using EcsRx.Components; using EcsRx.Entities; using EcsRx.UnityEditor.MonoBehaviours; using InterVR.IF.VR.Defines; using UniRx; using UnityEngine; namespace InterVR.IF.VR.Glove.Components { public class IF_VR_Glove_Hand : IComponent { public IF_VR_HandType Type { get; set; } public Transform Wrist { get; set; } public IEntity WristEntity { get; set; } public bool Connected { get; set; } public BoolReactiveProperty Active { get; set; } public const float MaxDisconnectStateTimeSeconds = 1.0f; public bool GoingToDisconnect { get; set; } public float DisconnectStateTimer { get; set; } public GameObject RenderModel { get; set; } public IF_VR_Glove_Hand() { Active = new BoolReactiveProperty(false); } public void Dispose() { Active.Dispose(); } } }