDebugUI : MonoBehaviour
{
[SerializeField]
[Tooltip("The handedness to get the finger states for.")]
Handedness m_Handedness;
[SerializeField]
[Tooltip("The five debugs graphs for each finger in the order of Thumb to Little.")]
XRFingerShapeDebugUI[] m_XRFingerShapeDebugGraphs = new XRFingerShapeDebugUI[5];
XRFingerShape[] m_XRFingerShapes;
static List<XRHandSubsystem> s_SubsystemsReuse = new List<XRHandSubsystem>();
/// <summary>
/// The graphs for each finger, indexed by <see cref="XRHandFingerID"/>.
/// </summary>
public XRFingerShapeDebugUI[] xrFingerShapeDebugGraphs => m_XRFingerShapeDebugGraphs;
void Start()
{
if (m_Handedness == Handedness.Invalid)
{
Debug.LogWarning($"The Handedness property of { GetType() } is set to Invalid and will default to Right.", this);
m_Handedness = Handedness.Right;
}
m_XRFingerShapes = new XRFingerShape[(int)XRHandFingerID.Little - (int)XRHandFingerID.Thumb + 1];
UpdateFingerNames();
}
void UpdateFingerNames()
{
for (var i = 0; i < m_XRFingerShapeDebugGraphs.Length; i++)
m_XRFingerShapeDebugGraphs[i].SetFingerName(((XRHandFingerID)i).ToString());
}
void Update()
{
var subsystem = TryGetSubsystem();
if (subsystem == null)
return;
var hand = m_Handedness == Handedness.Left ? subsystem.leftHand : subsystem.rightHand;
for (var fingerIndex = (int)XRHandFingerID.Thumb;
fingerIndex <= (int)XRHandFingerID.Little;
++fingerIndex)
{
m_XRFingerShapes[fingerIndex] = hand.CalculateFingerShape(
(XRHandFingerID)fingerIndex, XRFingerShapeTypes.All);
UpdateFingerShapeUIs(fingerIndex);
}
}
void UpdateFingerShapeUIs(int fingerIndex)
{
var graph = m_XRFingerShapeDebugGraphs[fingerIndex];
var shapes = m_XRFingerShapes[fingerIndex];
for (var i = 0; i < m_XRFingerShapeDebugGraphs.Length; i++)
{
if (shapes.TryGetFullCurl(out var fullCurl))
graph.SetFingerShape((int)XRFingerShapeType.FullCurl, fullCurl);
else
graph.HideFingerShape((int)XRFingerShapeType.FullCurl);
if (shapes.TryGetBaseCurl(out var baseCurl))
graph.SetFingerShape((int)XRFingerShapeType.BaseCurl, baseCurl);
else
graph.HideFingerShape((int)XRFingerShapeType.BaseCurl);
if (shapes.TryGetTipCurl(out var tipCurl))
graph.SetFingerShape((int)XRFingerShapeType.TipCurl, tipCurl);
else
graph.HideFingerShape((int)XRFingerShapeType.TipCurl);
if (shapes.TryGetPinch(out var pinch))
graph.SetFingerShape((int)XRFingerShapeType.Pinch, pinch);
else
graph.HideFingerShape((int)XRFingerShapeType.Pinch);
if (shapes.TryGetSpread(out var spread))
graph.SetFingerShape((int)XRFingerShapeType.Spread, spread);
else
graph.HideFingerShape((int)XRFingerShapeType.Spread);
}
}
static XRHandSubsystem TryGetSubsystem()
{
SubsystemManager.GetSubsystems(s_SubsystemsReuse);
return s_SubsystemsReuse.Count > 0 ? s_SubsystemsReuse[0] : null;
}
}
}

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using System;
using TMPro;
using UnityEngine.UI;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for a single <see cref="XRFingerState"/> that shows the value and optionally a target
/// and range on the UI controlled.
/// </summary>
public class XRFingerShapeDebugBar : MonoBehaviour
{
const string k_InRangeText = "In range";
const string k_OutOfRangeText = "Out of range";
const string k_NoTargetSetText = "No Target Set";
[SerializeField]
[Tooltip("The container that determines the width of the max length bar, and holds the target and range indicators.")]
RectTransform m_BarContainer;
[SerializeField]
[Tooltip("The bar that displays the value by being scaled in its local x axis from 0 to 1.")]
Transform m_ValueBar;
[SerializeField]
[Tooltip("The target indicator that displays the target value by being positioned in its anchored x position from 0 to the bar container width.")]
RectTransform m_TargetIndicator;
[SerializeField]
[Tooltip("The range indicator that displays the upper range by being positioned in its anchored x position from the range center and with the width of the range, proportional to the bar container.")]
RectTransform m_UpperRangeIndicator;
[SerializeField]
[Tooltip("The range indicator that displays the lower range by being positioned in its anchored x position from the range center and with the width of the range, proportional to the bar container.")]
RectTransform m_LowerRangeIndicator;
[SerializeField]
[Tooltip("The Image component that displays the upper range")]
Image m_UpperRangeImage;
[SerializeField]
[Tooltip("The Image component that displays the lower range")]
Image m_LowerRangeImage;
[SerializeField]
TextMeshProUGUI m_RangeStatusText;
[SerializeField]
[Tooltip("The Image component that displays the cross icon, denoting that input is within range for a detected gesture")]
Image m_CheckmarkImage;
[SerializeField]
[Tooltip("The Image component that displays the cross icon, denoting that input is out of range for a detected gesture")]
Image m_CrossImage;
Color m_InRangeColor = Color.green;
Color m_OutOfRangeColor = Color.red;
Color m_NoSetTargetColor = new Color(0f, 0.627451f, 1f);
float m_RangeRectHeight;
Color m_RangeActiveColor;
Color m_RangeDeactivatedColor;
float m_TargetAmount;
float m_UpperToleranceAmount;
float m_LowerToleranceAmount;
bool m_NoFingerShapeCondition;
/// <summary>
/// The container that determines the width of the max length bar, and holds the target and range indicators.
/// </summary>
public RectTransform barContainer
{
get => m_BarContainer;
set => m_BarContainer = value;
}
/// <summary>
/// The bar that displays the value by being scaled in its local x axis from <c>0</c> to <c>1</c>.
/// </summary>
public Transform valueBar
{
get => m_ValueBar;
set => m_ValueBar = value;
}
/// <summary>
/// The <see cref="RectTransform"/> that displays the target value by being positioned in its anchored x
/// position from <c>0</c> to the <see cref="barContainer"/> width.
/// </summary>
public RectTransform targetIndicator
{
get => m_TargetIndicator;
set => m_TargetIndicator = value;
}
/// <summary>
/// The <see cref="RectTransform"/> that displays the upper range by being positioned in its anchored x position from
/// the range center and with the width of the range, proportional to the <see cref="barContainer"/>.
/// </summary>
public RectTransform upperRangeIndicator
{
get => m_UpperRangeIndicator;
set => m_UpperRangeIndicator = value;
}
/// <summary>
/// The <see cref="RectTransform"/> that displays the lower range by being positioned in its anchored x position from
/// the range center and with the width of the range, proportional to the <see cref="barContainer"/>.
/// </summary>
public RectTransform lowerRangeIndicator
{
get => m_LowerRangeIndicator;
set => m_LowerRangeIndicator = value;
}
/// <summary>
/// The Image component that displays the upper range
/// </summary>
public Image upperRangeImage
{
get => m_UpperRangeImage;
set => m_UpperRangeImage = value;
}
/// <summary>
/// The Image component that displays the lower range
/// </summary>
public Image lowerRangeImage
{
get => m_LowerRangeImage;
set => m_LowerRangeImage = value;
}
/// <summary>
/// The text component that displays the status of a tracked fingerstate being within a target range
/// </summary>
public TextMeshProUGUI rangeStatusText
{
get => m_RangeStatusText;
set => m_RangeStatusText = value;
}
/// <summary>
/// The Image component that displays the checkmark image when within the valid range
/// </summary>
public Image checkmarkImage
{
get => m_CheckmarkImage;
set => m_CheckmarkImage = value;
}
/// <summary>
/// The Image component that displays the cross-image when outside of the valid range
/// </summary>
public Image crossImage
{
get => m_CrossImage;
set => m_CrossImage = value;
}
/// <summary>
/// Change the appearance of the bar based on a handshape being detected
/// </summary>
public bool fingerShapeDetected
{
set
{
m_UpperRangeImage.color = value ? m_RangeActiveColor : m_RangeDeactivatedColor;
m_LowerRangeImage.color = m_UpperRangeImage.color;
var currentValue = m_ValueBar.localScale.x;
var withinToleranceRange =
(m_TargetAmount + m_UpperToleranceAmount) > currentValue &&
(m_TargetAmount - m_LowerToleranceAmount) < currentValue;
var positionIndent = m_RangeStatusText.transform.localPosition;
if (value)
{
positionIndent.x = 226f;
if (withinToleranceRange)
{
m_RangeStatusText.color = m_InRangeColor;
m_RangeStatusText.text = k_InRangeText;
m_UpperRangeImage.color = m_InRangeColor;
m_LowerRangeImage.color = m_InRangeColor;
m_CheckmarkImage.enabled = true;
m_CrossImage.enabled = false;
}
else
{
m_RangeStatusText.color = m_OutOfRangeColor;
m_RangeStatusText.text = k_OutOfRangeText;
m_UpperRangeImage.color = m_OutOfRangeColor;
m_LowerRangeImage.color = m_OutOfRangeColor;
m_CheckmarkImage.enabled = false;
m_CrossImage.enabled = true;
}
}
else
{
positionIndent.x = 210f;
if (m_NoFingerShapeCondition)
{
m_RangeStatusText.text = k_NoTargetSetText;
m_RangeStatusText.color = m_NoSetTargetColor;
m_CheckmarkImage.enabled = false;
m_CrossImage.enabled = false;
}
}
m_RangeStatusText.transform.localPosition = positionIndent;
}
}
void Awake()
{
m_RangeRectHeight = m_UpperRangeIndicator.rect.height;
m_RangeActiveColor = m_UpperRangeImage.color;
m_RangeDeactivatedColor = new Color(m_RangeActiveColor.r, m_RangeActiveColor.g, m_RangeActiveColor.b, 0.35f);
fingerShapeDetected = false;
m_CheckmarkImage.enabled = false;
m_CrossImage.enabled = false;
}
/// <summary>
/// Set the value to display on the bar. This scales the <see cref="valueBar"/> in the X direction.
/// </summary>
/// <param name="value">The normalized value to display on the bar.</param>
public void SetValue(float value) => m_ValueBar.localScale = new Vector3(value, 1f, 1f);
/// <summary>
/// Hide the value display for the bar.
/// </summary>
public void HideValue() => SetValue(0f);
/// <summary>
/// Set the target value and tolerance to display on the bar. The tolerance is converted to a range that centers
/// on the target and extends out in both directions by the tolerance.
/// </summary>
/// <param name="target">The normalized target value.</param>
/// <param name="upperTolerance">The upper tolerance to show around the target value.</param>
/// <param name="lowerTolerance">The lower tolerance to show around the target value.</param>
public void SetTargetAndTolerances(float target, float upperTolerance, float lowerTolerance)
{
m_TargetAmount = target;
m_UpperToleranceAmount = upperTolerance;
m_LowerToleranceAmount = lowerTolerance;
m_TargetIndicator.gameObject.SetActive(true);
m_UpperRangeIndicator.gameObject.SetActive(true);
m_LowerRangeIndicator.gameObject.SetActive(true);
var containerWidth = m_BarContainer.rect.width;
m_TargetIndicator.anchoredPosition = new Vector3(target * containerWidth, 0f, 0f);
m_UpperRangeIndicator.anchoredPosition = new Vector2(target * containerWidth, 0f);
m_UpperRangeIndicator.sizeDelta = new Vector2(upperTolerance * containerWidth, m_RangeRectHeight);
m_LowerRangeIndicator.anchoredPosition = new Vector2(target * containerWidth - 100f, 0f);
m_LowerRangeIndicator.sizeDelta = new Vector2(lowerTolerance * containerWidth, m_RangeRectHeight);
fingerShapeDetected = true;
}
/// <summary>
/// Hide the target and tolerance range for the bar.
/// </summary>
public void HideTargetAndTolerance()
{
m_NoFingerShapeCondition = true;
m_TargetIndicator.gameObject.SetActive(false);
m_UpperRangeIndicator.gameObject.SetActive(false);
m_LowerRangeIndicator.gameObject.SetActive(false);
m_RangeStatusText.text = k_NoTargetSetText;
m_RangeStatusText.color = m_NoSetTargetColor;
}
}
}

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using System.Collections.Generic;
using TMPro;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for bar states by scaling bars.
/// </summary>
public class XRFingerShapeDebugUI : MonoBehaviour
{
[SerializeField]
[Tooltip("The list of 5 bars to display the finger state values.")]
List<XRFingerShapeDebugBar> m_Bars = new List<XRFingerShapeDebugBar>();
[SerializeField]
[Tooltip("The label that will be used to display the name of the finger.")]
TextMeshProUGUI m_FingerNameLabel;
/// <summary>
/// The list of 5 bars to display the finger state values
/// </summary>
public List<XRFingerShapeDebugBar> bars
{
get => m_Bars;
set => m_Bars = value;
}
/// <summary>
/// Set the value of a particular bar.
/// </summary>
/// <param name="barIndex">The bar that has the given state value.</param>
/// <param name="value">The value for the given bar.</param>
public void SetFingerShape(int barIndex, float value)
{
value = Mathf.Clamp(value, 0f, 1f);
m_Bars[barIndex].SetValue(value);
}
/// <summary>
/// Hides the bar for the given bar.
/// </summary>
/// <param name="barIndex">The bar that should have its bar hidden.</param>
public void HideFingerShape(int barIndex) => m_Bars[barIndex].HideValue();
/// <summary>
/// Set the name of the finger for this finger state debug UI.
/// </summary>
/// <param name="fingerName">The string to put on the label.</param>
public void SetFingerName(string fingerName)
{
if (m_FingerNameLabel != null)
m_FingerNameLabel.text = fingerName;
}
}
}

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using System.Collections.Generic;
using TMPro;
using UnityEngine.XR.Hands.Gestures;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Controls the debug UI for <see cref="XRHandShape"/> that shows the target and tolerances on the UI controlled
/// by a <see cref="XRAllFingerStatesDebugUI"/>.
/// </summary>
public class XRHandShapeDebugUI : MonoBehaviour
{
[SerializeField]
[Tooltip("The debug UI that will be used to display the finger states.")]
XRAllFingerShapesDebugUI m_XRAllFingerShapesDebugUI;
[SerializeField]
[Tooltip("The hand shape or pose that must be detected for the gesture to be performed.")]
ScriptableObject m_HandShapeOrPose;
[SerializeField]
TextMeshProUGUI SelectedHandShapeName;
[SerializeField]
XRSelectedHandShapeDebugUI m_XRSelectedHandShapeDebugUI;
XRHandShape m_HandShape;
bool m_HandShapeDetected;
readonly List<XRFingerShapeDebugBar> k_ReusableBarsToHide = new List<XRFingerShapeDebugBar>();
readonly List<XRFingerShapeDebugBar> k_Bars = new List<XRFingerShapeDebugBar>();
/// <summary>
/// The hand shape that will be displayed in the debug UI.
/// </summary>
public ScriptableObject handShapeOrPose
{
get => m_HandShape;
set
{
var handPose = value as XRHandPose;
m_HandShape = handPose != null ? handPose.handShape : value as XRHandShape;
m_HandShapeDetected = m_HandShape != null;
foreach (var bar in k_Bars)
bar.fingerShapeDetected = m_HandShapeDetected;
if (m_HandShapeDetected)
{
// Hide previously enabled bars
foreach (var bar in k_Bars)
bar.HideTargetAndTolerance();
}
}
}
void Awake()
{
m_HandShape = (XRHandShape)m_HandShapeOrPose;
if (m_HandShape == null)
{
XRHandPose poseCastTest = (XRHandPose)m_HandShapeOrPose;
if (poseCastTest != null)
m_HandShape = poseCastTest.handShape;
}
m_HandShapeDetected = m_HandShape != null;
if (m_HandShapeDetected)
{
SelectedHandShapeName.text = m_HandShape.name;
handShapeOrPose = m_HandShape;
m_XRSelectedHandShapeDebugUI.UpdateSelectedHandshapeTextUI(m_HandShape);
}
if (k_Bars.Count == 0)
{
foreach (var graph in m_XRAllFingerShapesDebugUI.xrFingerShapeDebugGraphs)
{
foreach (var bar in graph.bars)
k_Bars.Add(bar);
}
}
}
void Update()
{
foreach (var bar in k_Bars)
bar.HideTargetAndTolerance();
// Track all the bars that have no target and tolerance so they can be hidden
k_ReusableBarsToHide.Clear();
foreach (var graph in m_XRAllFingerShapesDebugUI.xrFingerShapeDebugGraphs)
k_ReusableBarsToHide.AddRange(graph.bars);
if (m_HandShapeDetected)
{
foreach (var condition in m_HandShape.fingerShapeConditions)
{
foreach (var shapeCondition in condition.targets)
{
var xrFingerShapeDebugGraph = m_XRAllFingerShapesDebugUI.xrFingerShapeDebugGraphs[(int)condition.fingerID];
var bar = xrFingerShapeDebugGraph.bars[(int)shapeCondition.shapeType];
bar.SetTargetAndTolerances(shapeCondition.desired, shapeCondition.upperTolerance, shapeCondition.lowerTolerance);
k_ReusableBarsToHide.Remove(bar);
}
}
}
}
/// <summary>
/// Clear the detected handshape reference inorder to stop displaying any corresponding UI
/// </summary>
public void ClearDetectedHandShape()
{
handShapeOrPose = null;
}
}
}

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using TMPro;
using UnityEngine.XR.Hands.Gestures;
namespace UnityEngine.XR.Hands.Samples.Gestures.DebugTools
{
/// <summary>
/// Updates the text label that denotes the currently detected hand gesture
/// </summary>
[RequireComponent(typeof(TextMeshProUGUI))]
public class XRSelectedHandShapeDebugUI : MonoBehaviour
{
/// <summary>
/// The string displayed when no gesture is detected
/// </summary>
const string k_NoGestureDetectedString = "None Detected";
[SerializeField]
[Tooltip("The label that will be used to display the name of the hand shape.")]
TextMeshProUGUI m_HandShapeNameLabel;
/// <summary>
/// The text label that denotes and displays the currently detected hand gesture
/// </summary>
public TextMeshProUGUI handShapeNameLabel
{
get => m_HandShapeNameLabel;
set => m_HandShapeNameLabel = value;
}
void Awake()
{
m_HandShapeNameLabel.text = k_NoGestureDetectedString;
}
/// <summary>
/// Update the text label that denotes the currently detected hand gesture
/// </summary>
/// <param name="handPoseOrShape">The pose or shape whose name will be displayed</param>
public void UpdateSelectedHandshapeTextUI(ScriptableObject handPoseOrShape)
{
var handShape = handPoseOrShape as XRHandShape;
var handPose = handPoseOrShape as XRHandPose;
if (handShape)
m_HandShapeNameLabel.text = handShape.name;
else if (handPose)
m_HandShapeNameLabel.text = handPose.name;
}
/// <summary>
/// Update the text label that denote that no hand gesture is currently detected
/// </summary>
public void ResetUI()
{
m_HandShapeNameLabel.text = k_NoGestureDetectedString;
}
}
}

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