71 lines
3.2 KiB
C#
71 lines
3.2 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace UnityEngine.XR.Management
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{
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/// <summary>
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/// XR Loader abstract class used as a base class for specific provider implementations. Providers should implement
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/// subclasses of this to provide specific initialization and management implementations that make sense for their supported
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/// scenarios and needs.
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/// </summary>
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public abstract class XRLoader : ScriptableObject
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{
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/// <summary>
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/// Initialize the loader. This should initialize all subsystems to support the desired runtime setup this
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/// loader represents.
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///
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/// This is the only method on XRLoader that Management uses to determine the active loader to use. If this
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/// method returns true, Management locks this loader as the <see cref="XRManagerSettings.activeLoader"/>
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/// and and stops fall through processing on the <see cref="XRManagerSettings.loaders"/> list of current loaders.
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///
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/// If this method returns false, <see cref="XRManagerSettings"/> continues to process the next loader
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/// in the <see cref="XRManagerSettings.loaders"/> list, or fails completely when the list is exhausted.
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/// </summary>
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///
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/// <returns>Whether or not initialization succeeded.</returns>
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public virtual bool Initialize() { return true; }
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/// <summary>
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/// Ask loader to start all initialized subsystems.
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/// </summary>
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///
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/// <returns>Whether or not all subsystems were successfully started.</returns>
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public virtual bool Start() { return true; }
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/// <summary>
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/// Ask loader to stop all initialized subsystems.
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/// </summary>
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///
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/// <returns>Whether or not all subsystems were successfully stopped.</returns>
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public virtual bool Stop() { return true; }
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/// <summary>
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/// Ask loader to deinitialize all initialized subsystems.
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/// </summary>
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///
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/// <returns>Whether or not deinitialization succeeded.</returns>
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public virtual bool Deinitialize() { return true; }
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/// <summary>
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/// Gets the loaded subsystem of the specified type. Implementation dependent as only implemetnations
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/// know what they have loaded and how best to get it..
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/// </summary>
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///
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/// <typeparam name="T">Type of the subsystem to get</typeparam>
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///
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/// <returns>The loaded subsystem or null if not found.</returns>
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public abstract T GetLoadedSubsystem<T>() where T : class, ISubsystem;
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/// <summary>
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/// Gets the loader's supported graphics device types. If the list is empty, it is assumed that it supports all graphics device types.
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/// </summary>
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///
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/// <param name="buildingPlayer">True if the player is being built. You may want to include or exclude graphics apis if the player is being built or not.</param>
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/// <returns>Returns the loader's supported graphics device types.</returns>
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public virtual List<GraphicsDeviceType> GetSupportedGraphicsDeviceTypes(bool buildingPlayer)
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{
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return new List<GraphicsDeviceType>();
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}
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}
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}
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