// /****************************************************************************** // * File: DistalInteractorsManager.cs // * Copyright (c) 2023 Qualcomm Technologies, Inc. and/or its subsidiaries. All rights reserved. // * // * // ******************************************************************************/ using QCHT.Interactions.Distal; using UnityEngine; namespace QCHT.Samples.Menu { public class DistalInteractorsManager : MonoBehaviour { [SerializeField] private DistalInteractorType StartingDistalInteractor = DistalInteractorType.Pointer; [SerializeField] private GameObject _xrPointerLeft, _xrPointerRight; [SerializeField] private GameObject _xrGaze; [SerializeField] private PointerViewer _pointerViewer; private void Start() { SwitchTo(StartingDistalInteractor); } public void SwitchTo(DistalInteractorType distalInteractor) { if (distalInteractor == DistalInteractorType.None) return; _xrPointerLeft.SetActive(distalInteractor == DistalInteractorType.Pointer); _xrPointerRight.SetActive(distalInteractor == DistalInteractorType.Pointer); _pointerViewer.UpdateRays = distalInteractor == DistalInteractorType.Pointer; _xrGaze.SetActive(distalInteractor == DistalInteractorType.Gaze); } } }