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 Oculus.Interaction.PoseDetection;
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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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/// FingerFeatureStateProviderRef is a utility component that delegates all of its IFingerFeatureStateProvider implementation
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/// to the provided FingerFeatureStateProvider object.
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/// </summary>
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public class FingerFeatureStateProviderRef : MonoBehaviour, IFingerFeatureStateProvider
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{
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[SerializeField, Interface(typeof(IFingerFeatureStateProvider))]
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private UnityEngine.Object _fingerFeatureStateProvider;
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public IFingerFeatureStateProvider FingerFeatureStateProvider { get; private set; }
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protected virtual void Awake()
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{
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FingerFeatureStateProvider = _fingerFeatureStateProvider as IFingerFeatureStateProvider;
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}
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protected virtual void Start()
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{
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this.AssertField(FingerFeatureStateProvider, nameof(FingerFeatureStateProvider));
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}
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public bool GetCurrentState(HandFinger finger, FingerFeature fingerFeature, out string currentState)
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{
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return FingerFeatureStateProvider.GetCurrentState(finger, fingerFeature, out currentState);
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}
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public bool IsStateActive(HandFinger finger, FingerFeature feature, FeatureStateActiveMode mode,
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string stateId)
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{
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return FingerFeatureStateProvider.IsStateActive(finger, feature, mode, stateId);
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}
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public float? GetFeatureValue(HandFinger finger, FingerFeature fingerFeature)
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{
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return FingerFeatureStateProvider.GetFeatureValue(finger, fingerFeature);
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}
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#region Inject
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public void InjectAllFingerFeatureStateProviderRef(IFingerFeatureStateProvider fingerFeatureStateProvider)
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{
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InjectFingerFeatureStateProvider(fingerFeatureStateProvider);
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}
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public void InjectFingerFeatureStateProvider(IFingerFeatureStateProvider fingerFeatureStateProvider)
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{
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_fingerFeatureStateProvider = fingerFeatureStateProvider as UnityEngine.Object;
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FingerFeatureStateProvider = fingerFeatureStateProvider;
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}
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#endregion
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}
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}
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