Initial Commit
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/*
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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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namespace Oculus.Interaction.GrabAPI
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{
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/// <summary>
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/// Use this component with a HandGrabAPI so it uses the Raw pinch detector
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/// instead of the standard Pinch and Palm finger APIS. Specially useful for
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/// ControllersAsHands since it uses the same value as the trigger presses.
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/// </summary>
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public class FingerRawPinchInjector : MonoBehaviour
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{
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[SerializeField]
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private HandGrabAPI _handGrabAPI;
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protected virtual void Awake()
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{
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_handGrabAPI.InjectOptionalFingerPinchAPI(new FingerRawPinchAPI());
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_handGrabAPI.InjectOptionalFingerGrabAPI(new FingerRawPinchAPI());
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}
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}
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}
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