using UnityEngine; using UnityEditor; using System.Collections; namespace RootMotion.FinalIK { /* * Custom inspector and scene view tools for Biped IK Solvers. * */ public class BipedIKSolversInspector: IKSolverInspector { /* * Returns all solvers SeiralizedProperties * */ public static SerializedProperty[] FindProperties(SerializedProperty prop) { SerializedProperty[] props = new SerializedProperty[8] { prop.FindPropertyRelative("leftFoot"), prop.FindPropertyRelative("rightFoot"), prop.FindPropertyRelative("leftHand"), prop.FindPropertyRelative("rightHand"), prop.FindPropertyRelative("spine"), prop.FindPropertyRelative("aim"), prop.FindPropertyRelative("lookAt"), prop.FindPropertyRelative("pelvis"), }; return props; } /* * Draws the custom inspector for BipedIK.Solvers * */ public static void AddInspector(SerializedProperty prop, SerializedProperty[] props) { EditorGUILayout.PropertyField(prop); if (prop.isExpanded) { for (int i = 0; i < props.Length; i++) { BeginProperty(props[i]); if (props[i].isExpanded) { if (i <= 3) IKSolverLimbInspector.AddInspector(props[i], false, false); else if (i == 4) IKSolverHeuristicInspector.AddInspector(props[i], false, false); else if (i == 5) IKSolverAimInspector.AddInspector(props[i], false); else if (i == 6) IKSolverLookAtInspector.AddInspector(props[i], false, false); else if (i == 7) ConstraintsInspector.AddInspector(props[i]); } EndProperty(props[i]); } } } /* * Draws the scene view helpers for BipedIK.Solvers * */ public static void AddScene(BipedIKSolvers solvers, ref int selected) { // Draw limbs for (int i = 0; i < solvers.limbs.Length; i++) { IKSolverLimbInspector.AddScene(solvers.limbs[i] as IKSolverLimb, GetSolverColor(i), selected == i); } // Draw spine IKSolverHeuristicInspector.AddScene(solvers.spine, GetSolverColor(4), selected == 4); // Draw look at IKSolverLookAtInspector.AddScene(solvers.lookAt, GetSolverColor(5), selected == 5); // Draw aim IKSolverAimInspector.AddScene(solvers.aim, GetSolverColor(6), selected == 6); // Draw constraints ConstraintsInspector.AddScene(solvers.pelvis, GetSolverColor(7), selected == 7); // Selecting solvers if (Application.isPlaying) { for (int i = 0; i < solvers.ikSolvers.Length; i++) { Handles.color = GetSolverColor(i); if (solvers.ikSolvers[i].GetIKPositionWeight() > 0 && selected != i && solvers.ikSolvers[i].initiated) { if (Inspector.DotButton(solvers.ikSolvers[i].GetIKPosition(), Quaternion.identity, GetHandleSize(solvers.ikSolvers[i].GetIKPosition()), GetHandleSize(solvers.ikSolvers[i].GetIKPosition()))) selected = i; } } if ((solvers.pelvis.positionWeight > 0 || solvers.pelvis.rotationWeight > 0) && selected != solvers.ikSolvers.Length) { Handles.color = GetSolverColor(7); if (Inspector.DotButton(solvers.pelvis.position, Quaternion.identity, GetHandleSize(solvers.pelvis.position), GetHandleSize(solvers.pelvis.position))) selected = solvers.ikSolvers.Length; } } } /* * Gets the color of the solver at index. * */ private static Color GetSolverColor(int index) { if (index == 0 || index == 2) return new Color(0f, 0.8f, 1f, 1f); // Left limb if (index == 1 || index == 3) return new Color(0.3f, 1f, 0.3f, 1f); // Right limb if (index == 4) return new Color(1f, 0.5f, 0.5f, 1f); // Spine if (index == 5) return new Color(0.2f, 0.5f, 1f, 1f); // Look At if (index == 6) return new Color(1f, 0f, 0.5f, 1f); // Aim if (index == 7) return new Color(0.9f, 0.9f, 0.9f, 1f); // Pelvis return Color.white; } /* * Begin property box * */ private static void BeginProperty(SerializedProperty prop) { EditorGUI.indentLevel = 1; EditorGUILayout.BeginVertical("Box"); EditorGUILayout.PropertyField(prop); } /* * End Property box * */ private static void EndProperty(SerializedProperty prop) { EditorGUILayout.EndVertical(); if (prop.isExpanded) EditorGUILayout.Space(); EditorGUI.indentLevel = 1; } } }