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

56 lines
1.9 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 Oculus.Interaction.Input;
using UnityEngine;
namespace Oculus.Interaction.HandGrab.Visuals
{
/// <summary>
/// Holds references to the prefabs for Ghost-Hands, so they can be instantiated
/// in runtime to represent static poses.
/// </summary>
[CreateAssetMenu(menuName = "Meta/Interaction/SDK/Pose Authoring/Hand Ghost Provider")]
public class HandGhostProvider : ScriptableObject
{
/// <summary>
/// The prefab for the left hand ghost.
/// </summary>
[SerializeField]
private HandGhost _leftHand;
/// <summary>
/// The prefab for the right hand ghost.
/// </summary>
[SerializeField]
private HandGhost _rightHand;
/// <summary>
/// Helper method to obtain the prototypes
/// The result is to be instanced, not used directly.
/// </summary>
/// <param name="handedness">The desired handedness of the ghost prefab</param>
/// <returns>A Ghost prefab</returns>
public HandGhost GetHand(Handedness handedness)
{
return handedness == Handedness.Left ? _leftHand : _rightHand;
}
}
}