/* * 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 { /// /// Used on a SerializedField and surfaces the expectation that this field can remain empty. /// public class OptionalAttribute : PropertyAttribute { /// /// Flags that determine the visibility of the Optional tag in the editor. /// [System.Flags] public enum Flag { /// /// Presents the Optional tag and moves it into the Optional Section /// None = 0, /// /// Indicates that if the reference is missing, a new object will be /// created and linked to it during runtime. /// AutoGenerated = 1 << 0, /// /// Indicates that even though the reference is Optional, it is important /// for the component to work as expected. /// DontHide = 1 << 1, /// /// Indicates that the field is obsolete and should be avoided /// Obsolete = 1 << 2, } /// /// These flags determine the behavior of the Optional tag in the editor. /// public Flag Flags { get; private set; } = Flag.None; /// /// Create a new Optional attribute with default flags. /// public OptionalAttribute() { } /// /// Create a new Optional attribute with the specified flags. /// /// The flags that determine the behavior of /// this attribute. public OptionalAttribute(Flag flags) { Flags = flags; } } }