holopy3/Assets/Plugins/RootMotion/Editor/FinalIK/ConstraintsInspector.cs

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2020-12-10 14:25:12 +00:00
using UnityEngine;
using UnityEditor;
using System.Collections;
namespace RootMotion.FinalIK {
/*
* Custom inspector and scene view tools for Constraints
* */
public class ConstraintsInspector: IKSolverInspector {
#region Public methods
/*
* Draws the custom inspector for Constraints
* */
public static void AddInspector(SerializedProperty prop) {
if (!prop.isExpanded) return;
// Main properties
EditorGUILayout.PropertyField(prop.FindPropertyRelative("target"), new GUIContent("Target", "Target transform for the pelvis (optional). If assigned, will overwrite pelvis.position in each update."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("positionOffset"), new GUIContent("Pos Offset", "Pelvis offset from animation. If there is no animation playing and Fix Transforms is unchecked, it will make the character fly away."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("positionWeight"), new GUIContent("Pos Weight", "The weight of lerping the pelvis to bipedIK.solvers.pelvis.position."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("rotationOffset"), new GUIContent("Rot Offset", "Pelvis rotation offset from animation. If there is no animation playing and Fix Transforms is unchecked, it will make the character spin."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("rotationWeight"), new GUIContent("Rot Weight", "The weiight of slerping the pelvis to bipedIK.solver.pelvis.rotation."));
EditorGUILayout.Space();
}
/*
* Draws the scene view helpers for Constraints
* */
public static void AddScene(Constraints constraints, Color color, bool modifiable) {
if (!constraints.IsValid()) return;
Handles.color = color;
GUI.color = color;
// Transform
Inspector.SphereCap(0, constraints.transform.position, Quaternion.identity, GetHandleSize(constraints.transform.position));
// Target
Handles.color = new Color(color.r, color.g, color.b, color.a * constraints.positionWeight);
Handles.DrawLine(constraints.transform.position, constraints.position);
Handles.color = color;
if (Application.isPlaying && modifiable && (constraints.positionWeight > 0 || constraints.rotationWeight > 0)) {
Inspector.CubeCap(0, constraints.position, Quaternion.Euler(constraints.rotation), GetHandleSize(constraints.transform.position));
// Manipulating position and rotation
switch(Tools.current) {
case Tool.Move:
constraints.position = Handles.PositionHandle(constraints.position, Quaternion.Euler(constraints.rotation));
break;
case Tool.Rotate:
constraints.rotation = Handles.RotationHandle(Quaternion.Euler(constraints.rotation), constraints.position).eulerAngles;
break;
}
}
Handles.color = Color.white;
GUI.color = Color.white;
}
#endregion Public methods
}
}