贴几个直接能在Unity(2017.4.27f1)上测试的代码

1.测试手势的

  1 using Leap;
  2 using System.Collections;
  3 using System.Collections.Generic;
  4 using UnityEngine;
  5 using Leap.Unity;
  6 /// <summary>
  7 /// 旋转/缩放/移动
  8 /// </summary>
  9 public class ControlAnimation : MonoBehaviour
 10 {
 11 
 12     LeapProvider provider;
 13     public HandModelBase leftHandModel;
 14     public HandModelBase rightHandModel;
 15     private const float rotate_sensitive = 1500f;  //旋转灵敏度
 16     private const float displacement_sensitive = 0.015f; //位移灵敏度
 17     private const float rotate_initial_value = 0f;  //旋转初始位置值
 18 
 19     /// <summary>
 20     /// 判断条件  尽量勿动
 21     /// </summary>
 22     const float smallestVelocity = 0.1f;
 23     const float deltaVelocity = 0.000001f;
 24     const float deltaCloseFinger = 0.06f;
 25 
 26     void Start()
 27     {
 28         provider = FindObjectOfType<LeapProvider>() as LeapProvider;
 29     }
 30 
 31 
 32     void Update()
 33     {
 34         Scale();
 35         Rotation();
 36         Position();
 37     }
 38 
 39 
 40     /// <summary>
 41     /// 缩小
 42     /// </summary>
 43     public void Scale()
 44     {
 45         Frame frame = provider.CurrentFrame;
 46         foreach (Hand hand in frame.Hands)
 47         {
 48             if (isOpenFullHand(hand))
 49             {
 50                 Debug.Log("");
 51 
 52                 //Vector3 value = transform.localScale;
 53                 //value += new Vector3(value.x * 0.01f, value.y * 0.01f, value.z * 0.01f);
 54                 ////    Debug.Log(value);
 55                 //transform.localScale = value;
 56                 transform.Translate(Vector3.forward * Time.deltaTime * 5);
 57             }
 58             if (isCloseHand(hand))
 59             {
 60                 //Debug.Log("小");
 61                 //Vector3 value = transform.localScale;
 62                 //value -= new Vector3(value.x * 0.01f, value.y * 0.01f, value.z * 0.01f);
 63                 ////   Debug.Log(value);
 64 
 65                 //transform.localScale = value;
 66             }
 67         }
 68     }
 69 
 70 
 71     /// <summary>
 72     /// 旋转
 73     /// </summary>
 74     public void Rotation()
 75     {
 76         Frame frame = provider.CurrentFrame;
 77         foreach (Hand hand in frame.Hands)
 78         {
 79             if (hand.IsLeft || hand.IsRight)
 80             {
 81                 Vector3 value = transform.localEulerAngles;
 82                 value = new Vector3(/*hand.PalmPosition.y * rotate_sensitive + rotate_initial_value*/0, hand.PalmPosition.x * rotate_sensitive + rotate_initial_value, 0);
 83                 transform.localEulerAngles = value;
 84             }
 85             else
 86             {
 87                 hand.PalmPosition.y = transform.localEulerAngles.x;
 88                 hand.PalmPosition.x = transform.localEulerAngles.y;
 89             }
 90         }
 91     }
 92 
 93 
 94     /// <summary>
 95     /// 位移
 96     /// </summary>
 97     public void Position()
 98     {
 99         Frame frame = provider.CurrentFrame;
100         foreach (Hand hand in frame.Hands)
101         {
102             if (hand.IsLeft || hand.IsRight)
103             {
104                 if (isMoveLeft(hand))
105                 {
106                     transform.localPosition = new Vector3(hand.PalmPosition.y * displacement_sensitive, 0, 0) + transform.localPosition;
107                 }
108                 if (isMoveRight(hand))
109                 {
110                     transform.localPosition = new Vector3(-hand.PalmPosition.y * displacement_sensitive, 0, 0) + transform.localPosition;
111                 }
112             }
113         }
114 
115     }
116 
117 
118     protected bool isMoveRight(Hand hand)// 手划向右边
119     {
120         Debug.Log("左滑");
121         return hand.PalmVelocity.x > deltaVelocity && !isStationary(hand);
122     }
123 
124 
125     protected bool isMoveLeft(Hand hand)   // 手划向左边
126     {
127         Debug.Log("右滑");
128         //x轴移动的速度   deltaVelocity = 0.7f    isStationary (hand)  判断hand是否禁止 
129         return hand.PalmVelocity.x < -deltaVelocity && !isStationary(hand);
130     }
131 
132     protected bool isStationary(Hand hand)// 固定不动的 
133     {
134         return hand.PalmVelocity.Magnitude < smallestVelocity;
135     }
136 
137     protected bool isCloseHand(Hand hand)     //是否握拳 
138     {
139         Debug.Log("握拳");
140         List<Finger> listOfFingers = hand.Fingers;
141         int count = 0;
142         for (int f = 0; f < listOfFingers.Count; f++)
143         { //循环遍历所有的手~~
144             Finger finger = listOfFingers[f];
145             if ((finger.TipPosition - hand.PalmPosition).Magnitude < deltaCloseFinger)    // Magnitude  向量的长度 。是(x*x+y*y+z*z)的平方根。    //float deltaCloseFinger = 0.05f;
146             {
147                 count++;
148                 //  if (finger.Type == Finger.FingerType.TYPE_THUMB)
149                 //  Debug.Log ((finger.TipPosition - hand.PalmPosition).Magnitude);
150             }
151         }
152         return (count == 5);
153     }
154 
155     protected bool isOpenFullHand(Hand hand)         //手掌全展开~
156     {
157         Debug.Log("展开");
158         //Debug.Log (hand.GrabStrength + " " + hand.PalmVelocity + " " + hand.PalmVelocity.Magnitude);
159         return hand.GrabStrength == 0;
160     }
161 }

2.食指点击UI按钮的,需要给按钮加个碰撞(触发)

  1 using System.Collections;
  2 using System.Collections.Generic;
  3 using Leap;
  4 using Leap.Unity;
  5 using UnityEngine;
  6 using UnityEngine.UI;
  7 /// <summary>
  8 /// 手指点击
  9 /// </summary>
 10 public class JudgeHandDetector : MonoBehaviour
 11 {
 12 
 13     public Transform[] bonesL;
 14     public Transform[] bonesR;
 15     public HandModelBase leftHand;
 16     public HandModelBase rightHand;
 17 
 18     List<HandModelBase> handModelList = new List<HandModelBase>();
 19     // Update is called once per frame
 20     void Update()
 21     {
 22 
 23         // 如果两个手都没有识别 清空 list 表
 24         if (!leftHand.IsTracked)
 25         {
 26             if (handModelList.Contains(leftHand))
 27             {
 28                 handModelList.Remove(leftHand);
 29             }
 30         }
 31         if (!rightHand.IsTracked)
 32         {
 33             if (handModelList.Contains(rightHand))
 34             {
 35                 handModelList.Remove(rightHand);
 36             }
 37         }
 38         // 鼠标移动 根据 list[0] 去操作,判断识别手的先后关系
 39         if (leftHand != null && leftHand.IsTracked)
 40         {
 41             if (!handModelList.Contains(leftHand))
 42             {
 43                 handModelList.Add(leftHand);
 44             }
 45         }
 46         if (rightHand != null && rightHand.IsTracked)
 47         {
 48             if (!handModelList.Contains(rightHand))
 49             {
 50                 handModelList.Add(rightHand);
 51             }
 52         }
 53         if (handModelList.Count > 0)
 54         {
 55             IndexDetector();
 56         }
 57     }
 58     Ray ray;
 59     /// <summary>
 60     /// 左右手食指识别 进入相同的处理逻辑
 61     /// </summary>
 62     void IndexDetector()
 63     {
 64         if (handModelList[0] == leftHand)
 65         {
 66             JudgeIndexDetector(bonesL);
 67         }
 68         else
 69         {
 70             JudgeIndexDetector(bonesR);
 71         }
 72     }
 73 
 74     /// <summary>
 75     /// 判断食指识别
 76     /// </summary>
 77     /// <param name="bones"></param>
 78     void JudgeIndexDetector(Transform[] bones)
 79     {
 80         if (bones[1].position.z > bones[0].position.z && bones[1].position.z > bones[2].position.z &&
 81               bones[1].position.z > bones[3].position.z && bones[1].position.z > bones[4].position.z)
 82         {
 83             print("这个傻逼伸出了邪恶的食指");
 84             DealRay(bones[1].position);
 85         }
 86     }
 87     /// <summary>
 88     /// 处理射线得到的信息
 89     /// </summary>
 90     void DealRay(Vector3 RayPointV3)
 91     {
 92         Vector2 screenPos = Camera.main.WorldToScreenPoint(RayPointV3);
 93         ray = Camera.main.ScreenPointToRay(screenPos);
 94         RaycastHit[] hit = Physics.RaycastAll(ray, 2000f, 1 << LayerMask.NameToLayer("UI")); ;
 95         if (hit.Length > 0)
 96         {
 97             for (int i = 0; i < hit.Length; i++)
 98             {
 99                 Debug.Log("检测到物体" + hit[i].collider.name);
100                 BtnEvent(hit[i].transform);
101             }
102         }
103     }
104 
105 
106     void BtnEvent(Transform btn)
107     {
108         switch (btn.name)
109         {
110             case "Button1":
111                 btn.GetComponentInChildren<Text>().text = "把你的脏手从 Button1 上拿开";
112                 break;
113             case "Button2":
114                 break;
115             case "Button3":
116                 break;
117             case "Button4":
118                 break;
119             case "Button5":
120                 break;
121             case "Button6":
122                 break;
123             default:
124                 break;
125         }
126     }
127 }

3.手部运动测试

  1 using System.Collections;
  2 using System.Collections.Generic;
  3 using Leap;
  4 using Leap.Unity;
  5 using UnityEngine;
  6 /// <summary>
  7 /// 手部运动测试
  8 /// </summary>
  9 public class JudgeSwipe : MonoBehaviour
 10 {
 11     public HandModelBase leftHandModel;
 12     [Tooltip("Velocity (m/s) move toward ")]
 13     protected float deltaVelocity = 0.7f;
 14     //这里传进来你要打开的手指 紧握手指 {} 传一个手指{Finger.FingerType.TYPE_RING}...以此类推,当传进5个值得时候代表 手张开,当传进0个值的时候代表 握手
 15     Finger.FingerType[] arr = { Finger.FingerType.TYPE_INDEX, Finger.FingerType.TYPE_MIDDLE };
 16 
 17     // Update is called once per frame
 18     void Update()
 19     {
 20         if (!leftHandModel.IsTracked) return;
 21         Hand leftHand = leftHandModel.GetLeapHand();
 22         //if (IsMoveLeft(leftHand))
 23         //{
 24         //    print("左手向左滑动");
 25         //}
 26         //if (IsMoveRight(leftHand))
 27         //{
 28         //    print("左手向右滑动");
 29         //}
 30         //if (IsMoveUp(leftHand))
 31         //{
 32         //    print("左手向上滑动");
 33         //}
 34         //if (IsMoveDown(leftHand))
 35         //{
 36         //    print("左手向下滑动");
 37         //}
 38 
 39         //if (IsCloseHand(leftHand))
 40         //{
 41         //    print("握拳");
 42         //}
 43         //if (IsOpenFullHand(leftHand))
 44         //{
 45         //    print("张手");
 46         //}
 47         //if (CheckFingerCloseToHand(leftHand))
 48         //{
 49         //    print("四指指向掌心");
 50         //}
 51 
 52         //if (CheckFingerOpenToHand(leftHand, arr))
 53         //{
 54         //    print("ok");
 55         //}
 56     }
 57     /// <summary>
 58     /// 这个方法用来扩展哪几个手指打开,这里传进来你要判断是否打开的手指 紧握手指 {} 传一个手指{Finger.FingerType.TYPE_RING}...
 59     /// 以此类推,当传进5个值得时候代表 手张开,当传进0个值的时候代表 握手
 60     /// </summary>
 61     /// <param name="hand"></param>
 62     /// <param name="arr"></param>
 63     /// <returns></returns>
 64     bool CheckFingerOpenToHand(Hand hand, Finger.FingerType[] fingerTypesArr, float deltaCloseFinger = 0.05f)
 65     {
 66         List<Finger> listOfFingers = hand.Fingers;
 67         float count = 0;
 68         // 遍历5个手指
 69         for (int f = 0; f < listOfFingers.Count; f++)
 70         {
 71             Finger finger = listOfFingers[f];
 72             // 判读每个手指的指尖位置和掌心位置的长度是不是小于某个值,以判断手指是否贴着掌心
 73             if ((finger.TipPosition - hand.PalmPosition).Magnitude < deltaCloseFinger)
 74             {
 75                 // 如果传进来的数组长度是0,有一个手指那么 count + 1,continue 跳出,不执行下面数组长度不是0 的逻辑
 76                 if (fingerTypesArr.Length == 0)
 77                 {
 78                     count++;
 79                     continue;
 80                 }
 81                 // 传进来的数组长度不是 0,
 82                 for (int i = 0; i < fingerTypesArr.Length; i++)
 83                 {
 84                     // 假如本例子传进来的是食指和中指,逻辑走到这里,如果你的食指是紧握的,下面会判断这个手指是不是食指,返回 false
 85                     if (finger.Type == fingerTypesArr[i])
 86                     {
 87                         return false;
 88                     }
 89                     else
 90                     {
 91                         count++;
 92                     }
 93                 }
 94             }
 95         }
 96         if (fingerTypesArr.Length == 0)
 97         {
 98             return count == 5;
 99         }
100         // 这里除以length 是因为上面数组在每次 for 循环 count ++ 会执行 length 次
101         return (count / fingerTypesArr.Length == 5 - fingerTypesArr.Length);
102     }
103 
104     /// <summary>
105     /// 判断是否抓取
106     /// </summary>
107     /// <param name="hand"></param>
108     /// <returns></returns>
109     bool isGrabHand(Hand hand)
110     {
111         return hand.GrabStrength > 0.8f;
112     }
113 
114     /// <summary>
115     /// 判断是不是握拳
116     /// </summary>
117     /// <param name="hand"></param>
118     /// <returns></returns>
119     bool IsCloseHand(Hand hand)
120     {
121         List<Finger> listOfFingers = hand.Fingers;
122         int count = 0;
123         for (int f = 0; f < listOfFingers.Count; f++)
124         {
125             Finger finger = listOfFingers[f];
126             if ((finger.TipPosition - hand.PalmPosition).Magnitude < 0.05f)
127             {
128                 count++;
129             }
130         }
131         return (count == 4);
132     }
133 
134     /// <summary>
135     /// 判断手指是否全张开
136     /// </summary>
137     /// <param name="hand"></param>
138     /// <returns></returns>
139     bool IsOpenFullHand(Hand hand)
140     {
141         return hand.GrabStrength == 0;
142     }
143 
144     /// <summary>
145     /// 手滑向左边
146     /// </summary>
147     /// <param name="hand"></param>
148     /// <returns></returns>
149     protected bool IsMoveLeft(Hand hand)   // 手划向左边
150     {
151         //x轴移动的速度   deltaVelocity = 0.7f   
152         return hand.PalmVelocity.x < -deltaVelocity;
153     }
154 
155     /// <summary>
156     /// 手滑向右边
157     /// </summary>
158     /// <param name="hand"></param>
159     /// <returns></returns>
160     protected bool IsMoveRight(Hand hand)
161     {
162         return hand.PalmVelocity.x > deltaVelocity;
163     }
164 
165     /// <summary>
166     /// 手滑向上边
167     /// </summary>
168     /// <param name="hand"></param>
169     /// <returns></returns>
170     protected bool IsMoveUp(Hand hand)
171     {
172         return hand.PalmVelocity.y > deltaVelocity;
173     }
174 
175     /// <summary>
176     /// 手滑向下边
177     /// </summary>
178     /// <param name="hand"></param>
179     /// <returns></returns>
180     protected bool IsMoveDown(Hand hand)
181     {
182         return hand.PalmVelocity.y < -deltaVelocity;
183     }
184 
185 
186     /// <summary>
187     /// 判断四指是否靠向掌心
188     /// </summary>
189     /// <param name="hand"></param>
190     /// <returns></returns>
191     bool CheckFingerCloseToHand(Hand hand)
192     {
193         List<Finger> listOfFingers = hand.Fingers;
194         int count = 0;
195         for (int f = 0; f < listOfFingers.Count; f++)
196         {
197             Finger finger = listOfFingers[f];
198             if ((finger.TipPosition - hand.PalmPosition).Magnitude < 0.05f)
199             {
200                 if (finger.Type == Finger.FingerType.TYPE_THUMB)
201                 {
202                     return false;
203                 }
204                 else
205                 {
206                     count++;
207                 }
208             }
209         }
210         return (count == 4);
211     }
212 
213 
214 }
using Leap;
using Leap.Unity;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 物体跟随左手移动
/// </summary>
public class LeapBehavior : MonoBehaviour
{
    LeapProvider provider;

    void Start()
    {
        provider = FindObjectOfType<LeapProvider>() as LeapProvider;

    }


    void Update()
    {
        Frame frame = provider.CurrentFrame;

        foreach (Hand hand in frame.Hands)
        {
            if (hand.IsLeft)
            {

                transform.position = hand.PalmPosition.ToVector3() +

                                     hand.PalmNormal.ToVector3() *

                                    (transform.localScale.y * .5f + .02f);

                transform.rotation = hand.Basis.CalculateRotation();
            }


        }

    }

}

4.触碰改变颜色

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using Leap;
 5 using Leap.Unity;
 6 using System;
 7 /// <summary>
 8 /// 手指摄取颜色
 9 /// </summary>
10 public class JudgeChangeColor : MonoBehaviour
11 {
12     public Color c;
13     public static Color selectedColor;
14     public bool selectable = false;
15 
16     void OnTriggerStay(Collider c)
17     {
18         if (c.gameObject.transform.parent.name.Equals("index"))
19         {
20             if (this.selectable)
21             {
22                 JudgeChangeColor.selectedColor = this.c;
23                 this.transform.Rotate(Vector3.up);
24                 return;
25             }
26             transform.gameObject.GetComponent<MeshRenderer>().material.color = JudgeChangeColor.selectedColor;
27         }
28     }
29 
30 }

5.拇指和食指捏住改变缩放

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using Leap;
 5 using Leap.Unity;
 6 using System;
 7 /// <summary>
 8 /// 手指摄取颜色
 9 /// </summary>
10 public class CubeInteraction : MonoBehaviour {
11     public Transform tran;
12     bool isHold = false;
13     Vector3 offset;
14     void Start()
15     {
16 
17     }
18     public Transform[] bonesL;
19     public Transform[] bonesR;
20     public HandModelBase leftHand;
21     public HandModelBase rightHand;
22 
23     List<HandModelBase> handModelList = new List<HandModelBase>();
24     
25     void Update()
26     {
27         //如果两个手都没有识别 清空列表
28         if (!leftHand.IsTracked)
29         {
30             if (handModelList.Contains(leftHand))
31             {
32                 handModelList.Remove(leftHand);
33             }
34         }
35         if (!rightHand.IsTracked)
36         {
37             if (handModelList.Contains(rightHand))
38             {
39                 handModelList.Remove(rightHand);
40             }
41         }
42         //鼠标移动 根据list[0]去操作,判断识别手的先后关系
43         if (leftHand != null && leftHand.IsTracked)
44         {
45             if (!handModelList.Contains(leftHand))
46             {
47                 handModelList.Add(leftHand);
48             }
49         }
50         if (rightHand != null && rightHand.IsTracked)
51         {
52             if (!handModelList.Contains(rightHand))
53             {
54                 handModelList.Add(rightHand);
55             }
56         }
57         if (handModelList.Count > 0)
58         {
59             JudgeHand();
60         }
61     }
62 
63     private void JudgeHand()
64     {
65         if (Vector3.Distance(bonesL[0].position, bonesL[1].position) < 0.02f &&
66             Vector3.Distance(bonesR[0].position, bonesR[1].position) < 0.02f)
67         {
68             Debug.Log("两只手握住");
69             float distance = Vector3.Distance(bonesL[1].position, bonesR[1].position);
70             tran.localScale = new Vector3(distance, distance, distance);
71         }
72         
73     }
74 
75     void OnTriggerStay(Collider c)
76     {
77         if (isHold)
78         {
79             transform.position = bonesL[1].position - offset;
80         }
81     }
82 
83 }

 

using Leap;using System.Collections;using System.Collections.Generic;using UnityEngine;using Leap.Unity;/// <summary>/// 旋转/缩放/移动/// </summary>public class ControlAnimation : MonoBehaviour{
    LeapProvider provider;    public HandModelBase leftHandModel;    public HandModelBase rightHandModel;    private const float rotate_sensitive = 1500f;  //旋转灵敏度    private const float displacement_sensitive = 0.015f; //位移灵敏度    private const float rotate_initial_value = 0f;  //旋转初始位置值
    /// <summary>    /// 判断条件  尽量勿动    /// </summary>    const float smallestVelocity = 0.1f;    const float deltaVelocity = 0.000001f;    const float deltaCloseFinger = 0.06f;
    void Start()    {        provider = FindObjectOfType<LeapProvider>() as LeapProvider;    }

    void Update()    {        Scale();        Rotation();        Position();    }

    /// <summary>    /// 缩小    /// </summary>    public void Scale()    {        Frame frame = provider.CurrentFrame;        foreach (Hand hand in frame.Hands)        {            if (isOpenFullHand(hand))            {                Debug.Log("大");
                //Vector3 value = transform.localScale;                //value += new Vector3(value.x * 0.01f, value.y * 0.01f, value.z * 0.01f);                ////    Debug.Log(value);                //transform.localScale = value;                transform.Translate(Vector3.forward * Time.deltaTime * 5);            }            if (isCloseHand(hand))            {                //Debug.Log("小");                //Vector3 value = transform.localScale;                //value -= new Vector3(value.x * 0.01f, value.y * 0.01f, value.z * 0.01f);                ////   Debug.Log(value);
                //transform.localScale = value;            }        }    }

    /// <summary>    /// 旋转    /// </summary>    public void Rotation()    {        Frame frame = provider.CurrentFrame;        foreach (Hand hand in frame.Hands)        {            if (hand.IsLeft || hand.IsRight)            {                Vector3 value = transform.localEulerAngles;                value = new Vector3(/*hand.PalmPosition.y * rotate_sensitive + rotate_initial_value*/0, hand.PalmPosition.x * rotate_sensitive + rotate_initial_value, 0);                transform.localEulerAngles = value;            }            else            {                hand.PalmPosition.y = transform.localEulerAngles.x;                hand.PalmPosition.x = transform.localEulerAngles.y;            }        }    }

    /// <summary>    /// 位移    /// </summary>    public void Position()    {        Frame frame = provider.CurrentFrame;        foreach (Hand hand in frame.Hands)        {            if (hand.IsLeft || hand.IsRight)            {                if (isMoveLeft(hand))                {                    transform.localPosition = new Vector3(hand.PalmPosition.y * displacement_sensitive, 0, 0) + transform.localPosition;                }                if (isMoveRight(hand))                {                    transform.localPosition = new Vector3(-hand.PalmPosition.y * displacement_sensitive, 0, 0) + transform.localPosition;                }            }        }
    }

    protected bool isMoveRight(Hand hand)// 手划向右边    {        Debug.Log("左滑");        return hand.PalmVelocity.x > deltaVelocity && !isStationary(hand);    }

    protected bool isMoveLeft(Hand hand)   // 手划向左边    {        Debug.Log("右滑");        //x轴移动的速度   deltaVelocity = 0.7f    isStationary (hand)  判断hand是否禁止         return hand.PalmVelocity.x < -deltaVelocity && !isStationary(hand);    }
    protected bool isStationary(Hand hand)// 固定不动的     {        return hand.PalmVelocity.Magnitude < smallestVelocity;    }
    protected bool isCloseHand(Hand hand)     //是否握拳     {        Debug.Log("握拳");        List<Finger> listOfFingers = hand.Fingers;        int count = 0;        for (int f = 0; f < listOfFingers.Count; f++)        { //循环遍历所有的手~~            Finger finger = listOfFingers[f];            if ((finger.TipPosition - hand.PalmPosition).Magnitude < deltaCloseFinger)    // Magnitude  向量的长度 。是(x*x+y*y+z*z)的平方根。    //float deltaCloseFinger = 0.05f;            {                count++;                //  if (finger.Type == Finger.FingerType.TYPE_THUMB)                //  Debug.Log ((finger.TipPosition - hand.PalmPosition).Magnitude);            }        }        return (count == 5);    }
    protected bool isOpenFullHand(Hand hand)         //手掌全展开~    {        Debug.Log("展开");        //Debug.Log (hand.GrabStrength + " " + hand.PalmVelocity + " " + hand.PalmVelocity.Magnitude);        return hand.GrabStrength == 0;    }}