/* * 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.HandGrab; using UnityEngine; using UnityEngine.Assertions; namespace Oculus.Interaction.Samples { public class HideHandVisualOnGrab : MonoBehaviour { [SerializeField] private HandGrabInteractor _handGrabInteractor; [SerializeField, Interface(typeof(IHandVisual))] private UnityEngine.Object _handVisual; private IHandVisual HandVisual; protected virtual void Awake() { HandVisual = _handVisual as IHandVisual; } protected virtual void Start() { this.AssertField(HandVisual, nameof(HandVisual)); } protected virtual void Update() { GameObject shouldHideHandComponent = null; if (_handGrabInteractor.State == InteractorState.Select) { shouldHideHandComponent = _handGrabInteractor.SelectedInteractable?.gameObject; } if (shouldHideHandComponent) { if (shouldHideHandComponent.TryGetComponent(out ShouldHideHandOnGrab component)) { HandVisual.ForceOffVisibility = true; } } else { HandVisual.ForceOffVisibility = false; } } #region Inject public void InjectAll(HandGrabInteractor handGrabInteractor, IHandVisual handVisual) { InjectHandGrabInteractor(handGrabInteractor); InjectHandVisual(handVisual); } private void InjectHandGrabInteractor(HandGrabInteractor handGrabInteractor) { _handGrabInteractor = handGrabInteractor; } private void InjectHandVisual(IHandVisual handVisual) { _handVisual = handVisual as UnityEngine.Object; HandVisual = handVisual; } #endregion } }