You cannot select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
		
		
		
		
		
			
		
			
	
	
		
			219 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C#
		
	
		
		
			
		
	
	
			219 lines
		
	
	
		
			7.5 KiB
		
	
	
	
		
			C#
		
	
| 
								 
											1 year ago
										 
									 | 
							
								using System.Collections;
							 | 
						||
| 
								 | 
							
								using System.Collections.Generic;
							 | 
						||
| 
								 | 
							
								using UnityEditor;
							 | 
						||
| 
								 | 
							
								using UnityEngine;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								namespace Autohand{
							 | 
						||
| 
								 | 
							
								    [HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/custom-poses#hand-pose-areas")]
							 | 
						||
| 
								 | 
							
								    public class HandPoseArea : MonoBehaviour{
							 | 
						||
| 
								 | 
							
								        public string poseName;
							 | 
						||
| 
								 | 
							
								        public int poseIndex = 0;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        public float transitionTime = 0.2f;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        [Header("Events")]
							 | 
						||
| 
								 | 
							
								        public UnityHandEvent OnHandEnter = new UnityHandEvent();
							 | 
						||
| 
								 | 
							
								        public UnityHandEvent OnHandExit = new UnityHandEvent();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        [HideInInspector, Tooltip("Scriptable options NOT REQUIRED (will be saved locally instead if empty) -> Create scriptable throught [Auto Hand/Custom Pose]")]
							 | 
						||
| 
								 | 
							
								        public HandPoseScriptable poseScriptable;
							 | 
						||
| 
								 | 
							
								#if UNITY_EDITOR
							 | 
						||
| 
								 | 
							
								        [HideInInspector]
							 | 
						||
| 
								 | 
							
								        public bool showEditorTools = true;
							 | 
						||
| 
								 | 
							
								        [HideInInspector, Tooltip("Used to pose for the grabbable")]
							 | 
						||
| 
								 | 
							
								        public Hand editorHand;
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        [HideInInspector]
							 | 
						||
| 
								 | 
							
								        public HandPoseData rightPose;
							 | 
						||
| 
								 | 
							
								        [HideInInspector]
							 | 
						||
| 
								 | 
							
								        public bool rightPoseSet = false;
							 | 
						||
| 
								 | 
							
								        [HideInInspector]
							 | 
						||
| 
								 | 
							
								        public HandPoseData leftPose;
							 | 
						||
| 
								 | 
							
								        [HideInInspector]
							 | 
						||
| 
								 | 
							
								        public bool leftPoseSet = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        internal HandPoseArea[] poseAreas;
							 | 
						||
| 
								 | 
							
								        List<Hand> posingHands = new List<Hand>();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        private void Start(){
							 | 
						||
| 
								 | 
							
								            poseAreas = GetComponents<HandPoseArea>();
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        private void OnEnable() {
							 | 
						||
| 
								 | 
							
								            OnHandEnter.AddListener(HandEnter);
							 | 
						||
| 
								 | 
							
								            OnHandExit.AddListener(HandExit);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        private void OnDisable() {
							 | 
						||
| 
								 | 
							
								            for(int i = posingHands.Count - 1; i >= 0; i--) 
							 | 
						||
| 
								 | 
							
								                posingHands[i].TryRemoveHandPoseArea(this);
							 | 
						||
| 
								 | 
							
								            OnHandEnter.RemoveListener(HandEnter);
							 | 
						||
| 
								 | 
							
								            OnHandExit.RemoveListener(HandExit);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        void HandEnter(Hand hand) {
							 | 
						||
| 
								 | 
							
								            posingHands.Add(hand);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								        void HandExit(Hand hand) {
							 | 
						||
| 
								 | 
							
								            posingHands.Remove(hand);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        public virtual HandPoseData GetHandPoseData(bool left) {
							 | 
						||
| 
								 | 
							
								            if(poseScriptable != null)
							 | 
						||
| 
								 | 
							
								                return (left) ? poseScriptable.leftPose : poseScriptable.rightPose;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            return (left) ? leftPose : rightPose;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        public void SetHandPose(Hand hand) {
							 | 
						||
| 
								 | 
							
								            HandPoseData pose;
							 | 
						||
| 
								 | 
							
								            if(hand.left){
							 | 
						||
| 
								 | 
							
								                if(leftPoseSet) pose = leftPose;
							 | 
						||
| 
								 | 
							
								                else return;
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else{
							 | 
						||
| 
								 | 
							
								                if(rightPoseSet) pose = rightPose;
							 | 
						||
| 
								 | 
							
								                else return;
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            pose.SetPose(hand, transform);
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								#if UNITY_EDITOR
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        [ContextMenu("SAVE RIGHT")]
							 | 
						||
| 
								 | 
							
								        public void EditorSavePoseRight() {
							 | 
						||
| 
								 | 
							
								            if(editorHand != null)
							 | 
						||
| 
								 | 
							
								                EditorSaveGrabPose(editorHand, false);
							 | 
						||
| 
								 | 
							
								            else
							 | 
						||
| 
								 | 
							
								                Debug.Log("Editor Hand must be assigned");
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        [ContextMenu("SAVE LEFT")]
							 | 
						||
| 
								 | 
							
								        public void EditorSavePoseLeft() {
							 | 
						||
| 
								 | 
							
								            if(editorHand != null)
							 | 
						||
| 
								 | 
							
								                EditorSaveGrabPose(editorHand, true);
							 | 
						||
| 
								 | 
							
								            else
							 | 
						||
| 
								 | 
							
								                Debug.Log("Editor Hand must be assigned");
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        public void SaveScriptable(){
							 | 
						||
| 
								 | 
							
								            if (poseScriptable != null){
							 | 
						||
| 
								 | 
							
								                if (rightPoseSet)
							 | 
						||
| 
								 | 
							
								                    poseScriptable.SaveRightPose(rightPose);
							 | 
						||
| 
								 | 
							
								                if (leftPoseSet)
							 | 
						||
| 
								 | 
							
								                    poseScriptable.SaveLeftPose(leftPose);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        //This is because parenting is used at runtime, but cannot be used on prefabs in editor so a copy is required
							 | 
						||
| 
								 | 
							
								        public void EditorCreateCopySetPose(Hand hand, Transform relativeTo) {
							 | 
						||
| 
								 | 
							
								            Hand handCopy;
							 | 
						||
| 
								 | 
							
								            if(hand.name != "HAND COPY DELETE")
							 | 
						||
| 
								 | 
							
								                handCopy = Instantiate(hand, relativeTo.transform.position, hand.transform.rotation);
							 | 
						||
| 
								 | 
							
								            else
							 | 
						||
| 
								 | 
							
								                handCopy = hand;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            handCopy.name = "HAND COPY DELETE";
							 | 
						||
| 
								 | 
							
								            var referenceHand = handCopy.gameObject.AddComponent<EditorHand>();
							 | 
						||
| 
								 | 
							
								            referenceHand.grabbablePoseArea = this;
							 | 
						||
| 
								 | 
							
								            referenceHand.grabbablePose = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            editorHand = handCopy;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            Selection.activeGameObject = editorHand.gameObject;
							 | 
						||
| 
								 | 
							
								            SceneView.lastActiveSceneView.FrameSelected();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            if(hand.left && leftPoseSet) {
							 | 
						||
| 
								 | 
							
								                leftPose.SetPose(handCopy, transform);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else if(!hand.left && rightPoseSet) {
							 | 
						||
| 
								 | 
							
								                rightPose.SetPose(handCopy, transform);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            else {
							 | 
						||
| 
								 | 
							
								                handCopy.transform.position = relativeTo.transform.position;
							 | 
						||
| 
								 | 
							
								                editorHand.RelaxHand();
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            var contrainer = new GameObject();
							 | 
						||
| 
								 | 
							
								            contrainer.name = "HAND COPY CONTAINER DELETE";
							 | 
						||
| 
								 | 
							
								            contrainer.transform.position = relativeTo.transform.position;
							 | 
						||
| 
								 | 
							
								            contrainer.transform.rotation = relativeTo.transform.rotation;
							 | 
						||
| 
								 | 
							
								            handCopy.transform.parent = contrainer.transform;
							 | 
						||
| 
								 | 
							
								            EditorGUIUtility.PingObject(handCopy);
							 | 
						||
| 
								 | 
							
								            SceneView.lastActiveSceneView.FrameSelected();
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        public void EditorSaveGrabPose(Hand hand, bool left){
							 | 
						||
| 
								 | 
							
								            var pose = new HandPoseData();
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								            var posePositionsList = new List<Vector3>();
							 | 
						||
| 
								 | 
							
								            var poseRotationsList = new List<Quaternion>();
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								            var handCopy = Instantiate(hand, hand.transform.position, hand.transform.rotation);
							 | 
						||
| 
								 | 
							
								            var handParent = handCopy.transform.parent;
							 | 
						||
| 
								 | 
							
								            handCopy.transform.parent = transform;
							 | 
						||
| 
								 | 
							
								            pose.handOffset = handCopy.transform.localPosition;
							 | 
						||
| 
								 | 
							
								            pose.localQuaternionOffset = handCopy.transform.localRotation;
							 | 
						||
| 
								 | 
							
								            DestroyImmediate(handCopy.gameObject);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            foreach(var finger in hand.fingers) {
							 | 
						||
| 
								 | 
							
								                AssignChildrenPose(finger.transform);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            void AssignChildrenPose(Transform obj) {
							 | 
						||
| 
								 | 
							
								                AddPoint(obj.localPosition, obj.localRotation);
							 | 
						||
| 
								 | 
							
								                for(int j = 0; j < obj.childCount; j++) {
							 | 
						||
| 
								 | 
							
								                    AssignChildrenPose(obj.GetChild(j));
							 | 
						||
| 
								 | 
							
								                }
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								            void AddPoint(Vector3 pos, Quaternion rot) {
							 | 
						||
| 
								 | 
							
								                posePositionsList.Add(pos);
							 | 
						||
| 
								 | 
							
								                poseRotationsList.Add(rot);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								            pose.posePositions = new Vector3[posePositionsList.Count];
							 | 
						||
| 
								 | 
							
								            pose.poseRotations = new Quaternion[posePositionsList.Count];
							 | 
						||
| 
								 | 
							
								            for(int i = 0; i < posePositionsList.Count; i++) {
							 | 
						||
| 
								 | 
							
								                pose.posePositions[i] = posePositionsList[i];
							 | 
						||
| 
								 | 
							
								                pose.poseRotations[i] = poseRotationsList[i];
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								            
							 | 
						||
| 
								 | 
							
								            if(left){
							 | 
						||
| 
								 | 
							
								                leftPose = pose;
							 | 
						||
| 
								 | 
							
								                leftPoseSet = true;
							 | 
						||
| 
								 | 
							
								                Debug.Log("Pose Saved - Left");
							 | 
						||
| 
								 | 
							
								                if (poseScriptable != null)
							 | 
						||
| 
								 | 
							
								                    if (!poseScriptable.leftSaved)
							 | 
						||
| 
								 | 
							
								                        poseScriptable.SaveLeftPose(leftPose);
							 | 
						||
| 
								 | 
							
								                }
							 | 
						||
| 
								 | 
							
								            else{
							 | 
						||
| 
								 | 
							
								                rightPose = pose;
							 | 
						||
| 
								 | 
							
								                rightPoseSet = true;
							 | 
						||
| 
								 | 
							
								                Debug.Log("Pose Saved - Right");
							 | 
						||
| 
								 | 
							
								                if (poseScriptable != null)
							 | 
						||
| 
								 | 
							
								                    if (!poseScriptable.rightSaved)
							 | 
						||
| 
								 | 
							
								                        poseScriptable.SaveRightPose(rightPose);
							 | 
						||
| 
								 | 
							
								            }
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								        
							 | 
						||
| 
								 | 
							
								        public void EditorClearPoses() {
							 | 
						||
| 
								 | 
							
								            leftPoseSet = false;
							 | 
						||
| 
								 | 
							
								            rightPoseSet = false;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								#endif
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								        public bool HasPose(bool left) {
							 | 
						||
| 
								 | 
							
								            if(poseScriptable != null && ((left) ? poseScriptable.leftSaved : poseScriptable.rightSaved))
							 | 
						||
| 
								 | 
							
								                return (left) ? poseScriptable.leftSaved : poseScriptable.rightSaved;
							 | 
						||
| 
								 | 
							
								            return left ? leftPoseSet : rightPoseSet;
							 | 
						||
| 
								 | 
							
								        }
							 | 
						||
| 
								 | 
							
								    }
							 | 
						||
| 
								 | 
							
								}
							 |