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

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