62 lines
2.1 KiB
C#
62 lines
2.1 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;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// By adding BeginStart and EndStart at the beginning and end of Start, MonoBehaviours with
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/// OnEnable and OnDisable logic can wrap their contents within a _started flag and effectively
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/// skip over logic in those methods until after Start has been invoked.
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///
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/// To not bypass the Unity Lifecycle, the enabled property is used to disable the most derived
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/// MonoBehaviour, invoke Start up the hierarchy chain, and finally re-enable the MonoBehaviour.
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/// </summary>
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public static class MonoBehaviourStartExtensions
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{
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public static void BeginStart(this MonoBehaviour monoBehaviour, ref bool started,
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Action baseStart = null)
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{
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if (!started)
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{
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monoBehaviour.enabled = false;
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started = true;
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baseStart?.Invoke();
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started = false;
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}
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else
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{
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baseStart?.Invoke();
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}
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}
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public static void EndStart(this MonoBehaviour monoBehaviour, ref bool started)
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{
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if (!started)
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{
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started = true;
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monoBehaviour.enabled = true;
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}
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}
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}
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}
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