/* * 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 System.Collections.Generic; using Meta.XR.Util; using UnityEngine; namespace Oculus.Interaction.Input { /// /// Returns the active status of an OVRInput device based on whether /// OVRInput's current active controller matches any of the controller /// types set up in the inspector. OVRInput `Controllers` include /// types like Touch, L Touch, R TouchR, Hands, L Hand, R Hand /// [Feature(Feature.Interaction)] public class OVRInputDeviceActiveState : MonoBehaviour, IActiveState { [SerializeField] private List _controllerTypes; public bool Active { get { foreach (OVRInput.Controller controllerType in _controllerTypes) { if (OVRInput.GetConnectedControllers() == controllerType) return true; } return false; } } #region Inject public void InjectAllOVRInputDeviceActiveState(List controllerTypes) { InjectControllerTypes(controllerTypes); } public void InjectControllerTypes(List controllerTypes) { _controllerTypes = controllerTypes; } #endregion } }