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