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121 lines
4.1 KiB
C#

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