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

79 lines
3.0 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 Oculus.Interaction.Input;
using Oculus.Interaction.PoseDetection;
using UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// FingerFeatureStateProviderRef is a utility component that delegates all of its IFingerFeatureStateProvider implementation
/// to the provided FingerFeatureStateProvider object.
/// </summary>
public class FingerFeatureStateProviderRef : MonoBehaviour, IFingerFeatureStateProvider
{
[SerializeField, Interface(typeof(IFingerFeatureStateProvider))]
private UnityEngine.Object _fingerFeatureStateProvider;
public IFingerFeatureStateProvider FingerFeatureStateProvider { get; private set; }
protected virtual void Awake()
{
FingerFeatureStateProvider = _fingerFeatureStateProvider as IFingerFeatureStateProvider;
}
protected virtual void Start()
{
this.AssertField(FingerFeatureStateProvider, nameof(FingerFeatureStateProvider));
}
public bool GetCurrentState(HandFinger finger, FingerFeature fingerFeature, out string currentState)
{
return FingerFeatureStateProvider.GetCurrentState(finger, fingerFeature, out currentState);
}
public bool IsStateActive(HandFinger finger, FingerFeature feature, FeatureStateActiveMode mode,
string stateId)
{
return FingerFeatureStateProvider.IsStateActive(finger, feature, mode, stateId);
}
public float? GetFeatureValue(HandFinger finger, FingerFeature fingerFeature)
{
return FingerFeatureStateProvider.GetFeatureValue(finger, fingerFeature);
}
#region Inject
public void InjectAllFingerFeatureStateProviderRef(IFingerFeatureStateProvider fingerFeatureStateProvider)
{
InjectFingerFeatureStateProvider(fingerFeatureStateProvider);
}
public void InjectFingerFeatureStateProvider(IFingerFeatureStateProvider fingerFeatureStateProvider)
{
_fingerFeatureStateProvider = fingerFeatureStateProvider as UnityEngine.Object;
FingerFeatureStateProvider = fingerFeatureStateProvider;
}
#endregion
}
}