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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(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
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