Initialer Upload neues Unity-Projekt
This commit is contained in:
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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");
|
||||
* 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
|
||||
*
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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,
|
||||
* 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 System.Collections.Generic;
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using UnityEngine;
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using Meta.XR.BuildingBlocks.Editor;
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using Meta.XR.BuildingBlocks;
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namespace Oculus.Interaction.Editor.BuildingBlocks
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{
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internal static class BlocksUtils
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{
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public static void UpdateForAutoWiring(GameObject gameObject)
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{
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UnityObjectAddedBroadcaster.HandleObjectWasAdded(gameObject);
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}
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public static IEnumerable<Hand> GetHands(string handsBlockId)
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{
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var handsBlock = Meta.XR.BuildingBlocks.Editor.Utils.GetBlock(handsBlockId);
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var handActiveStates = handsBlock.GetComponentsInChildren<HandActiveState>();
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foreach (var handActiveState in handActiveStates)
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{
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yield return handActiveState.GetComponent<Hand>();
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}
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}
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}
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}
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/*
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||||
* 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.
|
||||
*/
|
||||
|
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Meta.XR.BuildingBlocks.Editor;
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namespace Oculus.Interaction.Editor.BuildingBlocks
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{
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public class OVRInteractionHandTrackingBlockData : BlockData
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{
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public string _interactionBlockId;
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protected override List<GameObject> InstallRoutine()
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{
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var interactionBlockData = Meta.XR.BuildingBlocks.Editor.Utils.GetBlockData(_interactionBlockId);
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var interactionBlock = interactionBlockData.GetBlock();
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if (interactionBlock == null)
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{
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throw new InvalidOperationException(
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$"Cannot install block '{this.name}' : Cannot find block {interactionBlockData.name} in the scene.");
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}
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var hands = Instantiate(Prefab, Vector3.zero, Quaternion.identity);
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hands.SetActive(true);
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hands.name = $"[BB] {BlockName}";
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hands.transform.parent = interactionBlock.transform;
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BlocksUtils.UpdateForAutoWiring(hands);
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return new List<GameObject>() { hands };
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}
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}
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}
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/*
|
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* Copyright (c) Meta Platforms, Inc. and affiliates.
|
||||
* All rights reserved.
|
||||
*
|
||||
* 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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* 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 System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Meta.XR.BuildingBlocks.Editor;
|
||||
|
||||
namespace Oculus.Interaction.Editor.BuildingBlocks
|
||||
{
|
||||
public class OVRInteractionBlockData : BlockData
|
||||
{
|
||||
public string _cameraRigBlockId;
|
||||
|
||||
protected override List<GameObject> InstallRoutine()
|
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{
|
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var cameraRigBlockData = Meta.XR.BuildingBlocks.Editor.Utils.GetBlockData(_cameraRigBlockId);
|
||||
var cameraRigBlock = cameraRigBlockData.GetBlock();
|
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if (cameraRigBlock == null)
|
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{
|
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throw new InvalidOperationException(
|
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$"Cannot install block '{this.name}' : Cannot find block with type {cameraRigBlock.name} in the scene.");
|
||||
}
|
||||
|
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var interaction = Instantiate(Prefab, cameraRigBlock.transform, true);
|
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interaction.SetActive(true);
|
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interaction.name = $"[BB] {BlockName}";
|
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BlocksUtils.UpdateForAutoWiring(interaction);
|
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|
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return new List<GameObject>() { interaction };
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}
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}
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}
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BIN
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(Stored with Git LFS)
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(Stored with Git LFS)
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|
||||
/*
|
||||
* 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.HandGrab;
|
||||
using Oculus.Interaction.Input;
|
||||
using Oculus.Interaction.Throw;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Meta.XR.BuildingBlocks.Editor;
|
||||
|
||||
namespace Oculus.Interaction.Editor.BuildingBlocks
|
||||
{
|
||||
public class OVRHandPhysicsBlockData : BlockData
|
||||
{
|
||||
public string _handsBlockId;
|
||||
protected override List<GameObject> InstallRoutine()
|
||||
{
|
||||
var handPhysicsBlocks = new List<GameObject>();
|
||||
foreach (var hand in BlocksUtils.GetHands(_handsBlockId))
|
||||
{
|
||||
var handPhysicsBlock = InstantiateHandPhysicsBlock(hand);
|
||||
var grabInteractor = hand.GetComponentInChildren<HandGrabInteractor>();
|
||||
grabInteractor.InjectOptionalVelocityCalculator(handPhysicsBlock.GetComponent<StandardVelocityCalculator>());
|
||||
handPhysicsBlocks.Add(handPhysicsBlock);
|
||||
}
|
||||
return handPhysicsBlocks;
|
||||
}
|
||||
|
||||
private GameObject InstantiateHandPhysicsBlock(Hand hand)
|
||||
{
|
||||
var handPhysicsBlock = Instantiate(Prefab, hand.transform, false);
|
||||
handPhysicsBlock.SetActive(true);
|
||||
handPhysicsBlock.name = $"[BB] {hand.Handedness} Hand Physics";
|
||||
handPhysicsBlock.GetComponent<HandPoseInputDevice>().InjectHand(hand);
|
||||
BlocksUtils.UpdateForAutoWiring(handPhysicsBlock);
|
||||
return handPhysicsBlock;
|
||||
}
|
||||
}
|
||||
}
|
||||
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@ -0,0 +1,56 @@
|
||||
/*
|
||||
* 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.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Meta.XR.BuildingBlocks.Editor;
|
||||
|
||||
namespace Oculus.Interaction.Editor.BuildingBlocks
|
||||
{
|
||||
public class OVRHandPokeLimiterBlockData : BlockData
|
||||
{
|
||||
public string _handsBlockId;
|
||||
|
||||
protected override List<GameObject> InstallRoutine()
|
||||
{
|
||||
var pokeLimiters = new List<GameObject>();
|
||||
foreach (var hand in BlocksUtils.GetHands(_handsBlockId))
|
||||
{
|
||||
var syntheticHand = hand.GetComponentInChildren<SyntheticHand>();
|
||||
var handPokeInteractor = hand.GetComponentInChildren<PokeInteractor>();
|
||||
var handPokeLimiterVisual = hand.GetComponentInChildren<HandPokeLimiterVisual>(true);
|
||||
handPokeLimiterVisual.gameObject.SetActive(true);
|
||||
handPokeLimiterVisual.InjectAllHandPokeLimiterVisual(hand, handPokeInteractor, syntheticHand);
|
||||
|
||||
var syntheticHandVisual = syntheticHand.GetComponentInChildren<HandVisual>();
|
||||
var handRenderer = syntheticHand.GetComponentInChildren<SkinnedMeshRenderer>();
|
||||
var materialEditor =
|
||||
syntheticHand.GetComponentInChildren<MaterialPropertyBlockEditor>();
|
||||
var overshootGlow = hand.GetComponentInChildren<HandPokeOvershootGlow>(true);
|
||||
overshootGlow.gameObject.SetActive(true);
|
||||
overshootGlow.InjectAllHandPokeOvershootGlow(hand, handPokeInteractor, syntheticHandVisual, handRenderer, materialEditor);
|
||||
|
||||
pokeLimiters.Add(handPokeLimiterVisual.gameObject);
|
||||
}
|
||||
return pokeLimiters;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
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||||
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|
||||
@ -0,0 +1,54 @@
|
||||
/*
|
||||
* 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.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Meta.XR.BuildingBlocks.Editor;
|
||||
|
||||
namespace Oculus.Interaction.Editor.BuildingBlocks
|
||||
{
|
||||
public class OVRInteractorBlockData : BlockData
|
||||
{
|
||||
public string _handsBlockId;
|
||||
public string _interactorName;
|
||||
|
||||
protected override List<GameObject> InstallRoutine()
|
||||
{
|
||||
var interactors = new List<GameObject>();
|
||||
foreach (var hand in BlocksUtils.GetHands(_handsBlockId))
|
||||
{
|
||||
var interactor = InstantiateInteractor(hand);
|
||||
interactors.Add(interactor);
|
||||
}
|
||||
|
||||
return interactors;
|
||||
}
|
||||
|
||||
private GameObject InstantiateInteractor(Hand hand)
|
||||
{
|
||||
var interactor = Instantiate(Prefab, hand.transform, false);
|
||||
interactor.SetActive(true);
|
||||
interactor.name = $"[BB] {hand.Handedness} {_interactorName}";
|
||||
BlocksUtils.UpdateForAutoWiring(interactor);
|
||||
return interactor;
|
||||
}
|
||||
}
|
||||
}
|
||||
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(Stored with Git LFS)
Normal file
BIN
Assets/Oculus/Interaction/OVRIntegration/Editor/Blocks/SyntheticHands/Prefabs/[BB] Left Hand Synthetic.prefab
(Stored with Git LFS)
Normal file
Binary file not shown.
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@ -0,0 +1,75 @@
|
||||
/*
|
||||
* 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.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Meta.XR.BuildingBlocks.Editor;
|
||||
|
||||
namespace Oculus.Interaction.Editor.BuildingBlocks
|
||||
{
|
||||
public class OVRSyntheticHandsBlockData : BlockData
|
||||
{
|
||||
public string _handsBlockId;
|
||||
public string _uOIAssetsHandsBlockId;
|
||||
public GameObject _leftHand;
|
||||
public GameObject _rightHand;
|
||||
|
||||
protected override List<GameObject> InstallRoutine()
|
||||
{
|
||||
var syntheticHands = new List<GameObject>();
|
||||
foreach (var hand in BlocksUtils.GetHands(_handsBlockId))
|
||||
{
|
||||
var syntheticHand = InstantiateHand(hand);
|
||||
syntheticHands.Add(syntheticHand);
|
||||
}
|
||||
|
||||
DisableUOIAssetsHandVisual();
|
||||
|
||||
return syntheticHands;
|
||||
}
|
||||
|
||||
private GameObject InstantiateHand(Hand hand)
|
||||
{
|
||||
var handedness = hand.Handedness;
|
||||
var prefab = handedness == Handedness.Left ? _leftHand : _rightHand;
|
||||
var syntheticHand = Instantiate(prefab, hand.transform, false);
|
||||
syntheticHand.GetComponent<SyntheticHand>().InjectModifyDataFromSource(hand);
|
||||
syntheticHand.SetActive(true);
|
||||
syntheticHand.name = $"[BB] Synthetic {handedness} Hand";
|
||||
BlocksUtils.UpdateForAutoWiring(syntheticHand);
|
||||
return syntheticHand;
|
||||
}
|
||||
|
||||
private void DisableUOIAssetsHandVisual()
|
||||
{
|
||||
var handsBlocks = Meta.XR.BuildingBlocks.Editor.Utils.GetBlocks(_uOIAssetsHandsBlockId);
|
||||
foreach (var hand in handsBlocks)
|
||||
{
|
||||
var skeletonRenderer = hand.GetComponent<OVRSkeletonRenderer>();
|
||||
var meshRenderer = hand.GetComponent<OVRMeshRenderer>();
|
||||
var skinnedMeshRenderer = hand.GetComponent<SkinnedMeshRenderer>();
|
||||
if (skeletonRenderer && skeletonRenderer.enabled) skeletonRenderer.enabled = false;
|
||||
if (meshRenderer && meshRenderer.enabled) meshRenderer.enabled = false;
|
||||
if (skinnedMeshRenderer && skinnedMeshRenderer.enabled) skinnedMeshRenderer.enabled = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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|
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|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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||||
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(Stored with Git LFS)
Normal file
BIN
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(Stored with Git LFS)
Normal file
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Reference in New Issue
Block a user