/* * 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; namespace Oculus.Interaction { /// /// An ActiveState that is active when the controller matches the interaction profile. /// [Feature(Feature.Interaction)] public class OVRControllerMatchesProfileActiveState : MonoBehaviour, IActiveState { [SerializeField] private OVRInput.Controller _controller; [SerializeField] private OVRInput.InteractionProfile _profile; public bool Active { get { OVRInput.Hand ovrHandedness = _controller.HasFlag(OVRInput.Controller.LTouch) || _controller.HasFlag(OVRInput.Controller.LHand) ? OVRInput.Hand.HandLeft : OVRInput.Hand.HandRight; OVRInput.InteractionProfile ovrProfile = OVRInput.GetCurrentInteractionProfile(ovrHandedness); return ovrProfile == _profile; } } #region Inject public void InjectAllOVRControllerSupportsPressure(OVRInput.Controller controller) { _controller = controller; } #endregion } }