Initialer Upload neues Unity-Projekt

This commit is contained in:
Daniel Ocks
2025-07-21 09:11:14 +02:00
commit eeca72985b
14558 changed files with 1508140 additions and 0 deletions

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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 UnityEngine;
namespace Oculus.Interaction
{
public class ConditionalHideAttribute : PropertyAttribute
{
public string ConditionalFieldPath { get; private set; }
public object HideValue { get; private set; }
public ConditionalHideAttribute(string fieldName, object hideValue)
{
ConditionalFieldPath = fieldName;
HideValue = hideValue;
}
}
}

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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 UnityEngine;
using System.Reflection;
using System;
using UnityEditor;
namespace Oculus.Interaction
{
[AttributeUsage(AttributeTargets.Field)]
public class InspectorButtonAttribute : PropertyAttribute
{
private const float BUTTON_WIDTH = 80;
private const float BUTTON_HEIGHT = 20;
public float ButtonWidth { get; set; } = BUTTON_WIDTH;
public readonly string methodName;
public readonly float buttonHeight;
public InspectorButtonAttribute(string methodName)
{
this.methodName = methodName;
this.buttonHeight = BUTTON_HEIGHT;
}
public InspectorButtonAttribute(string methodName, float buttonHeight)
{
this.methodName = methodName;
this.buttonHeight = buttonHeight;
}
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(InspectorButtonAttribute))]
public class InspectorButtonPropertyDrawer : PropertyDrawer
{
private MethodInfo _method = null;
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
{
InspectorButtonAttribute inspectorButtonAttribute = (InspectorButtonAttribute)attribute;
return inspectorButtonAttribute.buttonHeight;
}
public override void OnGUI(Rect positionRect, SerializedProperty prop, GUIContent label)
{
InspectorButtonAttribute inspectorButtonAttribute = (InspectorButtonAttribute)attribute;
Rect rect = positionRect;
rect.height = inspectorButtonAttribute.buttonHeight;
if (GUI.Button(rect, label.text))
{
Type eventType = prop.serializedObject.targetObject.GetType();
string eventName = inspectorButtonAttribute.methodName;
if (_method == null)
{
_method = eventType.GetMethod(eventName,
BindingFlags.Public
| BindingFlags.NonPublic
| BindingFlags.Instance
| BindingFlags.Static);
}
_method?.Invoke(prop.serializedObject.targetObject, null);
}
}
}
#endif
}

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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 UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// Used on a SerializedField surfaces the expectation that this field can remain empty.
/// </summary>
public class OptionalAttribute : PropertyAttribute
{
[System.Flags]
public enum Flag
{
/// <summary>
/// Presents the Optional tag and moves it into the Optional Section
/// </summary>
None = 0,
/// <summary>
/// Indicates that if the reference is missing, a new object will be
/// created and linked to it during runtime.
/// </summary>
AutoGenerated = 1 << 0,
/// <summary>
/// Indicates that even though the reference is Optional, it is important
/// for the component to work as expected.
/// </summary>
DontHide = 1 << 1
}
public Flag Flags { get; private set; } = Flag.None;
public OptionalAttribute() { }
public OptionalAttribute(Flag flags)
{
Flags = flags;
}
}
}

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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 UnityEngine;
namespace Oculus.Interaction
{
/// <summary>
/// Used on a SerializedField tags the field to be added to a custom section
/// </summary>
public class SectionAttribute : PropertyAttribute
{
public string SectionName { get; private set; } = string.Empty;
public SectionAttribute(string sectionName)
{
SectionName = sectionName;
}
}
}

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