/* * 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; using UnityEngine.Assertions; using UnityEngine.Events; using UnityEngine.Serialization; namespace Oculus.Interaction { /// /// Exposes Unity Events that are raised when an selects or unselects. /// public class SelectorUnityEventWrapper : MonoBehaviour { /// /// The this component will listen to. /// [SerializeField, Interface(typeof(ISelector))] private UnityEngine.Object _selector; private ISelector Selector; /// /// Logic to execute when the selector selects. /// [SerializeField] private UnityEvent _whenSelected; /// /// Logic to execute when the selector unselects. /// [SerializeField] private UnityEvent _whenUnselected; public UnityEvent WhenSelected => _whenSelected; public UnityEvent WhenUnselected => _whenUnselected; protected bool _started = false; protected virtual void Awake() { Selector = _selector as ISelector; } protected virtual void Start() { this.BeginStart(ref _started); this.AssertField(Selector, nameof(Selector)); this.EndStart(ref _started); } protected virtual void OnEnable() { if (_started) { Selector.WhenSelected += HandleSelected; Selector.WhenUnselected += HandleUnselected; } } protected virtual void OnDisable() { if (_started) { Selector.WhenSelected -= HandleSelected; Selector.WhenUnselected -= HandleUnselected; } } private void HandleSelected() { _whenSelected.Invoke(); } private void HandleUnselected() { _whenUnselected.Invoke(); } #region Inject public void InjectAllSelectorUnityEventWrapper(ISelector selector) { InjectSelector(selector); } public void InjectSelector(ISelector selector) { _selector = selector as UnityEngine.Object; Selector = selector; } #endregion } }