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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- #if ENABLE_VR || ENABLE_AR
- using UnityEngine.XR.LegacyInputHelpers;
- namespace UnityEditor.XR.LegacyInputHelpers
- {
- [CustomEditor(typeof(ArmModel))]
- internal class ArmModelEditor : Editor
- {
- protected static class ArmModelStyles
- {
- public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Input Pose Source", "The source of the 3dof controller data");
- public static GUIContent headPositionSourceLabel = EditorGUIUtility.TrTextContent("Head Position Source", "The source of head position data used by the arm model");
- public static GUIContent isLockedToNeckLabel = EditorGUIUtility.TrTextContent("Lock To Neck", "If true, the root of the pose is locked to the local position of the player's neck");
- public static GUIContent armExtensionOffsetLabel = EditorGUIUtility.TrTextContent("Arm Extension Offset", "Offset applied to the elbow position as the controller is rotated upwards");
- public static GUIContent elbowBendRatioLabel = EditorGUIUtility.TrTextContent("Elbow Bend Ratio", "Amount of the controller's rotation to apply to the elbow");
- public static GUIContent elbowRestPositionLabel = EditorGUIUtility.TrTextContent("Elbow","The Elbow's Position relative to the users head");
- public static GUIContent wristRestPositionLabel = EditorGUIUtility.TrTextContent("Wrist","The Wrist's Position relative to the users head");
- public static GUIContent controllerRestPositionLabel = EditorGUIUtility.TrTextContent("Controller", "The Controller position relative to the users head");
- public static GUIContent restPositionLabel = EditorGUIUtility.TrTextContent("Rest Position");
- }
-
- protected SerializedProperty m_PoseSourceProp = null;
- protected SerializedProperty m_HeadGameObjectProp = null;
- protected SerializedProperty m_IsLockedToNeckProp = null;
- protected SerializedProperty m_ArmExtensionOffsetProp = null;
- protected SerializedProperty m_EblowRestPositionProp = null;
- protected SerializedProperty m_WristRestPositionProp = null;
- protected SerializedProperty m_ControllerRestPositionProp = null;
- protected SerializedProperty m_ElbowBendRatioProp = null;
- protected bool m_ExpandRestPosition = false;
-
- protected virtual void OnEnable()
- {
-
- m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource");
- m_HeadGameObjectProp = this.serializedObject.FindProperty("m_HeadPoseSource");
- m_IsLockedToNeckProp = this.serializedObject.FindProperty("m_IsLockedToNeck");
- m_ArmExtensionOffsetProp = this.serializedObject.FindProperty("m_ElbowRestPosition");
- m_EblowRestPositionProp = this.serializedObject.FindProperty("m_ElbowRestPosition");
- m_WristRestPositionProp = this.serializedObject.FindProperty("m_WristRestPosition");
- m_ControllerRestPositionProp = this.serializedObject.FindProperty("m_ControllerRestPosition");
- m_ElbowBendRatioProp = this.serializedObject.FindProperty("m_ElbowBendRatio");
- }
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
- EditorGUILayout.PropertyField(m_PoseSourceProp, ArmModelStyles.poseSourceLabel);
- EditorGUILayout.PropertyField(m_HeadGameObjectProp, ArmModelStyles.headPositionSourceLabel);
- EditorGUILayout.PropertyField(m_ArmExtensionOffsetProp, ArmModelStyles.armExtensionOffsetLabel);
- EditorGUILayout.PropertyField(m_ElbowBendRatioProp, ArmModelStyles.elbowBendRatioLabel);
- EditorGUILayout.PropertyField(m_IsLockedToNeckProp, ArmModelStyles.isLockedToNeckLabel);
- m_ExpandRestPosition = EditorGUILayout.Foldout(m_ExpandRestPosition,ArmModelStyles.restPositionLabel);
- if (m_ExpandRestPosition)
- {
- using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope())
- {
- EditorGUILayout.PropertyField(m_EblowRestPositionProp, ArmModelStyles.elbowRestPositionLabel);
- EditorGUILayout.PropertyField(m_WristRestPositionProp, ArmModelStyles.wristRestPositionLabel);
- EditorGUILayout.PropertyField(m_ControllerRestPositionProp, ArmModelStyles.controllerRestPositionLabel);
- }
- }
- serializedObject.ApplyModifiedProperties();
- }
- }
- }
- #endif
-
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