/* * 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; using UnityEngine; namespace Oculus.Interaction.Input { /// /// A utility component that delegates all of its /// implementation to the provided source object. /// public class ControllerRef : MonoBehaviour, IController, IActiveState { [SerializeField, Interface(typeof(IController))] private UnityEngine.Object _controller; private IController Controller; protected virtual void Awake() { Controller = _controller as IController; } protected virtual void Start() { this.AssertField(Controller, nameof(Controller)); } /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public Handedness Handedness => Controller.Handedness; /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool IsConnected => Controller.IsConnected; /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool IsPoseValid => Controller.IsPoseValid; /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public ControllerInput ControllerInput => Controller.ControllerInput; /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public event Action WhenUpdated { add => Controller.WhenUpdated += value; remove => Controller.WhenUpdated -= value; } /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool Active => IsConnected; /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool TryGetPose(out Pose pose) { return Controller.TryGetPose(out pose); } /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool TryGetPointerPose(out Pose pose) { return Controller.TryGetPointerPose(out pose); } /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public float Scale => Controller.Scale; /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage) { return Controller.IsButtonUsageAnyActive(buttonUsage); } /// /// Implementation of . For detailed /// information, refer to the related documentation provided for that interface. /// public bool IsButtonUsageAllActive(ControllerButtonUsage buttonUsage) { return Controller.IsButtonUsageAllActive(buttonUsage); } #region Inject /// /// Injects all required dependencies for a dynamically instantiated . /// This method exists to support Interaction SDK's dependency injection pattern and is not /// needed for typical Unity Editor-based usage. /// public void InjectAllControllerRef(IController controller) { InjectController(controller); } /// /// Sets the underlying for a dynamically instantiated . /// This method exists to support Interaction SDK's dependency injection pattern and is not /// needed for typical Unity Editor-based usage. /// public void InjectController(IController controller) { _controller = controller as UnityEngine.Object; Controller = controller; } #endregion } }