/* * 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 Oculus.Interaction.DebugTree; using System; using System.Collections.Generic; using System.Diagnostics; using System.Linq; using System.Threading.Tasks; using UnityEngine; namespace Oculus.Interaction.PoseDetection.Debug { /// /// Builds a visual representation of an IActiveState tree on a UI canvas, based on a provided root . Two different node layout types are provided, ActiveStateDebugTreeHorizontal (for a left-to-right representation) and ActiveStateDebugTreeVertical (for a more compact top to bottom tree view). /// public class ActiveStateDebugTree : DebugTree { public ActiveStateDebugTree(IActiveState root) : base(root) { } private static Dictionary _models = new Dictionary(); [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] public static void RegisterModel(IActiveStateModel stateModel) where TType : class, IActiveState { _models[typeof(TType)] = stateModel; } protected override async Task> TryGetChildrenAsync(IActiveState node) { if (_models.TryGetValue(node.GetType(), out IActiveStateModel model)) { return await model.GetChildrenAsync(node); } return Enumerable.Empty(); } } }