VR4RoboticArm3/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Unity/ActiveStateUnityEventWrapper.cs
IonutMocanu 1d45ac8df0 Main1
2025-09-15 21:53:38 +03:00

156 lines
6.0 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.Events;
namespace Oculus.Interaction
{
/// <summary>
/// The <see cref="ActiveStateUnityEventWrapper"/> class provides a way to link Unity events with the state of an <see cref="IActiveState"/>.
/// 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.
/// </summary>
/// <remarks>
/// 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.
/// </remarks>
public class ActiveStateUnityEventWrapper : MonoBehaviour
{
/// <summary>
/// The active state that this class monitors
/// </summary>
[Tooltip("Events will fire based on the state of this IActiveState.")]
[SerializeField, Interface(typeof(IActiveState))]
private UnityEngine.Object _activeState;
private IActiveState ActiveState;
[Tooltip("This event will be fired when the provided IActiveState becomes active.")]
[SerializeField]
private UnityEvent _whenActivated;
[Tooltip("This event will be fired when the provided IActiveState becomes inactive.")]
[SerializeField]
private UnityEvent _whenDeactivated;
/// <summary>
/// The Unity event that is triggered during an <see cref="Update"/> when the provided <see cref="IActiveState"/> becomes active.
/// </summary>
public UnityEvent WhenActivated => _whenActivated;
/// <summary>
/// The Unity event that is triggered during an <see cref="Update"/> when the provided <see cref="IActiveState"/> becomes inactive.
/// </summary>
public UnityEvent WhenDeactivated => _whenDeactivated;
[SerializeField]
[Tooltip("If true, the corresponding event will be fired at the beginning of Update.")]
private bool _emitOnFirstUpdate = true;
private bool _emittedOnFirstUpdate = false;
private bool _savedState;
protected virtual void Awake()
{
ActiveState = _activeState as IActiveState;
}
protected virtual void Start()
{
this.AssertField(ActiveState, nameof(ActiveState));
_savedState = false;
}
/// <summary>
/// This update method monitors the active state and triggers the appropriate Unity event based on the current state.
/// </summary>
protected virtual void Update()
{
if (_emitOnFirstUpdate && !_emittedOnFirstUpdate)
{
InvokeEvent();
_emittedOnFirstUpdate = true;
}
bool active = ActiveState.Active;
if (_savedState != active)
{
_savedState = active;
InvokeEvent();
}
}
private void InvokeEvent()
{
if (_savedState)
{
_whenActivated.Invoke();
}
else
{
_whenDeactivated.Invoke();
}
}
#region Inject
/// <summary>
/// Injects an active state that this <see cref="ActiveStateUnityEventWrapper"/> will monitor. This method is used to
/// set up the wrapper with the active state whose changes will trigger the associated Unity events.
/// </summary>
/// <param name="activeState">The <see cref="IActiveState"/> instance that will be monitored.</param>
public void InjectAllActiveStateUnityEventWrapper(IActiveState activeState)
{
InjectActiveState(activeState);
}
/// <summary>
/// Sets the active state for the wrapper. This method is designed to support dependency injection for unit testing.
/// </summary>
/// <param name="activeState">The active state to set</param>
public void InjectActiveState(IActiveState activeState)
{
_activeState = activeState as UnityEngine.Object;
ActiveState = activeState;
}
/// <summary>
/// Optionally sets whether to emit events on the first update.
/// </summary>
/// <param name="emitOnFirstUpdate">If true, events will be emitted on the first update.</param>
public void InjectOptionalEmitOnFirstUpdate(bool emitOnFirstUpdate)
{
_emitOnFirstUpdate = emitOnFirstUpdate;
}
/// <summary>
/// Injects a Unity event that is triggered when the active state is activated.
/// </summary>
/// <param name="whenActivated">The Unity event to trigger on activation.</param>
public void InjectOptionalWhenActivated(UnityEvent whenActivated)
{
_whenActivated = whenActivated;
}
/// <summary>
/// Injects a Unity event that is triggered when the active state is deactivated.
/// </summary>
/// <param name="whenDeactivated">The Unity event to trigger on deactivation.</param>
public void InjectOptionalWhenDeactivated(UnityEvent whenDeactivated)
{
_whenDeactivated = whenDeactivated;
}
#endregion
}
}