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

274 lines
9.5 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.Events;
namespace Oculus.Interaction
{
/// <summary>
/// Exposes Unity events that broadcast state changes from an <see cref="IInteractorView"/> (an Interactor).
/// </summary>
public class InteractorUnityEventWrapper : MonoBehaviour
{
/// <summary>
/// The <see cref="IInteractorView"/> (Interactor) component to wrap.
/// </summary>
[Tooltip("The IInteractorView (Interactor) component to wrap.")]
[SerializeField, Interface(typeof(IInteractorView))]
private UnityEngine.Object _interactorView;
private IInteractorView InteractorView;
/// <summary>
/// Raised when the Interactor is enabled.
/// </summary>
[Tooltip("Raised when the Interactor is enabled.")]
[SerializeField]
private UnityEvent _whenEnabled;
/// <summary>
/// Raised when the Interactor is disabled.
/// </summary>
[Tooltip("Raised when the Interactor is disabled.")]
[SerializeField]
private UnityEvent _whenDisabled;
/// <summary>
/// Raised when the Interactor is hovering over an Interactable.
/// </summary>
[Tooltip("Raised when the Interactor is hovering over an Interactable.")]
[SerializeField]
private UnityEvent _whenHover;
/// <summary>
/// Raised when the Interactor stops hovering over an Interactable.
/// </summary>
[Tooltip("Raised when the stops hovering over an Interactable.")]
[SerializeField]
private UnityEvent _whenUnhover;
/// <summary>
/// Raised when the Interactor selects an Interactable.
/// </summary>
[Tooltip("Raised when the Interactor selects an Interactable.")]
[SerializeField]
private UnityEvent _whenSelect;
/// <summary>
/// Raised when the Interactor stops selecting an Interactable.
/// </summary>
[Tooltip("Raised when the Interactor stops selecting an Interactable.")]
[SerializeField]
private UnityEvent _whenUnselect;
[Space]
/// <summary>
/// Raised when the Interactor preprocesses
/// </summary>
[Tooltip("Raised when the Interactor preprocesses.")]
[SerializeField]
private UnityEvent _whenPreprocessed;
/// <summary>
/// Raised when the Interactor processes
/// </summary>
[Tooltip("Raised when the Interactor processes.")]
[SerializeField]
private UnityEvent _whenProcessed;
/// <summary>
/// Raised when the Interactor processes
/// </summary>
[Tooltip("Raised when the Interactor processes.")]
[SerializeField]
private UnityEvent _whenPostprocessed;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> transitions
/// into the <see cref="InteractorState.Disabled"/> state.
/// </summary>
public UnityEvent WhenDisabled => _whenDisabled;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> transitions
/// out of the <see cref="InteractorState.Disabled"/> state.
/// </summary>
public UnityEvent WhenEnabled => _whenEnabled;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> transitions
/// into the <see cref="InteractorState.Hover"/> state.
/// </summary>
public UnityEvent WhenHover => _whenHover;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> transitions
/// out of the <see cref="InteractorState.Hover"/> state.
/// </summary>
public UnityEvent WhenUnhover => _whenUnhover;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> transitions
/// into the <see cref="InteractorState.Select"/> state.
/// </summary>
public UnityEvent WhenSelect => _whenSelect;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> transitions
/// out of the <see cref="InteractorState.Select"/> state.
/// </summary>
public UnityEvent WhenUnselect => _whenUnselect;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> fires its
/// <see cref="IInteractorView.WhenPreprocessed"/> event
/// </summary>
public UnityEvent WhenPreprocessed => _whenPreprocessed;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> fires its
/// <see cref="IInteractorView.WhenProcessed"/> event
/// </summary>
public UnityEvent WhenProcessed => _whenProcessed;
/// <summary>
/// Raised when the <see cref="IInteractorView"/> fires its
/// <see cref="IInteractorView.WhenPostprocessed"/> event
/// </summary>
public UnityEvent WhenPostprocessed => _whenPostprocessed;
protected bool _started = false;
protected virtual void Awake()
{
InteractorView = _interactorView as IInteractorView;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(InteractorView, nameof(InteractorView));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
InteractorView.WhenStateChanged += HandleStateChanged;
InteractorView.WhenPreprocessed += HandlePreprocessed;
InteractorView.WhenProcessed += HandleProcessed;
InteractorView.WhenPostprocessed += HandlePostprocessed;
}
}
protected virtual void OnDisable()
{
if (_started)
{
InteractorView.WhenStateChanged -= HandleStateChanged;
InteractorView.WhenPreprocessed -= HandlePreprocessed;
InteractorView.WhenProcessed -= HandleProcessed;
InteractorView.WhenPostprocessed -= HandlePostprocessed;
}
}
private void HandleStateChanged(InteractorStateChangeArgs args)
{
switch (args.NewState)
{
case InteractorState.Disabled:
_whenDisabled.Invoke();
break;
case InteractorState.Normal:
if (args.PreviousState == InteractorState.Hover)
{
_whenUnhover.Invoke();
}
else if (args.PreviousState == InteractorState.Disabled)
{
_whenEnabled.Invoke();
}
break;
case InteractorState.Hover:
if (args.PreviousState == InteractorState.Normal)
{
_whenHover.Invoke();
}
else if (args.PreviousState == InteractorState.Select)
{
_whenUnselect.Invoke();
}
break;
case InteractorState.Select:
if (args.PreviousState == InteractorState.Hover)
{
_whenSelect.Invoke();
}
break;
}
}
private void HandlePreprocessed()
{
_whenPreprocessed.Invoke();
}
private void HandleProcessed()
{
_whenProcessed.Invoke();
}
private void HandlePostprocessed()
{
_whenPostprocessed.Invoke();
}
#region Inject
/// <summary>
/// Injects all required dependencies for a dynamically instantiated
/// <see cref="InteractorUnityEventWrapper"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
/// </summary>
public void InjectAllInteractorUnityEventWrapper(IInteractorView interactorView)
{
InjectInteractorView(interactorView);
}
/// <summary>
/// Sets the underlying <see cref="IInteractorView"/> for a dynamically instantiated
/// <see cref="InteractorUnityEventWrapper"/>.
/// This method exists to support Interaction SDK's dependency injection pattern and is not
/// needed for typical Unity Editor-based usage.
/// </summary>
public void InjectInteractorView(IInteractorView interactorView)
{
_interactorView = interactorView as UnityEngine.Object;
InteractorView = interactorView;
}
#endregion
}
}