/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using Oculus.Interaction.Input; using System; using UnityEngine; using UnityEngine.Assertions; using UnityEngine.Serialization; namespace Oculus.Interaction { public class IndexPinchSelector : MonoBehaviour, ISelector { [SerializeField, Interface(typeof(IHand))] private UnityEngine.Object _hand; public IHand Hand { get; private set; } private bool _isIndexFingerPinching; public event Action WhenSelected = delegate { }; public event Action WhenUnselected = delegate { }; protected bool _started = false; protected virtual void Awake() { Hand = _hand as IHand; } protected virtual void Start() { this.BeginStart(ref _started); this.AssertField(Hand, nameof(Hand)); this.EndStart(ref _started); } protected virtual void OnEnable() { if (_started) { Hand.WhenHandUpdated += HandleHandUpdated; } } protected virtual void OnDisable() { if (_started) { Hand.WhenHandUpdated -= HandleHandUpdated; } } private void HandleHandUpdated() { var prevPinching = _isIndexFingerPinching; _isIndexFingerPinching = Hand.GetIndexFingerIsPinching(); if (prevPinching != _isIndexFingerPinching) { if (_isIndexFingerPinching) { WhenSelected(); } else { WhenUnselected(); } } } #region Inject public void InjectAllIndexPinchSelector(IHand hand) { InjectHand(hand); } public void InjectHand(IHand hand) { _hand = hand as UnityEngine.Object; Hand = hand; } #endregion } }