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

60 lines
2.3 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.DebugTree;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace Oculus.Interaction.PoseDetection.Debug
{
/// <summary>
/// Builds a visual representation of an IActiveState tree on a UI canvas, based on a provided root <cref="IActiveState" />. Two different node layout types are provided, ActiveStateDebugTreeHorizontal (for a left-to-right representation) and ActiveStateDebugTreeVertical (for a more compact top to bottom tree view).
/// </summary>
public class ActiveStateDebugTree : DebugTree<IActiveState>
{
public ActiveStateDebugTree(IActiveState root) : base(root)
{
}
private static Dictionary<Type, IActiveStateModel> _models =
new Dictionary<Type, IActiveStateModel>();
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
public static void RegisterModel<TType>(IActiveStateModel stateModel)
where TType : class, IActiveState
{
_models[typeof(TType)] = stateModel;
}
protected override async Task<IEnumerable<IActiveState>> TryGetChildrenAsync(IActiveState node)
{
if (_models.TryGetValue(node.GetType(), out IActiveStateModel model))
{
return await model.GetChildrenAsync(node);
}
return Enumerable.Empty<IActiveState>();
}
}
}