Merge branch 'development' into feature/MAVRIC-2181-hands

This commit is contained in:
Joshua Latham 2023-11-10 16:58:29 -05:00
commit 96a98fbe03
39 changed files with 1688 additions and 487 deletions

View File

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@ -1357,9 +1560,9 @@ HingeJoint:
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@ -1371,14 +1574,14 @@ HingeJoint:
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@ -1234,6 +1234,11 @@
<para>Note that this attribute does not mean "disable Odin completely for this property"; it is visual only in nature, and in fact represents an Odin drawer which calls into Unity's old property drawing system. As Odin is still ultimately responsible for arranging the drawing of the property, and since other attributes exist with a higher priority than this attribute, and it is not guaranteed that Unity will draw the property if another attribute is present to override this one.</para>
</remarks>
</member>
<member name="T:Sirenix.OdinInspector.DrawWithVisualElementsAttribute">
<summary>
Force Odin to draw this value as an IMGUI-embedded UI Toolkit Visual Element.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.EnableGUIAttribute">
<summary>
<para>An attribute that enables GUI.</para>
@ -1382,55 +1387,55 @@
<seealso cref="T:System.Attribute" />
</member>
<member name="T:Sirenix.OdinInspector.FilePathAttribute">
<summary>
<para>FilePath is used on string properties, and provides an interface for file paths.</para>
</summary>
<example>
<para>The following example demonstrates how FilePath is used.</para>
<code>
public class FilePathExamples : MonoBehaviour
{
// By default, FilePath provides a path relative to the Unity project.
[FilePath]
public string UnityProjectPath;
<summary>
<para>FilePath is used on string properties, and provides an interface for file paths.</para>
</summary>
<example>
<para>The following example demonstrates how FilePath is used.</para>
<code>
public class FilePathExamples : MonoBehaviour
{
// By default, FilePath provides a path relative to the Unity project.
[FilePath]
public string UnityProjectPath;
// It is possible to provide custom parent path. Parent paths can be relative to the Unity project, or absolute.
[FilePath(ParentFolder = "Assets/Plugins/Sirenix")]
public string RelativeToParentPath;
// It is possible to provide custom parent path. Parent paths can be relative to the Unity project, or absolute.
[FilePath(ParentFolder = "Assets/Plugins/Sirenix")]
public string RelativeToParentPath;
// Using parent path, FilePath can also provide a path relative to a resources folder.
[FilePath(ParentFolder = "Assets/Resources")]
public string ResourcePath;
// Using parent path, FilePath can also provide a path relative to a resources folder.
[FilePath(ParentFolder = "Assets/Resources")]
public string ResourcePath;
// Provide a comma seperated list of allowed extensions. Dots are optional.
[FilePath(Extensions = "cs")]
public string ScriptFiles;
// Provide a comma seperated list of allowed extensions. Dots are optional.
[FilePath(Extensions = "cs")]
public string ScriptFiles;
// By setting AbsolutePath to true, the FilePath will provide an absolute path instead.
[FilePath(AbsolutePath = true)]
[BoxGroup("Conditions")]
public string AbsolutePath;
// By setting AbsolutePath to true, the FilePath will provide an absolute path instead.
[FilePath(AbsolutePath = true)]
[BoxGroup("Conditions")]
public string AbsolutePath;
// FilePath can also be configured to show an error, if the provided path is invalid.
[FilePath(RequireValidPath = true)]
public string ValidPath;
// FilePath can also be configured to show an error, if the provided path is invalid.
[FilePath(RequireValidPath = true)]
public string ValidPath;
// By default, FilePath will enforce the use of forward slashes. It can also be configured to use backslashes instead.
[FilePath(UseBackslashes = true)]
public string Backslashes;
// By default, FilePath will enforce the use of forward slashes. It can also be configured to use backslashes instead.
[FilePath(UseBackslashes = true)]
public string Backslashes;
// FilePath also supports member references with the $ symbol.
[FilePath(ParentFolder = "$DynamicParent", Extensions = "$DynamicExtensions")]
public string DynamicFilePath;
// FilePath also supports member references with the $ symbol.
[FilePath(ParentFolder = "$DynamicParent", Extensions = "$DynamicExtensions")]
public string DynamicFilePath;
public string DynamicParent = "Assets/Plugin/Sirenix";
public string DynamicParent = "Assets/Plugin/Sirenix";
public string DynamicExtensions = "cs, unity, jpg";
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.FolderPathAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.DisplayAsStringAttribute"/>
public string DynamicExtensions = "cs, unity, jpg";
}
</code>
</example>
<seealso cref="T:Sirenix.OdinInspector.FolderPathAttribute"/>
<seealso cref="T:Sirenix.OdinInspector.DisplayAsStringAttribute"/>
</member>
<member name="F:Sirenix.OdinInspector.FilePathAttribute.AbsolutePath">
<summary>
@ -1464,6 +1469,11 @@
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</summary>
</member>
<member name="F:Sirenix.OdinInspector.FilePathAttribute.IncludeFileExtension">
<summary>
If <c>true</c> the file path will include the file's extension.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.FilePathAttribute.ReadOnly">
<summary>
Gets or sets a value indicating whether the path should be read only.
@ -5068,6 +5078,30 @@
If true, tables are drawn with rows/columns reversed (C# initialization order).
</summary>
</member>
<member name="F:Sirenix.OdinInspector.TableMatrixAttribute.Labels">
<summary>
A resolved string that should evaluate to a tuple (string, LabelDirection) which will be used as the label for the rows and columns of the table.
</summary>
<code>
[TableMatrix(SquareCells = true, Labels = "GetLabel")]
public int[,] ChessBoard = new int[8, 8];
private (string, LabelDirection) GetLabel(int[,] array, TableAxis axis, int index)
{
var chessFileLetters = "ABCDEFGH";
switch (axis)
{
case TableAxis.Y:
return ((array.GetLength(1) - index).ToString(), LabelDirection.LeftToRight);
case TableAxis.X:
return (chessFileLetters[index].ToString(), LabelDirection.TopToBottom);
default:
return (index.ToString(), LabelDirection.LeftToRight);
}
}
</code>
</member>
<member name="T:Sirenix.OdinInspector.TitleAttribute">
<summary>
<para>Title is used to make a bold header above a property.</para>
@ -5419,6 +5453,82 @@
</summary>
<param name="message">The message to display in the info box.</param>
</member>
<!-- Badly formed XML comment ignored for member "T:Sirenix.OdinInspector.UnitAttribute" -->
<member name="F:Sirenix.OdinInspector.UnitAttribute.Base">
<summary>
The unit of underlying value.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.UnitAttribute.Display">
<summary>
The unit displayed in the number field.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.UnitAttribute.BaseName">
<summary>
Name of the underlying unit.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.UnitAttribute.DisplayName">
<summary>
Name of the unit displayed in the number field.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.UnitAttribute.DisplayAsString">
<summary>
If <c>true</c> the number field is drawn as read-only text.
</summary>
</member>
<member name="F:Sirenix.OdinInspector.UnitAttribute.ForceDisplayUnit">
<summary>
If <c>true</c> disables the option to change display unit with the right-click context menu.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.UnitAttribute.#ctor(Sirenix.OdinInspector.Units)">
<summary>
Displays the number as a unit field.
</summary>
<param name="unit">The unit of underlying value.</param>
</member>
<member name="M:Sirenix.OdinInspector.UnitAttribute.#ctor(System.String)">
<summary>
Displays the number as a unit field.
</summary>
<param name="unit">The name of the underlying value.</param>
</member>
<member name="M:Sirenix.OdinInspector.UnitAttribute.#ctor(Sirenix.OdinInspector.Units,Sirenix.OdinInspector.Units)">
<summary>
Displays the number as a unit field.
</summary>
<param name="base">The unit of underlying value.</param>
<param name="display">The unit to display the value as in the inspector.</param>
</member>
<member name="M:Sirenix.OdinInspector.UnitAttribute.#ctor(Sirenix.OdinInspector.Units,System.String)">
<summary>
Displays the number as a unit field.
</summary>
<param name="base">The unit of underlying value.</param>
<param name="display">The unit to display the value as in the inspector.</param>
</member>
<member name="M:Sirenix.OdinInspector.UnitAttribute.#ctor(System.String,Sirenix.OdinInspector.Units)">
<summary>
Displays the number as a unit field.
</summary>
<param name="base">The unit of underlying value.</param>
<param name="display">The unit to display the value as in the inspector.</param>
</member>
<member name="M:Sirenix.OdinInspector.UnitAttribute.#ctor(System.String,System.String)">
<summary>
Displays the number as a unit field.
</summary>
<param name="base">The unit of underlying value.</param>
<param name="display">The unit to display the value as in the inspector.</param>
</member>
<member name="T:Sirenix.OdinInspector.Units">
<summary>
Units for use with <see cref="T:Sirenix.OdinInspector.UnitAttribute"/> and <see cref="!:Sirenix.Utilities.Editor.UnitNumberUtility"/>.
</summary>
</member>
<member name="T:Sirenix.OdinInspector.ValidateInputAttribute">
<summary>
<para>ValidateInput is used on any property, and allows to validate input from inspector.</para>

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@ -259,6 +259,11 @@
</para>
</summary>
</member>
<member name="P:Sirenix.OdinInspector.Editor.GeneralDrawerConfig.EnableUIToolkitSupport">
<summary>
Specify whether or not the script selector above components should be drawn.
</summary>
</member>
<member name="P:Sirenix.OdinInspector.Editor.GeneralDrawerConfig.ShowMonoScriptInEditor">
<summary>
Specify whether or not the script selector above components should be drawn.
@ -8497,7 +8502,7 @@
Draws the menu tree selection.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.Editor.OdinMenuEditorWindow.OnGUI">
<member name="M:Sirenix.OdinInspector.Editor.OdinMenuEditorWindow.OnImGUI">
<summary>
Draws the Odin Editor Window.
</summary>
@ -10855,7 +10860,7 @@
Opens a new static inspector window for the given type.
</summary>
</member>
<member name="M:Sirenix.OdinInspector.Editor.StaticInspectorWindow.OnGUI">
<member name="M:Sirenix.OdinInspector.Editor.StaticInspectorWindow.OnImGUI">
<summary>
Draws the Odin Editor Window.
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m_InertiaRotation: {x: 0, y: 0, z: 0, w: 1}
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View File

@ -1,11 +1,12 @@
/// Traken from https://forum.unity.com/threads/how-to-prevent-interactable-from-being-selected-while-in-socket.1317246/#post-9101254
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace UnityEngine.XR.Interaction.Toolkit.Filtering
{
[DisallowMultipleComponent]
public class XRInteractableFilter : MonoBehaviour, IXRHoverFilter, IXRSelectFilter
public class XRInteractableLockingFilter : MonoBehaviour, IXRHoverFilter, IXRSelectFilter
{
#region Fields
@ -13,14 +14,14 @@ namespace UnityEngine.XR.Interaction.Toolkit.Filtering
[SerializeField]
private XRBaseInteractable interactable;
[SerializeField]
private bool m_locked = false;
[FormerlySerializedAs("m_locked")] [SerializeField]
private bool isLocked = false;
#endregion
#region Properties
public bool locked { get => m_locked; set => m_locked = value; }
public bool IsLocked { get => isLocked; set => isLocked = value; }
public bool canProcess => true;
@ -36,32 +37,34 @@ namespace UnityEngine.XR.Interaction.Toolkit.Filtering
private void OnEnable()
{
interactable.selectEntered.AddListener(Socket_SelectEntered);
interactable.selectExited.AddListener(Socket_SelectExited);
AddFilters();
}
private void OnDisable()
{
interactable.selectEntered.RemoveListener(Socket_SelectEntered);
interactable.selectExited.RemoveListener(Socket_SelectExited);
RemoveFilters();
}
private void Socket_SelectEntered(SelectEnterEventArgs e)
private void AddFilters()
{
if (interactable == null)
return;
if (interactable == null) return;
// Add filter to interactable
interactable.startingHoverFilters.Add(this);
interactable.startingSelectFilters.Add(this);
// Make extra sure that the filter is added to the interactable
interactable.hoverFilters.Add(this);
interactable.selectFilters.Add(this);
}
private void Socket_SelectExited(SelectExitEventArgs e)
private void RemoveFilters()
{
if (interactable == null)
return;
if (interactable == null) return;
// Remove filter from interactable
interactable.startingHoverFilters.Remove(this);
interactable.startingSelectFilters.Remove(this);
interactable.hoverFilters.Remove(this);
interactable.selectFilters.Remove(this);
}
@ -81,7 +84,7 @@ namespace UnityEngine.XR.Interaction.Toolkit.Filtering
if (interactable == null)
return false;
return !m_locked;
return !isLocked;
}
#endregion

View File

@ -1,26 +1,28 @@
/// Traken from https://forum.unity.com/threads/how-to-prevent-interactable-from-being-selected-while-in-socket.1317246/#post-9101254
using UnityEngine.Assertions;
using UnityEngine.Serialization;
namespace UnityEngine.XR.Interaction.Toolkit.Filtering
{
[DisallowMultipleComponent]
public class XRSocketInteractorFilter : MonoBehaviour, IXRHoverFilter, IXRSelectFilter
public class XRInteractorLockingFilter : MonoBehaviour, IXRHoverFilter, IXRSelectFilter
{
#region Fields
[FormerlySerializedAs("m_interactor")]
[Tooltip("The interactor that this filter is associated with. If none, will attempt to find on self.")]
[SerializeField]
private XRSocketInteractor m_interactor;
private XRBaseInteractor interactor;
[SerializeField]
private bool m_locked = false;
[FormerlySerializedAs("locked")] [SerializeField]
private bool isLocked = false;
#endregion
#region Properties
public bool locked { get => m_locked; set => m_locked = value; }
public bool IsLocked { get => isLocked; set => isLocked = value; }
public bool canProcess => true;
@ -30,20 +32,20 @@ namespace UnityEngine.XR.Interaction.Toolkit.Filtering
private void Awake()
{
m_interactor = m_interactor ? m_interactor : GetComponent<XRSocketInteractor>();
Assert.IsNotNull(m_interactor);
interactor = interactor ? interactor : GetComponent<XRBaseInteractor>();
Assert.IsNotNull(interactor);
}
private void OnEnable()
{
m_interactor.selectEntered.AddListener(Socket_SelectEntered);
m_interactor.selectExited.AddListener(Socket_SelectExited);
interactor.selectEntered.AddListener(Socket_SelectEntered);
interactor.selectExited.AddListener(Socket_SelectExited);
}
private void OnDisable()
{
m_interactor.selectEntered.RemoveListener(Socket_SelectEntered);
m_interactor.selectExited.RemoveListener(Socket_SelectExited);
interactor.selectEntered.RemoveListener(Socket_SelectEntered);
interactor.selectExited.RemoveListener(Socket_SelectExited);
}
private void Socket_SelectEntered(SelectEnterEventArgs e)
@ -80,10 +82,10 @@ namespace UnityEngine.XR.Interaction.Toolkit.Filtering
private bool Process()
{
if (m_interactor == null)
if (interactor == null)
return false;
return !m_locked;
return !isLocked;
}
#endregion