/* * 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 Meta.XR.Util; using UnityEngine; using static OVRInput; namespace Oculus.Interaction.OVR { [Feature(Feature.Interaction)] public class OVRControllerInHandActiveState : MonoBehaviour, IActiveState { [SerializeField] private Hand _handType; public Hand HandType { get => _handType; set => _handType = value; } /// /// Determines if the ActiveState should be enabled or disabled when the hand is grabbing a controller /// [SerializeField] [Tooltip("Determines if the ActiveState should be enabled or disabled when the hand is grabbing a controller")] [HelpBox("Ensure you have enabled ConformingHandsToControllers or/and Concurrent Hands/Controller Support " + "in the OVRCameraRig.ControllerDrivenHandPosesType and that the OVRHand component ShowState is as permissive as this.", HelpBoxAttribute.MessageType.Info, InputDeviceShowState.ControllerNotInHand, ConditionalHideAttribute.DisplayMode.HideIfTrue)] private InputDeviceShowState _showState = InputDeviceShowState.ControllerNotInHand; public InputDeviceShowState ShowState { get => _showState; set => _showState = value; } public bool Active { get { ControllerInHandState state = GetControllerIsInHandState(_handType); switch (_showState) { case InputDeviceShowState.Always: return true; case InputDeviceShowState.ControllerInHand: return state == ControllerInHandState.ControllerInHand; case InputDeviceShowState.ControllerInHandOrNoHand: return state == ControllerInHandState.ControllerInHand || state == ControllerInHandState.NoHand; case InputDeviceShowState.ControllerNotInHand: return state == ControllerInHandState.ControllerNotInHand; case InputDeviceShowState.NoHand: return state == ControllerInHandState.NoHand; default: return false; } } } } }