131 lines
4.9 KiB
C#
131 lines
4.9 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 System.Collections.Generic;
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using System.Threading.Tasks;
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using Oculus.Interaction.PoseDetection.Debug;
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using UnityEngine;
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namespace Oculus.Interaction.PoseDetection
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{
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/// <summary>
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/// Wraps a <see cref="Sequence"/> component and adds several additional conditions to
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/// its <see cref="IActiveState"/> logic.
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/// </summary>
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public class SequenceActiveState : MonoBehaviour, IActiveState
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{
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[Tooltip("The Sequence that will drive this component.")]
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[SerializeField]
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private Sequence _sequence;
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[Tooltip("If true, this ActiveState will become Active as soon " +
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"as the first sequence step becomes Active.")]
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[SerializeField]
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private bool _activateIfStepsStarted;
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[Tooltip("If true, this ActiveState will be active when " +
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"the supplied Sequence is Active.")]
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[SerializeField]
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private bool _activateIfStepsComplete = true;
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protected virtual void Start()
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{
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this.AssertField(_sequence, nameof(_sequence));
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}
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/// <summary>
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/// Implementation of <see cref="IActiveState.Active"/>;
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/// for details, please refer to the related documentation provided for that interface.
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/// </summary>
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public bool Active
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{
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get
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{
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return (_activateIfStepsStarted && _sequence.CurrentActivationStep > 0 && !_sequence.Active) ||
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(_activateIfStepsComplete && _sequence.Active);
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}
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}
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static SequenceActiveState()
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{
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ActiveStateDebugTree.RegisterModel<SequenceActiveState>(new DebugModel());
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}
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private class DebugModel : ActiveStateModel<SequenceActiveState>
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{
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protected override Task<IEnumerable<IActiveState>> GetChildrenAsync(SequenceActiveState activeState)
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{
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return Task.FromResult<IEnumerable<IActiveState>>(new[] { activeState._sequence });
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}
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}
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#region Inject
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/// <summary>
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/// Injects all required dependencies for a dynamically instantiated
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/// <see cref="SequenceActiveState"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectAllSequenceActiveState(Sequence sequence,
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bool activateIfStepsStarted, bool activateIfStepsComplete)
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{
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InjectSequence(sequence);
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InjectActivateIfStepsStarted(activateIfStepsStarted);
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InjectActivateIfStepsComplete(activateIfStepsComplete);
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}
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/// <summary>
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/// Sets the underlying <see cref="Sequence"/> for a dynamically instantiated
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/// <see cref="SequenceActiveState"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectSequence(Sequence sequence)
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{
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_sequence = sequence;
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}
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/// <summary>
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/// Sets ActivateIfStepsStarted for a dynamically instantiated
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/// <see cref="SequenceActiveState"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectActivateIfStepsStarted(bool activateIfStepsStarted)
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{
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_activateIfStepsStarted = activateIfStepsStarted;
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}
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/// <summary>
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/// Sets ActivateIfStepsComplete for a dynamically instantiated
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/// <see cref="SequenceActiveState"/>.
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/// This method exists to support Interaction SDK's dependency injection pattern and is not
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/// needed for typical Unity Editor-based usage.
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/// </summary>
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public void InjectActivateIfStepsComplete(bool activateIfStepsComplete)
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{
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_activateIfStepsComplete = activateIfStepsComplete;
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}
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#endregion
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}
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}
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