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