/* * 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 UnityEngine; namespace Oculus.Interaction.PoseDetection.Debug { public class ActiveStateDebugTreeUI : DebugTreeUI { [Tooltip("The IActiveState to debug.")] [SerializeField, Interface(typeof(IActiveState))] private UnityEngine.Object _activeState; [Tooltip("The node prefab which will be used to build the visual tree.")] [SerializeField, Interface(typeof(INodeUI))] private UnityEngine.Component _nodePrefab; protected override IActiveState Value { get => _activeState as IActiveState; } protected override INodeUI NodePrefab { get => _nodePrefab as INodeUI; } protected override DebugTree CreateTree(IActiveState value) { return new ActiveStateDebugTree(value); } protected override string TitleForValue(IActiveState value) { Object obj = value as Object; return obj != null ? obj.name : ""; } } }