/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using Oculus.Interaction.Input; using Oculus.Interaction.PoseDetection; using UnityEngine; namespace Oculus.Interaction { /// /// FingerFeatureStateProviderRef is a utility component that delegates all of its IFingerFeatureStateProvider implementation /// to the provided FingerFeatureStateProvider object. /// public class FingerFeatureStateProviderRef : MonoBehaviour, IFingerFeatureStateProvider { [SerializeField, Interface(typeof(IFingerFeatureStateProvider))] private UnityEngine.Object _fingerFeatureStateProvider; public IFingerFeatureStateProvider FingerFeatureStateProvider { get; private set; } protected virtual void Awake() { FingerFeatureStateProvider = _fingerFeatureStateProvider as IFingerFeatureStateProvider; } protected virtual void Start() { this.AssertField(FingerFeatureStateProvider, nameof(FingerFeatureStateProvider)); } public bool GetCurrentState(HandFinger finger, FingerFeature fingerFeature, out string currentState) { return FingerFeatureStateProvider.GetCurrentState(finger, fingerFeature, out currentState); } public bool IsStateActive(HandFinger finger, FingerFeature feature, FeatureStateActiveMode mode, string stateId) { return FingerFeatureStateProvider.IsStateActive(finger, feature, mode, stateId); } public float? GetFeatureValue(HandFinger finger, FingerFeature fingerFeature) { return FingerFeatureStateProvider.GetFeatureValue(finger, fingerFeature); } #region Inject public void InjectAllFingerFeatureStateProviderRef(IFingerFeatureStateProvider fingerFeatureStateProvider) { InjectFingerFeatureStateProvider(fingerFeatureStateProvider); } public void InjectFingerFeatureStateProvider(IFingerFeatureStateProvider fingerFeatureStateProvider) { _fingerFeatureStateProvider = fingerFeatureStateProvider as UnityEngine.Object; FingerFeatureStateProvider = fingerFeatureStateProvider; } #endregion } }