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

154 lines
5.9 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 System;
using UnityEngine;
namespace Oculus.Interaction.Input
{
/// <summary>
/// A utility component that delegates all of its <see cref="IController"/>
/// implementation to the provided <see cref="IController"/> source object.
/// </summary>
public class ControllerRef : MonoBehaviour, IController, IActiveState
{
[SerializeField, Interface(typeof(IController))]
private UnityEngine.Object _controller;
private IController Controller;
protected virtual void Awake()
{
Controller = _controller as IController;
}
protected virtual void Start()
{
this.AssertField(Controller, nameof(Controller));
}
/// <summary>
/// Implementation of <see cref="IController.Handedness"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public Handedness Handedness => Controller.Handedness;
/// <summary>
/// Implementation of <see cref="IController.IsConnected"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool IsConnected => Controller.IsConnected;
/// <summary>
/// Implementation of <see cref="IController.IsPoseValid"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool IsPoseValid => Controller.IsPoseValid;
/// <summary>
/// Implementation of <see cref="IController.ControllerInput"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public ControllerInput ControllerInput => Controller.ControllerInput;
/// <summary>
/// Implementation of <see cref="IController.WhenUpdated"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public event Action WhenUpdated
{
add => Controller.WhenUpdated += value;
remove => Controller.WhenUpdated -= value;
}
/// <summary>
/// Implementation of <see cref="IController.Active"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool Active => IsConnected;
/// <summary>
/// Implementation of <see cref="IController.TryGetPose"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool TryGetPose(out Pose pose)
{
return Controller.TryGetPose(out pose);
}
/// <summary>
/// Implementation of <see cref="IController.TryGetPointerPose"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool TryGetPointerPose(out Pose pose)
{
return Controller.TryGetPointerPose(out pose);
}
/// <summary>
/// Implementation of <see cref="IController.Scale"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public float Scale => Controller.Scale;
/// <summary>
/// Implementation of <see cref="IController.IsButtonUsageAnyActive"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool IsButtonUsageAnyActive(ControllerButtonUsage buttonUsage)
{
return Controller.IsButtonUsageAnyActive(buttonUsage);
}
/// <summary>
/// Implementation of <see cref="IController.IsButtonUsageAllActive"/>. For detailed
/// information, refer to the related documentation provided for that interface.
/// </summary>
public bool IsButtonUsageAllActive(ControllerButtonUsage buttonUsage)
{
return Controller.IsButtonUsageAllActive(buttonUsage);
}
#region Inject
/// <summary>
/// Injects all required dependencies for a dynamically instantiated <see cref="ControllerRef"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
/// </summary>
public void InjectAllControllerRef(IController controller)
{
InjectController(controller);
}
/// <summary>
/// Sets the underlying <see cref="IController"/> for a dynamically instantiated <see cref="ControllerRef"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
/// </summary>
public void InjectController(IController controller)
{
_controller = controller as UnityEngine.Object;
Controller = controller;
}
#endregion
}
}