A somewhat simple way you could do this is by setting a bool to check if the player has clenched his fist at least once, thus setting the power. Let's call it hasClenchedFist
:
if (frame.Hands.Count >= 2)
{
Hand leftHand = GetLeftMostHand(frame);
Hand rightHand = GetRightMostHand(frame);
Vector3 handDiff = leftHand.PalmPosition.ToUnityScaled() - rightHand.PalmPosition.ToUnityScaled();
Vector3 newRot = CannonBarrel.transform.localRotation.eulerAngles;
float leftRightSpeed = handDiff.y * 5.0f;
float handPitch = leftHand.Direction.Pitch + rightHand.Direction.Pitch * 0.5f;
newRot.x = 0;
newRot.y = 90;
newRot.z = 70 + -handPitch * 20.0f;
//shoot = true;
// if closed fist...
if (frame.Fingers.Count < 3)
{
leftRightSpeed = 0;
hasClenchedFist = true;
shoot = false;
if (increasing == true)
{
ballPower++;
if (ballPower >= 100)
{
increasing = false;
}
}
else if (increasing == false)
{
ballPower--;
if (ballPower <= 0)
{
increasing = true;
}
}
}
else if(hasClenchedFist)
{
shoot = true;
}
else
{
//Move left or right depending on hands height difference.
transform.parent.rigidbody.velocity = transform.parent.right * leftRightSpeed;
//Rotate the barrel
CannonBarrel.transform.localRotation = Quaternion.Slerp(CannonBarrel.transform.localRotation, Quaternion.Euler(newRot), 0.1f);
}
if (shoot == true)
{
Debug.Log("fired");
//add code here to spawn projectile
}
}
This should work, unless I've misunderstood the code/requirements.