Newer
Older
CGTrack / Assets / Oculus / SampleFramework / Usage / HandsTrainExample / Scripts / SelectionCylinder.cs
/************************************************************************************

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;

namespace OculusSampleFramework
{
	public class SelectionCylinder : MonoBehaviour
	{
		public enum SelectionState
		{
			Off = 0,
			Selected,
			Highlighted
		}

		[SerializeField] private MeshRenderer _selectionMeshRenderer = null;

		private static int _colorId = Shader.PropertyToID("_Color");
		private Material[] _selectionMaterials;
		private Color[] _defaultSelectionColors = null, _highlightColors = null;

		private SelectionState _currSelectionState = SelectionState.Off;

		public SelectionState CurrSelectionState
		{
			get { return _currSelectionState; }
			set
			{
				var oldState = _currSelectionState;
				_currSelectionState = value;

				if (oldState != _currSelectionState)
				{
					if (_currSelectionState > SelectionState.Off)
					{
						_selectionMeshRenderer.enabled = true;
						AffectSelectionColor(_currSelectionState == SelectionState.Selected
							? _defaultSelectionColors
							: _highlightColors);
					}
					else
					{
						_selectionMeshRenderer.enabled = false;
					}
				}
			}
		}

		private void Awake()
		{
			_selectionMaterials = _selectionMeshRenderer.materials;
			int numColors = _selectionMaterials.Length;
			_defaultSelectionColors = new Color[numColors];
			_highlightColors = new Color[numColors];
			for (int i = 0; i < numColors; i++)
			{
				_defaultSelectionColors[i] = _selectionMaterials[i].GetColor(_colorId);
				_highlightColors[i] = new Color(1.0f, 1.0f, 1.0f, _defaultSelectionColors[i].a);
			}

			CurrSelectionState = SelectionState.Off;
		}

		private void OnDestroy()
		{
			if (_selectionMaterials != null)
			{
				foreach (var selectionMaterial in _selectionMaterials)
				{
					if (selectionMaterial != null)
					{
						Destroy(selectionMaterial);
					}
				}
			}
		}

		private void AffectSelectionColor(Color[] newColors)
		{
			int numColors = newColors.Length;
			for (int i = 0; i < numColors; i++)
			{
				_selectionMaterials[i].SetColor(_colorId, newColors[i]);
			}
		}
	}
}