93 lines
2.6 KiB
C#
93 lines
2.6 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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namespace Oculus.Interaction.DistanceReticles
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{
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/// <summary>
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/// Part of the ghost icon reticle used for distance grabs. Attached to each GameObject that the icon can appear on. Pairs with ReticleIconDrawer.
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/// </summary>
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public class ReticleDataIcon : MonoBehaviour, IReticleData
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{
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/// <summary>
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/// The Mesh Renderer of the GameObject that the icon can appear on.
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/// </summary>
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[Tooltip("The Mesh Renderer of the GameObject that the icon can appear on.")]
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[SerializeField, Optional]
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private MeshRenderer _renderer;
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/// <summary>
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/// The icon's appearance.
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/// </summary>
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[Tooltip("The icon's appearance.")]
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[SerializeField, Optional]
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private Texture _customIcon;
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public Texture CustomIcon
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{
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get
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{
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return _customIcon;
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}
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set
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{
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_customIcon = value;
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}
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}
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[SerializeField]
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[Range(0f, 1f)]
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private float _snappiness;
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public float Snappiness
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{
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get
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{
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return _snappiness;
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}
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set
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{
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_snappiness = value;
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}
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}
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public Vector3 GetTargetSize()
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{
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if (_renderer != null)
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{
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return _renderer.bounds.size;
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}
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return this.transform.localScale;
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}
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public Vector3 ProcessHitPoint(Vector3 hitPoint)
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{
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return Vector3.Lerp(hitPoint, this.transform.position, _snappiness);
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}
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#region Inject
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public void InjectOptionalRenderer(MeshRenderer renderer)
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{
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_renderer = renderer;
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}
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#endregion
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}
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}
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