XRParticipantSubsystemDescriptor.cs
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using System;
namespace UnityEngine.XR.ARSubsystems
{
/// <summary>
/// The descriptor of the <see cref="XRParticipantSubsystem"/> that shows which features are available on that XRSubsystem.
/// </summary>
/// <remarks>
/// You use <see cref="Register{T}"/> register a subsystem with the global <c>SubsystemManager</c>.
/// </remarks>
public sealed class XRParticipantSubsystemDescriptor : SubsystemDescriptor<XRParticipantSubsystem>
{
/// <summary>
/// The capabilities of a particular <see cref="XRParticipantSubsystem"/>. This is typically
/// used to query a subsystem for capabilities that may vary by platform or implementation.
/// </summary>
[Flags]
public enum Capabilities
{
/// <summary>
/// The <see cref="XRParticipantSubsystem"/> implementation has no
/// additional capabilities other than the basic, required functionality.
/// </summary>
None = 0,
}
/// <summary>
/// The capabilities provided by this implementation.
/// </summary>
public Capabilities capabilities { get; private set; }
/// <summary>
/// Register a subsystem implementation.
/// This should only be used by subsystem implementors.
/// </summary>
/// <param name="subsystemId">The name of the specific subsystem implementation.</param>
/// <param name="capabilities">The <see cref="Capabilities"/> of the specific subsystem implementation.</param>
public static void Register<T>(string subsystemId, Capabilities capabilities) where T : XRParticipantSubsystem
{
SubsystemRegistration.CreateDescriptor(new XRParticipantSubsystemDescriptor(subsystemId, typeof(T), capabilities));
}
XRParticipantSubsystemDescriptor(string subsystemId, Type subsystemType, Capabilities capabilities)
{
id = subsystemId;
subsystemImplementationType = subsystemType;
this.capabilities = capabilities;
}
}
}