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.PoseDetection.Debug
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{
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public class ActiveStateDebugVisual : MonoBehaviour
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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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private IActiveState ActiveState { get; set; }
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[Tooltip("The renderer used for the color change.")]
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[SerializeField]
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private Renderer _target;
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[Tooltip("The renderer will be set to this color " +
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"when ActiveState is inactive.")]
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[SerializeField]
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private Color _normalColor = Color.red;
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[Tooltip("The renderer will be set to this color " +
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"when ActiveState is active.")]
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[SerializeField]
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private Color _activeColor = Color.green;
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private Material _material;
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private bool _lastActiveValue = false;
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protected virtual void Awake()
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{
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ActiveState = _activeState as IActiveState;
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this.AssertField(ActiveState, nameof(ActiveState));
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this.AssertField(_target, nameof(_target));
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_material = _target.material;
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SetMaterialColor(_lastActiveValue ? _activeColor : _normalColor);
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}
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private void OnDestroy()
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{
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Destroy(_material);
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}
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protected virtual void Update()
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{
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bool isActive = ActiveState.Active;
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if (_lastActiveValue != isActive)
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{
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SetMaterialColor(isActive ? _activeColor : _normalColor);
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_lastActiveValue = isActive;
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}
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}
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private void SetMaterialColor(Color activeColor)
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{
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_material.color = activeColor;
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_target.enabled = _material.color.a > 0.0f;
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}
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}
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}
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