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

93 lines
2.6 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 UnityEngine;
namespace Oculus.Interaction.DistanceReticles
{
/// <summary>
/// Part of the ghost icon reticle used for distance grabs. Attached to each GameObject that the icon can appear on. Pairs with ReticleIconDrawer.
/// </summary>
public class ReticleDataIcon : MonoBehaviour, IReticleData
{
/// <summary>
/// The Mesh Renderer of the GameObject that the icon can appear on.
/// </summary>
[Tooltip("The Mesh Renderer of the GameObject that the icon can appear on.")]
[SerializeField, Optional]
private MeshRenderer _renderer;
/// <summary>
/// The icon's appearance.
/// </summary>
[Tooltip("The icon's appearance.")]
[SerializeField, Optional]
private Texture _customIcon;
public Texture CustomIcon
{
get
{
return _customIcon;
}
set
{
_customIcon = value;
}
}
[SerializeField]
[Range(0f, 1f)]
private float _snappiness;
public float Snappiness
{
get
{
return _snappiness;
}
set
{
_snappiness = value;
}
}
public Vector3 GetTargetSize()
{
if (_renderer != null)
{
return _renderer.bounds.size;
}
return this.transform.localScale;
}
public Vector3 ProcessHitPoint(Vector3 hitPoint)
{
return Vector3.Lerp(hitPoint, this.transform.position, _snappiness);
}
#region Inject
public void InjectOptionalRenderer(MeshRenderer renderer)
{
_renderer = renderer;
}
#endregion
}
}