102 lines
3.1 KiB
C#
102 lines
3.1 KiB
C#
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using System.Collections.Generic;
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using UnityEngine.XR.Management;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.XR.Management;
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#endif
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using UnityEngine.XR.Management.Tests.Standalone;
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namespace Unity.XR.Management.TestPackage
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{
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public class TestLoaderBase : XRLoaderHelper
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{
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#if UNITY_EDITOR
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public TestLoaderBase()
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{
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WasAssigned = false;
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WasUnassigned = false;
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}
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public static bool WasAssigned { get; set; }
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public static bool WasUnassigned { get; set; }
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#endif
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static List<StandaloneSubsystemDescriptor> s_StandaloneSubsystemDescriptors =
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new List<StandaloneSubsystemDescriptor>();
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public StandaloneSubsystem inputSubsystem
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{
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get { return GetLoadedSubsystem<StandaloneSubsystem>(); }
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}
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TestSettings GetSettings()
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{
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TestSettings settings = null;
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// When running in the Unity Editor, we have to load user's customization of configuration data directly from
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// EditorBuildSettings. At runtime, we need to grab it from the static instance field instead.
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#if UNITY_EDITOR
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UnityEditor.EditorBuildSettings.TryGetConfigObject(Constants.k_SettingsKey, out settings);
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#else
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settings = TestSettings.s_RuntimeInstance;
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#endif
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return settings;
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}
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#region XRLoader API Implementation
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/// <summary>Implementaion of <see cref="XRLoader.Initialize"/></summary>
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/// <returns>True if successful, false otherwise</returns>
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public override bool Initialize()
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{
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TestSettings settings = GetSettings();
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if (settings != null)
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{
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// TODO: Pass settings off to plugin prior to subsystem init.
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}
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CreateSubsystem<StandaloneSubsystemDescriptor, StandaloneSubsystem>(s_StandaloneSubsystemDescriptors, "Standalone Subsystem");
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return false;
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}
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/// <summary>Implementaion of <see cref="XRLoader.Start"/></summary>
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/// <returns>True if successful, false otherwise</returns>
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public override bool Start()
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{
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StartSubsystem<StandaloneSubsystem>();
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return true;
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}
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/// <summary>Implementaion of <see cref="XRLoader.Stop"/></summary>
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/// <returns>True if successful, false otherwise</returns>
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public override bool Stop()
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{
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StopSubsystem<StandaloneSubsystem>();
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return true;
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}
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/// <summary>Implementaion of <see cref="XRLoader.Deinitialize"/></summary>
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/// <returns>True if successful, false otherwise</returns>
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public override bool Deinitialize()
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{
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DestroySubsystem<StandaloneSubsystem>();
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return true;
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}
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#if UNITY_EDITOR
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public override void WasAssignedToBuildTarget(BuildTargetGroup buildTargetGroup)
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{
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WasAssigned = true;
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}
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public override void WasUnassignedFromBuildTarget(BuildTargetGroup buildTargetGroup)
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{
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WasUnassigned = true;
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}
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#endif
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#endregion
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}
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}
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