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

81 lines
2.6 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;
namespace Oculus.Interaction.PoseDetection.Debug
{
public class ActiveStateDebugVisual : MonoBehaviour
{
[Tooltip("The IActiveState to debug.")]
[SerializeField, Interface(typeof(IActiveState))]
private UnityEngine.Object _activeState;
private IActiveState ActiveState { get; set; }
[Tooltip("The renderer used for the color change.")]
[SerializeField]
private Renderer _target;
[Tooltip("The renderer will be set to this color " +
"when ActiveState is inactive.")]
[SerializeField]
private Color _normalColor = Color.red;
[Tooltip("The renderer will be set to this color " +
"when ActiveState is active.")]
[SerializeField]
private Color _activeColor = Color.green;
private Material _material;
private bool _lastActiveValue = false;
protected virtual void Awake()
{
ActiveState = _activeState as IActiveState;
this.AssertField(ActiveState, nameof(ActiveState));
this.AssertField(_target, nameof(_target));
_material = _target.material;
SetMaterialColor(_lastActiveValue ? _activeColor : _normalColor);
}
private void OnDestroy()
{
Destroy(_material);
}
protected virtual void Update()
{
bool isActive = ActiveState.Active;
if (_lastActiveValue != isActive)
{
SetMaterialColor(isActive ? _activeColor : _normalColor);
_lastActiveValue = isActive;
}
}
private void SetMaterialColor(Color activeColor)
{
_material.color = activeColor;
_target.enabled = _material.color.a > 0.0f;
}
}
}