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			350 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
			
		
		
	
	
			350 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C#
		
	
using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NaughtyAttributes;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace Autohand{
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#if UNITY_EDITOR
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    [CanEditMultipleObjects]
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#endif
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    [HelpURL("https://app.gitbook.com/s/5zKO0EvOjzUDeT2aiFk3/auto-hand/custom-poses")]
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    public class GrabbablePose : MonoBehaviour{
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        [AutoHeader("Grabbable Pose")]
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        public bool ignoreMe;
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        public bool poseEnabled = true;
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        [Tooltip("Purely for organizational purposes in the editor")]
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        public string poseName = "";
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        [Tooltip("This value must match the pose index of the a hand in order for the pose to work")]
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        public int poseIndex = 0;
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        [Tooltip("Whether or not this pose can be used by both hands at once or only one hand at a time")]
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        public bool singleHanded = false;
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        [AutoSmallHeader("Advanced Settings")]
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        public bool showAdvanced = true;
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        public float positionWeight = 1;
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        public float rotationWeight = 1;
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        [Tooltip("These poses will only be enabled when this pose is active. Great for secondary poses like holding the front of a gun with your second hand, only while holding the trigger")]
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        public GrabbablePose[] linkedPoses;
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        [HideInInspector]
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        public bool showEditorTools = true;
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        [Tooltip("Scriptable options NOT REQUIRED -> Create scriptable throught [Auto Hand/Custom Pose]")]
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        [HideInInspector]
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        public HandPoseScriptable poseScriptable;
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        [Tooltip("Used to pose for the grabbable")]
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        [HideInInspector]
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        public Hand editorHand;
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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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        public List<Hand> posingHands { get; protected set; }
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        protected virtual void Awake()  {
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            posingHands = new List<Hand>();
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            if (poseScriptable != null)
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            {
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                if (poseScriptable.leftSaved)
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                    leftPoseSet = true;
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                if (poseScriptable.rightSaved)
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                    rightPoseSet = true;
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            }
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            for (int i = 0; i < linkedPoses.Length; i++)
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                linkedPoses[i].poseEnabled = false;
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        }
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        public bool CanSetPose(Hand hand, Grabbable grab) {
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            if(singleHanded && posingHands.Count > 0 && !posingHands.Contains(hand) && !(grab.singleHandOnly && grab.allowHeldSwapping))
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                return false;
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            if(hand.poseIndex != poseIndex)
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                return false;
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            if(hand.left && !leftPoseSet)
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                return false;
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            if(!hand.left && !rightPoseSet)
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                return false;
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            return poseEnabled;
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        }
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        public virtual HandPoseData GetHandPoseData(Hand hand) {
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            if(poseScriptable != null)
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                return (hand.left) ? poseScriptable.leftPose : poseScriptable.rightPose;
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            return (hand.left) ? leftPose : rightPose;
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        }
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        /// <summary>Sets the hand to this pose, make sure to check CanSetPose() flag for proper use</summary>
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        /// <param name="isProjection">for pose projections, so they wont fill condition for single handed before grab</param>
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        public virtual void SetHandPose(Hand hand, bool isProjection = false) {
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            if(!isProjection) {
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                if(!posingHands.Contains(hand))
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                    posingHands.Add(hand);
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                for(int i = 0; i < linkedPoses.Length; i++)
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                    linkedPoses[i].poseEnabled = true;
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            }
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            GetHandPoseData(hand).SetPose(hand, transform);
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        }
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        public virtual void CancelHandPose(Hand hand) {
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            if(posingHands.Contains(hand)) {
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                posingHands.Remove(hand);
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            }
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            for(int i = 0; i < linkedPoses.Length; i++)
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                linkedPoses[i].poseEnabled = false;
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        }
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        public HandPoseData GetNewPoseData(Hand hand) {
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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 tempContainer = AutoHandExtensions.transformRuler;
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            tempContainer.position = transform.position;
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            tempContainer.rotation = transform.rotation;
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            tempContainer.localScale = transform.lossyScale;
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            var handMatch = AutoHandExtensions.transformRulerChild;
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            handMatch.position = hand.transform.position;
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            handMatch.rotation = hand.transform.rotation;
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            pose.handOffset = handMatch.localPosition;
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            pose.localQuaternionOffset = handMatch.localRotation;
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            tempContainer.localScale = Vector3.one;
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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 UNITY_EDITOR
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            if(Application.isEditor && !Application.isPlaying)
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                DestroyImmediate(tempContainer.gameObject);
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#endif
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            return pose;
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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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        [ContextMenu("OVERWRITE SCRIPTABLE")]
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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 = null;
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            referenceHand.grabbablePose = this;
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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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            {
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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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            if(hand.poseIndex != poseIndex)
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                handCopy.RelaxHand();
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            if(handCopy.transform.parent.GetComponentInChildren<MeshRenderer>()  == null && handCopy.transform.parent.GetComponentInChildren<SkinnedMeshRenderer>()  == null) {
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                foreach(Finger finger in handCopy.fingers) {
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                    for(int i = -1; i < finger.FingerJoints.Length; i++) {
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                        Transform fingerTransform = null;
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                        Transform childFingerTranform = null;
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                        if(i == -1) {
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                            fingerTransform = finger.FingerJoints[i+1].parent;
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                            childFingerTranform = finger.FingerJoints[i+1];
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                        }
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                        else if(i < finger.FingerJoints.Length-1) {
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                            fingerTransform = finger.FingerJoints[i];
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                            childFingerTranform = finger.FingerJoints[i+1];
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                        }
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                        else if(finger.FingerJoints[i].childCount > 0) {
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                            fingerTransform = finger.FingerJoints[i];
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                            childFingerTranform = finger.tip;
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                        }
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                        if(childFingerTranform == null || fingerTransform == null)
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                            continue;
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                        float distance = Vector3.Distance(fingerTransform.position, childFingerTranform.position);
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                        Vector3 direction = (fingerTransform.position - childFingerTranform.position).normalized;
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                        GameObject cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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                        cube.transform.position = childFingerTranform.position + direction * (distance / 2);  // Offset in direction of bone
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                        cube.transform.localScale = new Vector3(finger.tipRadius*2, distance+finger.tipRadius, finger.tipRadius*2);  // Scale based on bone length
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                        cube.transform.up = direction;  // Orient cube in direction of bone
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                        cube.transform.parent = fingerTransform;
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                    }
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                }
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            }
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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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            hand.left = left;
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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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            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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            leftPose = new HandPoseData();
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            rightPoseSet = false;
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            rightPose = new HandPoseData();
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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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