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.HandGrab;
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using UnityEngine;
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using UnityEngine.Assertions;
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namespace Oculus.Interaction.Samples
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{
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public class HideHandVisualOnGrab : MonoBehaviour
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{
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[SerializeField]
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private HandGrabInteractor _handGrabInteractor;
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[SerializeField, Interface(typeof(IHandVisual))]
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private UnityEngine.Object _handVisual;
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private IHandVisual HandVisual;
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protected virtual void Awake()
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{
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HandVisual = _handVisual as IHandVisual;
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}
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protected virtual void Start()
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{
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this.AssertField(HandVisual, nameof(HandVisual));
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}
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protected virtual void Update()
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{
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GameObject shouldHideHandComponent = null;
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if (_handGrabInteractor.State == InteractorState.Select)
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{
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shouldHideHandComponent = _handGrabInteractor.SelectedInteractable?.gameObject;
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}
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if (shouldHideHandComponent)
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{
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if (shouldHideHandComponent.TryGetComponent(out ShouldHideHandOnGrab component))
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{
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HandVisual.ForceOffVisibility = true;
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}
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}
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else
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{
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HandVisual.ForceOffVisibility = false;
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}
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}
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#region Inject
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public void InjectAll(HandGrabInteractor handGrabInteractor,
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IHandVisual handVisual)
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{
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InjectHandGrabInteractor(handGrabInteractor);
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InjectHandVisual(handVisual);
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}
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private void InjectHandGrabInteractor(HandGrabInteractor handGrabInteractor)
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{
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_handGrabInteractor = handGrabInteractor;
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}
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private void InjectHandVisual(IHandVisual handVisual)
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{
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_handVisual = handVisual as UnityEngine.Object;
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HandVisual = handVisual;
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}
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#endregion
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}
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}
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