/* * 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 UnityEngine; namespace Oculus.Interaction.Input { public class ControllerButtonUsageActiveState : MonoBehaviour, IActiveState { [SerializeField, Interface(typeof(IController))] UnityEngine.Object _controller; private IController Controller; [SerializeField] private ControllerButtonUsage _controllerButtonUsage; public bool Active => Controller.IsButtonUsageAnyActive(_controllerButtonUsage); protected virtual void Awake() { Controller = _controller as IController; } protected virtual void Start() { this.AssertField(Controller, nameof(Controller)); } #region Inject public void InjectAllControllerButtonUsageActiveState(IController controller, ControllerButtonUsage controllerButtonUsage) { InjectController(controller); InjectControllerButtonUsage(controllerButtonUsage); } public void InjectController(IController controller) { _controller = controller as UnityEngine.Object; Controller = controller; } public void InjectControllerButtonUsage(ControllerButtonUsage controllerButtonUsage) { _controllerButtonUsage = controllerButtonUsage; } #endregion } }