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								using UnityEngine;
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								using System.Collections;
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								using UnityEditor;
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								namespace RootMotion.FinalIK {
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									// Custom Scene View handles for the FingerRig.
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									[CustomEditor(typeof(FingerRig))]
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									public class FingerRigInspector : Editor {
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										private FingerRig script { get { return target as FingerRig; }}
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										private int selected = -1;
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										private MonoScript monoScript;
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										void OnEnable() {
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											if (serializedObject == null) return;
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											// Changing the script execution order
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											if (!Application.isPlaying) {
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												monoScript = MonoScript.FromMonoBehaviour(script);
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												int currentExecutionOrder = MonoImporter.GetExecutionOrder(monoScript);
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												if (currentExecutionOrder != 10000) MonoImporter.SetExecutionOrder(monoScript, 10000);
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											}
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										}
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										void OnSceneGUI() {
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											if (!script.enabled) return;
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											string message = string.Empty;
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											if (!script.IsValid(ref message)) return;
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											if (Application.isPlaying && !script.initiated) return;
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											Color color = Color.cyan;
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											color.a = script.weight;
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											Handles.color = color;
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											GUI.color = color;
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											// Display the bones
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											if (!Application.isPlaying) {
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												for (int i = 0; i < script.fingers.Length; i++) {
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													Handles.DrawLine(script.fingers[i].bone1.position, script.fingers[i].bone2.position);
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													Inspector.SphereCap(0, script.fingers[i].bone1.position, Quaternion.identity, IKSolverInspector.GetHandleSize(script.fingers[i].bone1.position) * 0.5f);
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													Inspector.SphereCap(0, script.fingers[i].bone2.position, Quaternion.identity, IKSolverInspector.GetHandleSize(script.fingers[i].bone2.position) * 0.5f);
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													if (script.fingers[i].bone3 != null) {
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														Handles.DrawLine(script.fingers[i].bone2.position, script.fingers[i].bone3.position);
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														Handles.DrawLine(script.fingers[i].bone3.position, script.fingers[i].tip.position);
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														Inspector.SphereCap(0, script.fingers[i].bone3.position, Quaternion.identity, IKSolverInspector.GetHandleSize(script.fingers[i].bone3.position) * 0.5f);
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													} else {
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														Handles.DrawLine(script.fingers[i].bone2.position, script.fingers[i].tip.position);
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													}
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													Inspector.SphereCap(0, script.fingers[i].tip.position, Quaternion.identity, IKSolverInspector.GetHandleSize(script.fingers[i].tip.position) * 0.5f);
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												}
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											}
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											// Selecting solvers
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											if (Application.isPlaying) {
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												if (selected >= 0 && selected < script.fingers.Length) {
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													if (script.fingers[selected].weight > 0f) {
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														color.a = script.weight * script.fingers[selected].weight;
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														Handles.color = color;
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														float size = IKSolverInspector.GetHandleSize(script.fingers[selected].IKPosition);
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														Inspector.CubeCap(0, script.fingers[selected].IKPosition, script.fingers[selected].IKRotation, size);
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														if (script.fingers[selected].target == null) {
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															switch(Tools.current) {
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															case Tool.Move:
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																script.fingers[selected].IKPosition = Handles.PositionHandle(script.fingers[selected].IKPosition, Tools.pivotRotation == PivotRotation.Local? script.fingers[selected].IKRotation: Quaternion.identity);
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																break;
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															case Tool.Rotate:
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																script.fingers[selected].IKRotation = Handles.RotationHandle(script.fingers[selected].IKRotation, script.fingers[selected].IKPosition);
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																break;
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															}
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														}
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													}
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												}
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												for (int i = 0; i < script.fingers.Length; i++) {
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													color.a = script.weight * script.fingers[i].weight;
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													Handles.color = color;
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													Handles.DrawLine(script.fingers[i].tip.position, script.fingers[i].IKPosition);
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													if (script.fingers[i].weight > 0 && selected != i && script.fingers[i].initiated) {
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														float size = IKSolverInspector.GetHandleSize(script.fingers[i].IKPosition) * 0.5f;
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														if (Inspector.DotButton(script.fingers[i].IKPosition, Quaternion.identity, size, size)) selected = i;
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													}
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												}
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											}
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											Handles.color = Color.white;
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											GUI.color = Color.white;
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										}
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									}
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								}
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