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 Oculus.Interaction.Input;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
public class ControllerOffset : MonoBehaviour
{
[SerializeField, Interface(typeof(IController))]
private UnityEngine.Object _controller;
public IController Controller { get; private set; }
[SerializeField]
private Vector3 _offset;
[SerializeField]
private Quaternion _rotation = Quaternion.identity;
protected bool _started = false;
protected virtual void Awake()
{
Controller = _controller as IController;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Controller, nameof(Controller));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Controller.WhenUpdated += HandleUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Controller.WhenUpdated -= HandleUpdated;
}
}
private void HandleUpdated()
{
if (Controller.TryGetPose(out Pose rootPose))
{
Pose pose = new Pose(Controller.Scale * _offset, _rotation);
pose.Postmultiply(rootPose);
transform.SetPose(pose);
}
}
public void GetOffset(ref Pose pose)
{
pose.position = Controller.Scale * _offset;
pose.rotation = _rotation;
}
public void GetWorldPose(ref Pose pose)
{
pose.position = this.transform.position;
pose.rotation = this.transform.rotation;
}
#region Inject
public void InjectController(IController controller)
{
_controller = controller as UnityEngine.Object;
Controller = controller;
}
public void InjectOffset(Vector3 offset)
{
_offset = offset;
}
public void InjectRotation(Quaternion rotation)
{
_rotation = rotation;
}
public void InjectAllControllerOffset(IController controller,
Vector3 offset, Quaternion rotation)
{
InjectController(controller);
InjectOffset(offset);
InjectRotation(rotation);
}
#endregion
}
}

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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.Input;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
public class ControllerPointerPose : MonoBehaviour, IActiveState
{
[SerializeField, Interface(typeof(IController))]
private UnityEngine.Object _controller;
public IController Controller { get; private set; }
[SerializeField]
private Vector3 _offset;
protected bool _started = false;
public bool Active { get; private set; }
protected virtual void Awake()
{
Controller = _controller as IController;
}
protected virtual void Start()
{
this.BeginStart(ref _started);
this.AssertField(Controller, nameof(Controller));
this.EndStart(ref _started);
}
protected virtual void OnEnable()
{
if (_started)
{
Controller.WhenUpdated += HandleUpdated;
}
}
protected virtual void OnDisable()
{
if (_started)
{
Controller.WhenUpdated -= HandleUpdated;
}
}
private void HandleUpdated()
{
IController controller = Controller;
if (controller.TryGetPointerPose(out Pose pose))
{
pose.position += pose.rotation * (Controller.Scale * _offset);
transform.SetPose(pose);
Active = true;
}
else
{
Active = false;
}
}
#region Inject
public void InjectController(IController controller)
{
_controller = controller as UnityEngine.Object;
Controller = controller;
}
public void InjectOffset(Vector3 offset)
{
_offset = offset;
}
public void InjectAllHandPointerPose(IController controller,
Vector3 offset)
{
InjectController(controller);
InjectOffset(offset);
}
#endregion
}
}

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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.Input;
using System;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
public class ControllerSelector : MonoBehaviour, ISelector
{
public enum ControllerSelectorLogicOperator
{
Any = 0,
All = 1
}
[SerializeField, Interface(typeof(IController))]
private UnityEngine.Object _controller;
[SerializeField]
private ControllerButtonUsage _controllerButtonUsage;
[SerializeField]
private ControllerSelectorLogicOperator _requireButtonUsages =
ControllerSelectorLogicOperator.Any;
#region Properties
public ControllerButtonUsage ControllerButtonUsage
{
get
{
return _controllerButtonUsage;
}
set
{
_controllerButtonUsage = value;
}
}
public ControllerSelectorLogicOperator RequireButtonUsages
{
get
{
return _requireButtonUsages;
}
set
{
_requireButtonUsages = value;
}
}
#endregion
public IController Controller { get; private set; }
public event Action WhenSelected = delegate { };
public event Action WhenUnselected = delegate { };
private bool _selected;
protected virtual void Awake()
{
Controller = _controller as IController;
}
protected virtual void Start()
{
this.AssertField(Controller, nameof(Controller));
}
protected virtual void Update()
{
bool selected = _requireButtonUsages == ControllerSelectorLogicOperator.All
? Controller.IsButtonUsageAllActive(_controllerButtonUsage)
: Controller.IsButtonUsageAnyActive(_controllerButtonUsage);
if (selected)
{
if (_selected) return;
_selected = true;
WhenSelected();
}
else
{
if (!_selected) return;
_selected = false;
WhenUnselected();
}
}
#region Inject
public void InjectAllControllerSelector(IController controller)
{
InjectController(controller);
}
public void InjectController(IController controller)
{
_controller = controller as UnityEngine.Object;
Controller = controller;
}
#endregion
}
}

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