101 lines
2.9 KiB
C#
101 lines
2.9 KiB
C#
/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Your use of this SDK or tool is subject to the Oculus SDK License Agreement, available at
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https://developer.oculus.com/licenses/oculussdk/
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Unless required by applicable law or agreed to in writing, the Utilities SDK distributed
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under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF
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ANY KIND, either express or implied. See the License for the specific language governing
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permissions and limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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namespace Oculus.Interaction
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{
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public class ActiveStateUnityEventWrapper : MonoBehaviour
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{
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[SerializeField, Interface(typeof(IActiveState))]
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private MonoBehaviour _activeState;
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private IActiveState ActiveState;
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[SerializeField]
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private UnityEvent _whenActivated;
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[SerializeField]
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private UnityEvent _whenDeactivated;
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public UnityEvent WhenActivated => _whenActivated;
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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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Assert.IsNotNull(ActiveState);
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_savedState = false;
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}
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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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if (_savedState != ActiveState.Active)
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{
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_savedState = ActiveState.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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public void InjectAllActiveStateUnityEventWrapper(IActiveState activeState)
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{
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InjectActiveState(activeState);
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}
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public void InjectActiveState(IActiveState activeState)
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{
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_activeState = activeState as MonoBehaviour;
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ActiveState = activeState;
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}
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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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#endregion
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}
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}
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