/* * 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.Collections.Generic; using System.Threading.Tasks; using Oculus.Interaction.PoseDetection.Debug; using UnityEngine; namespace Oculus.Interaction.PoseDetection { /// /// Wraps a component and adds several additional conditions to /// its logic. /// public class SequenceActiveState : MonoBehaviour, IActiveState { [Tooltip("The Sequence that will drive this component.")] [SerializeField] private Sequence _sequence; [Tooltip("If true, this ActiveState will become Active as soon " + "as the first sequence step becomes Active.")] [SerializeField] private bool _activateIfStepsStarted; [Tooltip("If true, this ActiveState will be active when " + "the supplied Sequence is Active.")] [SerializeField] private bool _activateIfStepsComplete = true; protected virtual void Start() { this.AssertField(_sequence, nameof(_sequence)); } /// /// Implementation of ; /// for details, please refer to the related documentation provided for that interface. /// public bool Active { get { return (_activateIfStepsStarted && _sequence.CurrentActivationStep > 0 && !_sequence.Active) || (_activateIfStepsComplete && _sequence.Active); } } static SequenceActiveState() { ActiveStateDebugTree.RegisterModel(new DebugModel()); } private class DebugModel : ActiveStateModel { protected override Task> GetChildrenAsync(SequenceActiveState activeState) { return Task.FromResult>(new[] { activeState._sequence }); } } #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 InjectAllSequenceActiveState(Sequence sequence, bool activateIfStepsStarted, bool activateIfStepsComplete) { InjectSequence(sequence); InjectActivateIfStepsStarted(activateIfStepsStarted); InjectActivateIfStepsComplete(activateIfStepsComplete); } /// /// 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 InjectSequence(Sequence sequence) { _sequence = sequence; } /// /// Sets ActivateIfStepsStarted 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 InjectActivateIfStepsStarted(bool activateIfStepsStarted) { _activateIfStepsStarted = activateIfStepsStarted; } /// /// Sets ActivateIfStepsComplete 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 InjectActivateIfStepsComplete(bool activateIfStepsComplete) { _activateIfStepsComplete = activateIfStepsComplete; } #endregion } }