/************************************************************************************ Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. See SampleFramework license.txt for license terms. Unless required by applicable law or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the license for specific language governing permissions and limitations under the license. ************************************************************************************/ using UnityEngine; using UnityEngine.Assertions; namespace OculusSampleFramework { public class WindmillController : MonoBehaviour { [SerializeField] private GameObject _startStopButton = null; [SerializeField] float _maxSpeed = 10f; [SerializeField] private SelectionCylinder _selectionCylinder = null; private WindmillBladesController _bladesRotation; private InteractableTool _toolInteractingWithMe = null; private void Awake() { Assert.IsNotNull(_startStopButton); Assert.IsNotNull(_selectionCylinder); _bladesRotation = GetComponentInChildren(); _bladesRotation.SetMoveState(true, _maxSpeed); } private void OnEnable() { _startStopButton.GetComponent().InteractableStateChanged.AddListener(StartStopStateChanged); } private void OnDisable() { if (_startStopButton != null) { _startStopButton.GetComponent().InteractableStateChanged.RemoveListener(StartStopStateChanged); } } private void StartStopStateChanged(InteractableStateArgs obj) { bool inActionState = obj.NewInteractableState == InteractableState.ActionState; if (inActionState) { if (_bladesRotation.IsMoving) { _bladesRotation.SetMoveState(false, 0.0f); } else { _bladesRotation.SetMoveState(true, _maxSpeed); } } _toolInteractingWithMe = obj.NewInteractableState > InteractableState.Default ? obj.Tool : null; } private void Update() { if (_toolInteractingWithMe == null) { _selectionCylinder.CurrSelectionState = SelectionCylinder.SelectionState.Off; } else { _selectionCylinder.CurrSelectionState = ( _toolInteractingWithMe.ToolInputState == ToolInputState.PrimaryInputDown || _toolInteractingWithMe.ToolInputState == ToolInputState.PrimaryInputDownStay) ? SelectionCylinder.SelectionState.Highlighted : SelectionCylinder.SelectionState.Selected; } } } }