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.DebugTree;
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using UnityEngine;
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namespace Oculus.Interaction.PoseDetection.Debug
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{
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public class ActiveStateDebugTreeUI : DebugTreeUI<IActiveState>
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{
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[Tooltip("The IActiveState to debug.")]
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[SerializeField, Interface(typeof(IActiveState))]
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private UnityEngine.Object _activeState;
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[Tooltip("The node prefab which will be used to build the visual tree.")]
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[SerializeField, Interface(typeof(INodeUI<IActiveState>))]
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private UnityEngine.Component _nodePrefab;
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protected override IActiveState Value
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{
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get => _activeState as IActiveState;
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}
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protected override INodeUI<IActiveState> NodePrefab
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{
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get => _nodePrefab as INodeUI<IActiveState>;
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}
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protected override DebugTree<IActiveState> InstantiateTree(IActiveState value)
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{
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return new ActiveStateDebugTree(value);
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}
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protected override string TitleForValue(IActiveState value)
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{
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Object obj = value as Object;
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return obj != null ? obj.name : "";
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}
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}
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}
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