上传YomovSDK
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using UnityEngine;
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using UnityEditor;
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using System.Collections;
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using System;
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namespace RootMotion.FinalIK {
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/*
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* Custom inspector and scene view tools for IKSolverLimb
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* */
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public class IKSolverLimbInspector: IKSolverInspector {
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#region Public methods
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/*
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* Draws the custom inspector for IKSolverLimb
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* */
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public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool showReferences) {
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// Draw the trigonometric IK inspector
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IKSolverTrigonometricInspector.AddInspector(prop, editHierarchy, showReferences);
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EditorGUILayout.Space();
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if (showReferences && editHierarchy) {
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("goal"), new GUIContent("Avatar IK Goal", "Avatar IK Goal here is only used by the 'Arm' bend modifier."));
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}
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("maintainRotationWeight"), new GUIContent("Maintain Rotation", "Weight of rotating the last bone back to the rotation it had before solving IK."));
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// Bend normal modifier.
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendModifier"), new GUIContent("Bend Modifier", "Bend normal modifier."));
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EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendModifierWeight"), new GUIContent("Bend Modifier Weight", "Weight of the bend modifier."));
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if (prop.FindPropertyRelative("bendModifier").enumValueIndex == 4) EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendGoal"), new GUIContent("Bend Goal", "The bend goal Transform (optional, you can also use IKSolverTrigonometric.SetBendGoalPosition(Vector position, float weight)."));
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EditorGUILayout.Space();
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}
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/*
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* Draws the scene view helpers for IKSolverLimb
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* */
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public static void AddScene(IKSolverLimb solver, Color color, bool modifiable) {
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if (Application.isPlaying && !solver.initiated) return;
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if (!Application.isPlaying && !solver.IsValid()) return;
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if (solver.bendGoal != null && solver.bendModifierWeight > 0f) {
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Color c = color;
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c.a = solver.bendModifierWeight;
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Handles.color = c;
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Handles.DrawLine(solver.bone2.transform.position, solver.bendGoal.position);
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Inspector.SphereCap(0, solver.bendGoal.position, Quaternion.identity, GetHandleSize(solver.bendGoal.position) * 0.5f);
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Handles.color = Color.white;
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}
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IKSolverTrigonometricInspector.AddScene(solver as IKSolverTrigonometric, color, modifiable);
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}
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#endregion Public methods
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}
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}
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