/* * 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 UnityEditor; using UnityEngine; namespace Oculus.Interaction.Editor.QuickActions { internal class PokeWizard : QuickActionsWizard { private const string MENU_NAME = MENU_FOLDER + "Add Poke Interaction (Internal only)"; private static void OpenWizard() { ShowWindow(Selection.gameObjects[0]); } static bool Validate() { return Selection.gameObjects.Length == 1; } #region Fields [SerializeField] [DeviceType, WizardSetting] [InspectorName("Add Required Interactor(s)")] [Tooltip("The interactors required for the new interactable will be " + "added for the device types selected here, if not already present.")] private DeviceTypes _deviceTypes = DeviceTypes.All; #endregion Fields protected override void Create() { GameObject obj = Templates.CreateFromTemplate( Target.transform, Templates.PokeInteractable); InteractorUtils.AddInteractorsToRig( InteractorTypes.Poke, _deviceTypes); } } }