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