VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction.ovr/Runtime/Scripts/Input/OVRInputDeviceActiveState.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

66 lines
2.1 KiB
C#

/*
* 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 Meta.XR.Util;
using UnityEngine;
namespace Oculus.Interaction.Input
{
/// <summary>
/// Returns the active status of an OVRInput device based on whether
/// OVRInput's current active controller matches any of the controller
/// types set up in the inspector. OVRInput `Controllers` include
/// types like Touch, L Touch, R TouchR, Hands, L Hand, R Hand
/// </summary>
[Feature(Feature.Interaction)]
public class OVRInputDeviceActiveState : MonoBehaviour, IActiveState
{
[SerializeField]
private List<OVRInput.Controller> _controllerTypes;
public bool Active
{
get
{
foreach (OVRInput.Controller controllerType in _controllerTypes)
{
if (OVRInput.GetConnectedControllers() == controllerType) return true;
}
return false;
}
}
#region Inject
public void InjectAllOVRInputDeviceActiveState(List<OVRInput.Controller> controllerTypes)
{
InjectControllerTypes(controllerTypes);
}
public void InjectControllerTypes(List<OVRInput.Controller> controllerTypes)
{
_controllerTypes = controllerTypes;
}
#endregion
}
}