Phillipes_Fablab/Assets/Oculus/Interaction/Runtime/Scripts/Unity/ActiveStateUnityEventWrapper.cs
2023-01-09 11:46:20 +01:00

109 lines
3.0 KiB
C#

/*
* 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.Assertions;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace Oculus.Interaction
{
public class ActiveStateUnityEventWrapper : MonoBehaviour
{
[SerializeField, Interface(typeof(IActiveState))]
private MonoBehaviour _activeState;
private IActiveState ActiveState;
[SerializeField]
private UnityEvent _whenActivated;
[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()
{
Assert.IsNotNull(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 MonoBehaviour;
ActiveState = activeState;
}
public void InjectOptionalEmitOnFirstUpdate(bool emitOnFirstUpdate)
{
_emitOnFirstUpdate = emitOnFirstUpdate;
}
#endregion
}
}