上传YomovSDK
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using UnityEditor;
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using UnityEngine;
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using System.Collections;
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namespace RootMotion.FinalIK
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{
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/*
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* Custom inspector for RotationLimitHinge
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* */
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[CustomEditor(typeof(RotationLimitHinge))]
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[CanEditMultipleObjects]
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public class RotationLimitHingeInspector : RotationLimitInspector
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{
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private RotationLimitHinge script { get { return target as RotationLimitHinge; } }
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#region Inspector
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public override void OnInspectorGUI()
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{
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GUI.changed = false;
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// Draw the default inspector
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DrawDefaultInspector();
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if (GUI.changed) EditorUtility.SetDirty(script);
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}
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#endregion Inspector
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#region Scene
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void OnSceneGUI()
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{
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// Set defaultLocalRotation so that the initial local rotation will be the zero point for the rotation limit
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if (!Application.isPlaying && !script.defaultLocalRotationOverride) script.defaultLocalRotation = script.transform.localRotation;
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if (script.axis == Vector3.zero) return;
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// Quick Editing Tools
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Handles.BeginGUI();
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GUILayout.BeginArea(new Rect(10, 10, 200, 50), "Rotation Limit Hinge", "Window");
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// Rotating display
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if (GUILayout.Button("Rotate display 90 degrees"))
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{
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if (!Application.isPlaying) Undo.RecordObject(script, "Rotate Display");
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script.zeroAxisDisplayOffset += 90;
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if (script.zeroAxisDisplayOffset >= 360) script.zeroAxisDisplayOffset = 0;
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}
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GUILayout.EndArea();
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Handles.EndGUI();
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// Normalize the main axes
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Vector3 axis = Direction(script.axis.normalized);
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Vector3 cross = Direction(Quaternion.AngleAxis(script.zeroAxisDisplayOffset, script.axis) * script.crossAxis.normalized);
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// Axis vector
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DrawArrow(script.transform.position, axis, colorDefault, "Axis", 0.02f);
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if (script.useLimits)
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{
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// Zero rotation vector
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DrawArrow(script.transform.position, cross * 0.5f, colorDefault, " 0", 0.02f);
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// Arcs for the rotation limit
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Handles.color = colorDefaultTransparent;
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Handles.DrawSolidArc(script.transform.position, axis, cross, script.min, 0.5f);
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Handles.DrawSolidArc(script.transform.position, axis, cross, script.max, 0.5f);
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}
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Handles.color = colorDefault;
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GUI.color = colorDefault;
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Inspector.CircleCap(0, script.transform.position, Quaternion.LookRotation(axis, cross), 0.5f);
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if (!script.useLimits) return;
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// Handles for adjusting rotation limits in the scene
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Quaternion minRotation = Quaternion.AngleAxis(script.min, axis);
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Handles.DrawLine(script.transform.position, script.transform.position + minRotation * cross);
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Quaternion maxRotation = Quaternion.AngleAxis(script.max, axis);
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Handles.DrawLine(script.transform.position, script.transform.position + maxRotation * cross);
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// Undoable scene handles
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float min = script.min;
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min = DrawLimitHandle(min, script.transform.position + minRotation * cross, Quaternion.identity, 0.5f, "Min", -10);
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if (min != script.min)
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{
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if (!Application.isPlaying) Undo.RecordObject(script, "Min Limit");
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script.min = min;
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}
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float max = script.max;
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max = DrawLimitHandle(max, script.transform.position + maxRotation * cross, Quaternion.identity, 0.5f, "Max", 10);
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if (max != script.max)
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{
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if (!Application.isPlaying) Undo.RecordObject(script, "Max Limit");
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script.max = max;
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}
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Handles.color = Color.white;
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GUI.color = Color.white;
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}
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/*
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* Converting directions from local space to world space
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* */
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private Vector3 Direction(Vector3 v)
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{
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if (script.transform.parent == null) return script.defaultLocalRotation * v;
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return script.transform.parent.rotation * (script.defaultLocalRotation * v);
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}
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#endregion Scene
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}
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}
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