/******************************************************************************
* Copyright (C) Ultraleap, Inc. 2011-2021. *
* *
* Use subject to the terms of the Apache License 2.0 available at *
* http://www.apache.org/licenses/LICENSE-2.0, or another agreement *
* between Ultraleap and you, your company or other organization. *
******************************************************************************/
using UnityEngine;
namespace Leap.Unity
{
///
/// A simple interface that allows an object to act as a 'proxy'
/// interface to another object. The proxy can store a serialized
/// representation of a value on another object. The value of
/// the proxy can either be updated from the object (pull), or
/// be pushed out to the object (push).
///
/// This interface is normally used in animation systems where
/// something that needs to be animated does not have an easily
/// animatable representation. The proxy stands in as the animatable
/// representation, while still allowing normal reads and writes.
///
public interface IValueProxy
{
///
/// Called when this proxy should push its serialized representation
/// out to the target object.
///
void OnPushValue();
///
/// Called when this proxy should pull from the target object into
/// its serialized representation.
///
void OnPullValue();
}
///
/// A helpful implementation of IValueProxy. The class is a monobehaviour and so
/// can be attached to game objects. Auto-pushing can also be turned on and off.
/// When Auto-pushing is enabled, the behaviour will push the value on every
/// LateUpdate.
///
public abstract class AutoValueProxy : MonoBehaviour, IValueProxy
{
[SerializeField, HideInInspector]
private bool _autoPushingEnabled = false;
public bool autoPushingEnabled
{
get
{
return _autoPushingEnabled;
}
set
{
_autoPushingEnabled = value;
}
}
public abstract void OnPullValue();
public abstract void OnPushValue();
private void LateUpdate()
{
if (_autoPushingEnabled)
{
OnPushValue();
}
}
}
}