/*
* 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/// Indicates that the field is obsolete and should be avoided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;
}
}
}