/*
* 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 UnityEngine;
namespace Oculus.Interaction.HandGrab.Visuals
{
///
/// Holds references to the prefabs for Ghost-Hands, so they can be instantiated
/// in runtime to represent static poses.
///
[CreateAssetMenu(menuName = "Meta/Interaction/SDK/Pose Authoring/Hand Ghost Provider")]
public class HandGhostProvider : ScriptableObject
{
///
/// The prefab for the left hand ghost.
///
[SerializeField]
private HandGhost _leftHand;
///
/// The prefab for the right hand ghost.
///
[SerializeField]
private HandGhost _rightHand;
///
/// Helper method to obtain the prototypes
/// The result is to be instanced, not used directly.
///
/// The desired handedness of the ghost prefab
/// A Ghost prefab
public HandGhost GetHand(Handedness handedness)
{
return handedness == Handedness.Left ? _leftHand : _rightHand;
}
}
}