VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Input/Axis1DSwitch.cs
IonutMocanu d7aba243a2 Main
2025-09-08 11:04:02 +03:00

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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
{
/// <summary>
/// An Axis1D that switches between two Axis1D based on an ActiveState
/// </summary>
public class Axis1DSwitch : MonoBehaviour, IAxis1D
{
[SerializeField, Interface(typeof(IActiveState))]
private UnityEngine.Object _activeState;
private IActiveState ActiveState;
[SerializeField, Interface(typeof(IAxis1D))]
private UnityEngine.Object _axisWhenActive;
[SerializeField, Interface(typeof(IAxis1D))]
private UnityEngine.Object _axisWhenInactive;
protected IAxis1D AxisWhenActive;
protected IAxis1D AxisWhenInactive;
protected IAxis1D Current => ActiveState.Active ? AxisWhenActive : AxisWhenInactive;
protected virtual void Awake()
{
ActiveState = _activeState as IActiveState;
AxisWhenActive = _axisWhenActive as IAxis1D;
AxisWhenInactive = _axisWhenInactive as IAxis1D;
}
protected virtual void Start()
{
this.AssertField(ActiveState, nameof(ActiveState));
this.AssertField(AxisWhenActive, nameof(AxisWhenActive));
this.AssertField(AxisWhenInactive, nameof(AxisWhenInactive));
}
public float Value()
{
return Current.Value();
}
#region Inject
public void InjectAllAxis1DSwitch(IActiveState activeState, IAxis1D axisWhenActive, IAxis1D axisWhenInactive)
{
InjectActiveState(activeState);
InjectAxisWhenActive(axisWhenActive);
InjectAxisWhenInactive(axisWhenInactive);
}
public void InjectActiveState(IActiveState activeState)
{
_activeState = activeState as UnityEngine.Object;
ActiveState = activeState;
}
private void InjectAxisWhenActive(IAxis1D axisWhenActive)
{
AxisWhenActive = axisWhenActive;
_axisWhenActive = axisWhenActive as UnityEngine.Object;
}
private void InjectAxisWhenInactive(IAxis1D axisWhenInactive)
{
AxisWhenInactive = axisWhenInactive;
_axisWhenInactive = axisWhenInactive as UnityEngine.Object;
}
#endregion
}
}