/* * 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 UnityEngine.Events; namespace Oculus.Interaction { public class ActiveStateUnityEventWrapper : MonoBehaviour { [Tooltip("Events will fire based on the state of this IActiveState.")] [SerializeField, Interface(typeof(IActiveState))] private UnityEngine.Object _activeState; private IActiveState ActiveState; [Tooltip("This event will be fired when the provided IActiveState becomes active.")] [SerializeField] private UnityEvent _whenActivated; [Tooltip("This event will be fired when the provided IActiveState becomes inactive.")] [SerializeField] private UnityEvent _whenDeactivated; public UnityEvent WhenActivated => _whenActivated; public UnityEvent WhenDeactivated => _whenDeactivated; [SerializeField] [Tooltip("If true, the corresponding event will be fired at the beginning of Update")] private bool _emitOnFirstUpdate = true; private bool _emittedOnFirstUpdate = false; private bool _savedState; protected virtual void Awake() { ActiveState = _activeState as IActiveState; } protected virtual void Start() { this.AssertField(ActiveState, nameof(ActiveState)); _savedState = false; } protected virtual void Update() { if (_emitOnFirstUpdate && !_emittedOnFirstUpdate) { InvokeEvent(); _emittedOnFirstUpdate = true; } if (_savedState != ActiveState.Active) { _savedState = ActiveState.Active; InvokeEvent(); } } private void InvokeEvent() { if (_savedState) { _whenActivated.Invoke(); } else { _whenDeactivated.Invoke(); } } #region Inject public void InjectAllActiveStateUnityEventWrapper(IActiveState activeState) { InjectActiveState(activeState); } public void InjectActiveState(IActiveState activeState) { _activeState = activeState as UnityEngine.Object; ActiveState = activeState; } public void InjectOptionalEmitOnFirstUpdate(bool emitOnFirstUpdate) { _emitOnFirstUpdate = emitOnFirstUpdate; } public void InjectOptionalWhenActivated(UnityEvent whenActivated) { _whenActivated = whenActivated; } public void InjectOptionalWhenDeactivated(UnityEvent whenDeactivated) { _whenDeactivated = whenDeactivated; } #endregion } }