105 lines
2.5 KiB
C#
105 lines
2.5 KiB
C#
using System;
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using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace UniHumanoid
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{
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public class MuscleDebug : MonoBehaviour
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{
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Avatar GetAvatar()
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{
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var animator = GetComponent<Animator>();
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if (animator != null && animator.avatar != null)
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{
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return animator.avatar;
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}
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var transfer = GetComponent<HumanPoseTransfer>();
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if (transfer != null && transfer.Avatar != null)
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{
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return transfer.Avatar;
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}
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return null;
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}
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HumanPoseHandler m_handler;
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public HumanPose m_pose;
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[Serializable]
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public struct Muscle
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{
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public int Index;
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public string Name;
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public float Value;
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}
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public Vector3 BodyPosition;
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public Muscle[] Muscles;
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private void OnEnable()
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{
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var avatar = GetAvatar();
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if (avatar == null)
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{
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enabled = false;
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return;
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}
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m_handler = new HumanPoseHandler(avatar, transform);
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Muscles = HumanTrait.MuscleName.Select((x, i) =>
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{
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return new Muscle
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{
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Index = i,
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Name = x,
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};
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})
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.ToArray()
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;
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}
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private void OnDisable()
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{
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}
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private void Update()
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{
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m_handler.GetHumanPose(ref m_pose);
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BodyPosition = m_pose.bodyPosition;
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for (int i = 0; i < m_pose.muscles.Length; ++i)
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{
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Muscles[i].Value = m_pose.muscles[i];
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}
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}
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}
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#if UNITY_EDITOR
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[CustomPropertyDrawer(typeof(MuscleDebug.Muscle))]
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public class MuscleDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position,
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SerializedProperty property, GUIContent label)
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{
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var nameProp = property.FindPropertyRelative("Name");
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var valueProp = property.FindPropertyRelative("Value");
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/*
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var labl = string.Format("{0}: {1}",
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nameProp.stringValue,
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valueProp.floatValue
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);
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*/
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EditorGUI.LabelField(position, nameProp.stringValue, string.Format("{0:0.00}", valueProp.floatValue));
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}
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}
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#endif
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}
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