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using System.Collections.Generic;
using UnityEngine.XR;using UnityEngine.XR.Management;
#if UNITY_EDITOR
using UnityEditor;using UnityEditor.XR.Management;#endif
namespace Samples{ /// <summary>
/// Sample loader implentation showing how to create simple loader.
/// NOTE: You have to rename this class to make it appear in the loader list for
/// XRManager.
/// </summary>
#if UNITY_EDITOR
[XRSupportedBuildTarget(BuildTargetGroup.Standalone, new BuildTarget[]{ BuildTarget.StandaloneWindows, BuildTarget.StandaloneWindows64})] [XRSupportedBuildTarget(BuildTargetGroup.Android)]#endif
public class SampleLoader : XRLoaderHelper { static List<XRInputSubsystemDescriptor> s_InputSubsystemDescriptors = new List<XRInputSubsystemDescriptor>();
/// <summary>Return the currently active Input Subsystem intance, if any.</summary>
public XRInputSubsystem inputSubsystem { get { return GetLoadedSubsystem<XRInputSubsystem>(); } }
SampleSettings GetSettings() { SampleSettings settings = null; // When running in the Unity Editor, we have to load user's customization of configuration data directly from
// EditorBuildSettings. At runtime, we need to grab it from the static instance field instead.
#if UNITY_EDITOR
UnityEditor.EditorBuildSettings.TryGetConfigObject(SampleConstants.k_SettingsKey, out settings);#else
settings = SampleSettings.s_RuntimeInstance;#endif
return settings; }
#region XRLoader API Implementation
/// <summary>Implementaion of <see cref="XRLoader.Initialize"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Initialize() { SampleSettings settings = GetSettings(); if (settings != null) { // TODO: Pass settings off to plugin prior to subsystem init.
}
CreateSubsystem<XRInputSubsystemDescriptor, XRInputSubsystem>(s_InputSubsystemDescriptors, "InputSubsystemDescriptor");
return false; }
/// <summary>Implementaion of <see cref="XRLoader.Start"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Start() { StartSubsystem<XRInputSubsystem>(); return true; }
/// <summary>Implementaion of <see cref="XRLoader.Stop"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Stop() { StopSubsystem<XRInputSubsystem>(); return true; }
/// <summary>Implementaion of <see cref="XRLoader.Deinitialize"/></summary>
/// <returns>True if successful, false otherwise</returns>
public override bool Deinitialize() { DestroySubsystem<XRInputSubsystem>(); return base.Deinitialize(); }
#endregion
}}
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