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 Oculus.Interaction.Input;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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/// <summary>
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/// An Axis1D that switches between two Axis1D based on an ActiveState
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/// </summary>
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public class Axis1DSwitch : MonoBehaviour, IAxis1D
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{
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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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[SerializeField, Interface(typeof(IAxis1D))]
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private UnityEngine.Object _axisWhenActive;
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[SerializeField, Interface(typeof(IAxis1D))]
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private UnityEngine.Object _axisWhenInactive;
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protected IAxis1D AxisWhenActive;
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protected IAxis1D AxisWhenInactive;
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protected IAxis1D Current => ActiveState.Active ? AxisWhenActive : AxisWhenInactive;
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protected virtual void Awake()
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{
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ActiveState = _activeState as IActiveState;
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AxisWhenActive = _axisWhenActive as IAxis1D;
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AxisWhenInactive = _axisWhenInactive as IAxis1D;
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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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this.AssertField(AxisWhenActive, nameof(AxisWhenActive));
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this.AssertField(AxisWhenInactive, nameof(AxisWhenInactive));
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}
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public float Value()
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{
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return Current.Value();
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}
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#region Inject
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public void InjectAllAxis1DSwitch(IActiveState activeState, IAxis1D axisWhenActive, IAxis1D axisWhenInactive)
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{
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InjectActiveState(activeState);
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InjectAxisWhenActive(axisWhenActive);
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InjectAxisWhenInactive(axisWhenInactive);
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}
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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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private void InjectAxisWhenActive(IAxis1D axisWhenActive)
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{
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AxisWhenActive = axisWhenActive;
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_axisWhenActive = axisWhenActive as UnityEngine.Object;
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}
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private void InjectAxisWhenInactive(IAxis1D axisWhenInactive)
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{
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AxisWhenInactive = axisWhenInactive;
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_axisWhenInactive = axisWhenInactive as UnityEngine.Object;
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}
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#endregion
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}
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}
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