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

113 lines
3.2 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.Events;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
/// <summary>
/// Exposes Unity Events that are raised when an <see cref="ISelector"/> selects or unselects.
/// </summary>
public class SelectorUnityEventWrapper : MonoBehaviour
{
/// <summary>
/// The <see cref="ISelector"/> this component will listen to.
/// </summary>
[SerializeField, Interface(typeof(ISelector))]
private UnityEngine.Object _selector;
private ISelector Selector;
/// <summary>
/// Logic to execute when the selector selects.
/// </summary>
[SerializeField]
private UnityEvent _whenSelected;
/// <summary>
/// Logic to execute when the selector unselects.
/// </summary>
[SerializeField]
private UnityEvent _whenUnselected;
public UnityEvent WhenSelected => _whenSelected;
public UnityEvent WhenUnselected => _whenUnselected;
protected bool _started = false;
protected virtual void Awake()
{
Selector = _selector as ISelector;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Selector, nameof(Selector));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Selector.WhenSelected += HandleSelected;
Selector.WhenUnselected += HandleUnselected;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Selector.WhenSelected -= HandleSelected;
Selector.WhenUnselected -= HandleUnselected;
}
}
private void HandleSelected()
{
_whenSelected.Invoke();
}
private void HandleUnselected()
{
_whenUnselected.Invoke();
}
#region Inject
public void InjectAllSelectorUnityEventWrapper(ISelector selector)
{
InjectSelector(selector);
}
public void InjectSelector(ISelector selector)
{
_selector = selector as UnityEngine.Object;
Selector = selector;
}
#endregion
}
}