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