VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Interaction/Visuals/InteractableDebugVisual.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

215 lines
5.8 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 UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
/// <summary>
/// Visually displays the current state of an interactable.
/// </summary>
public class InteractableDebugVisual : MonoBehaviour
{
[Tooltip("The interactable to monitor for state changes.")]
/// <summary>
/// The interactable to monitor for state changes.
/// </summary>
[SerializeField, Interface(typeof(IInteractableView))]
private UnityEngine.Object _interactableView;
[Tooltip("The mesh that will change color based on the current state.")]
/// <summary>
/// The mesh that will change color based on the current state.
/// </summary>
[SerializeField]
private Renderer _renderer;
[Tooltip("Displayed when the state is normal.")]
/// <summary>
/// Displayed when the state is normal.
/// </summary>
[SerializeField]
private Color _normalColor = Color.red;
[Tooltip("Displayed when the state is hover.")]
/// <summary>
/// Displayed when the state is hover.
/// </summary>
[SerializeField]
private Color _hoverColor = Color.blue;
[Tooltip("Displayed when the state is selected.")]
/// <summary>
/// Displayed when the state is selected.
/// </summary>
[SerializeField]
private Color _selectColor = Color.green;
[Tooltip("Displayed when the state is disabled.")]
/// <summary>
/// Displayed when the state is disabled.
/// </summary>
[SerializeField]
private Color _disabledColor = Color.black;
public Color NormalColor
{
get
{
return _normalColor;
}
set
{
_normalColor = value;
}
}
public Color HoverColor
{
get
{
return _hoverColor;
}
set
{
_hoverColor = value;
}
}
public Color SelectColor
{
get
{
return _selectColor;
}
set
{
_selectColor = value;
}
}
public Color DisabledColor
{
get
{
return _disabledColor;
}
set
{
_disabledColor = value;
}
}
private IInteractableView InteractableView;
private Material _material;
protected bool _started = false;
protected virtual void Awake()
{
InteractableView = _interactableView as IInteractableView;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(InteractableView, nameof(InteractableView));
this.AssertField(_renderer, nameof(_renderer));
_material = _renderer.material;
UpdateVisual();
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
InteractableView.WhenStateChanged += UpdateVisualState;
UpdateVisual();
}
}
protected virtual void OnDisable()
{
if (_started)
{
InteractableView.WhenStateChanged -= UpdateVisualState;
}
}
private void OnDestroy()
{
Destroy(_material);
}
public void SetNormalColor(Color color)
{
_normalColor = color;
UpdateVisual();
}
private void UpdateVisual()
{
switch (InteractableView.State)
{
case InteractableState.Normal:
_material.color = _normalColor;
break;
case InteractableState.Hover:
_material.color = _hoverColor;
break;
case InteractableState.Select:
_material.color = _selectColor;
break;
case InteractableState.Disabled:
_material.color = _disabledColor;
break;
}
}
private void UpdateVisualState(InteractableStateChangeArgs args) => UpdateVisual();
#region Inject
public void InjectAllInteractableDebugVisual(IInteractableView interactableView, Renderer renderer)
{
InjectInteractableView(interactableView);
InjectRenderer(renderer);
}
public void InjectInteractableView(IInteractableView interactableView)
{
_interactableView = interactableView as UnityEngine.Object;
InteractableView = interactableView;
}
public void InjectRenderer(Renderer renderer)
{
_renderer = renderer;
}
#endregion
}
}