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

58 lines
1.9 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 UnityEngine;
namespace Oculus.Interaction.PoseDetection.Debug
{
public class ActiveStateDebugTreeUI : DebugTreeUI<IActiveState>
{
[Tooltip("The IActiveState to debug.")]
[SerializeField, Interface(typeof(IActiveState))]
private UnityEngine.Object _activeState;
[Tooltip("The node prefab which will be used to build the visual tree.")]
[SerializeField, Interface(typeof(INodeUI<IActiveState>))]
private UnityEngine.Component _nodePrefab;
protected override IActiveState Value
{
get => _activeState as IActiveState;
}
protected override INodeUI<IActiveState> NodePrefab
{
get => _nodePrefab as INodeUI<IActiveState>;
}
protected override DebugTree<IActiveState> CreateTree(IActiveState value)
{
return new ActiveStateDebugTree(value);
}
protected override string TitleForValue(IActiveState value)
{
Object obj = value as Object;
return obj != null ? obj.name : "";
}
}
}