156 lines
6.0 KiB
C#
156 lines
6.0 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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using UnityEngine.Events;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// The <see cref="ActiveStateUnityEventWrapper"/> class provides a way to link Unity events with the state of an <see cref="IActiveState"/>.
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/// This class is designed to trigger Unity events based on changes in the active state, allowing developers to easily connect Interaction SDK logic with Unity's built-in event system.
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/// </summary>
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/// <remarks>
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/// This class is particularly useful for triggering visual or audio effects, or other Unity-based events in response to changes in an interaction's active state.
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/// </remarks>
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public class ActiveStateUnityEventWrapper : MonoBehaviour
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{
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/// <summary>
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/// The active state that this class monitors
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/// </summary>
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[Tooltip("Events will fire based on the state of this IActiveState.")]
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[SerializeField, Interface(typeof(IActiveState))]
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private UnityEngine.Object _activeState;
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private IActiveState ActiveState;
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[Tooltip("This event will be fired when the provided IActiveState becomes active.")]
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[SerializeField]
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private UnityEvent _whenActivated;
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[Tooltip("This event will be fired when the provided IActiveState becomes inactive.")]
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[SerializeField]
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private UnityEvent _whenDeactivated;
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/// <summary>
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/// The Unity event that is triggered during an <see cref="Update"/> when the provided <see cref="IActiveState"/> becomes active.
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/// </summary>
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public UnityEvent WhenActivated => _whenActivated;
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/// <summary>
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/// The Unity event that is triggered during an <see cref="Update"/> when the provided <see cref="IActiveState"/> becomes inactive.
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/// </summary>
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public UnityEvent WhenDeactivated => _whenDeactivated;
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[SerializeField]
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[Tooltip("If true, the corresponding event will be fired at the beginning of Update.")]
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private bool _emitOnFirstUpdate = true;
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private bool _emittedOnFirstUpdate = false;
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private bool _savedState;
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protected virtual void Awake()
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{
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ActiveState = _activeState as IActiveState;
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}
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protected virtual void Start()
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{
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this.AssertField(ActiveState, nameof(ActiveState));
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_savedState = false;
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}
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/// <summary>
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/// This update method monitors the active state and triggers the appropriate Unity event based on the current state.
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/// </summary>
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protected virtual void Update()
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{
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if (_emitOnFirstUpdate && !_emittedOnFirstUpdate)
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{
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InvokeEvent();
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_emittedOnFirstUpdate = true;
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}
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bool active = ActiveState.Active;
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if (_savedState != active)
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{
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_savedState = active;
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InvokeEvent();
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}
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}
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private void InvokeEvent()
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{
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if (_savedState)
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{
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_whenActivated.Invoke();
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}
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else
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{
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_whenDeactivated.Invoke();
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}
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}
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#region Inject
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/// <summary>
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/// Injects an active state that this <see cref="ActiveStateUnityEventWrapper"/> will monitor. This method is used to
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/// set up the wrapper with the active state whose changes will trigger the associated Unity events.
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/// </summary>
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/// <param name="activeState">The <see cref="IActiveState"/> instance that will be monitored.</param>
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public void InjectAllActiveStateUnityEventWrapper(IActiveState activeState)
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{
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InjectActiveState(activeState);
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}
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/// <summary>
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/// Sets the active state for the wrapper. This method is designed to support dependency injection for unit testing.
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/// </summary>
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/// <param name="activeState">The active state to set</param>
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public void InjectActiveState(IActiveState activeState)
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{
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_activeState = activeState as UnityEngine.Object;
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ActiveState = activeState;
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}
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/// <summary>
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/// Optionally sets whether to emit events on the first update.
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/// </summary>
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/// <param name="emitOnFirstUpdate">If true, events will be emitted on the first update.</param>
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public void InjectOptionalEmitOnFirstUpdate(bool emitOnFirstUpdate)
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{
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_emitOnFirstUpdate = emitOnFirstUpdate;
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}
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/// <summary>
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/// Injects a Unity event that is triggered when the active state is activated.
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/// </summary>
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/// <param name="whenActivated">The Unity event to trigger on activation.</param>
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public void InjectOptionalWhenActivated(UnityEvent whenActivated)
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{
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_whenActivated = whenActivated;
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}
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/// <summary>
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/// Injects a Unity event that is triggered when the active state is deactivated.
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/// </summary>
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/// <param name="whenDeactivated">The Unity event to trigger on deactivation.</param>
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public void InjectOptionalWhenDeactivated(UnityEvent whenDeactivated)
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{
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_whenDeactivated = whenDeactivated;
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}
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#endregion
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}
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}
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