using System.Collections; using System.Collections.Generic; using UnityEngine; #if ENABLE_VR || ENABLE_AR using UnityEngine.XR.LegacyInputHelpers; namespace UnityEditor.XR.LegacyInputHelpers { [CustomEditor(typeof(TransitionArmModel))] internal class TransitionArmModelEditor : Editor { static class Styles { public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Angular Velocity Source", "The source of angular velocity which is used to transition to queued arm models"); public static GUIContent armModelSourceLabel = EditorGUIUtility.TrTextContent("Current Arm Model", "The current arm model "); public static GUIContent armModelTransitions = EditorGUIUtility.TrTextContent("Configuration", "Arm models that the transition arm model can blend to when receiving the event corresponding to the transition"); } SerializedProperty m_PoseSourceProp = null; SerializedProperty m_ArmModelProp = null; SerializedProperty m_ArmModelTransitions = null; void OnEnable() { m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource"); m_ArmModelProp = this.serializedObject.FindProperty("m_CurrentArmModelComponent"); m_ArmModelTransitions = this.serializedObject.FindProperty("m_ArmModelTransitions"); } public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(m_PoseSourceProp, Styles.poseSourceLabel); EditorGUILayout.PropertyField(m_ArmModelProp, Styles.armModelSourceLabel); EditorGUILayout.PropertyField(m_ArmModelTransitions, Styles.armModelTransitions,true); serializedObject.ApplyModifiedProperties(); } } } #endif