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64 lines
2.4 KiB
C#

using UnityEngine;
using UnityEditor;
using System.Collections;
using System;
namespace RootMotion.FinalIK {
/*
* Custom inspector and scene view tools for IKSolverLimb
* */
public class IKSolverLimbInspector: IKSolverInspector {
#region Public methods
/*
* Draws the custom inspector for IKSolverLimb
* */
public static void AddInspector(SerializedProperty prop, bool editHierarchy, bool showReferences) {
// Draw the trigonometric IK inspector
IKSolverTrigonometricInspector.AddInspector(prop, editHierarchy, showReferences);
EditorGUILayout.Space();
if (showReferences && editHierarchy) {
EditorGUILayout.PropertyField(prop.FindPropertyRelative("goal"), new GUIContent("Avatar IK Goal", "Avatar IK Goal here is only used by the 'Arm' bend modifier."));
}
EditorGUILayout.PropertyField(prop.FindPropertyRelative("maintainRotationWeight"), new GUIContent("Maintain Rotation", "Weight of rotating the last bone back to the rotation it had before solving IK."));
// Bend normal modifier.
EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendModifier"), new GUIContent("Bend Modifier", "Bend normal modifier."));
EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendModifierWeight"), new GUIContent("Bend Modifier Weight", "Weight of the bend modifier."));
if (prop.FindPropertyRelative("bendModifier").enumValueIndex == 4) EditorGUILayout.PropertyField(prop.FindPropertyRelative("bendGoal"), new GUIContent("Bend Goal", "The bend goal Transform (optional, you can also use IKSolverTrigonometric.SetBendGoalPosition(Vector position, float weight)."));
EditorGUILayout.Space();
}
/*
* Draws the scene view helpers for IKSolverLimb
* */
public static void AddScene(IKSolverLimb solver, Color color, bool modifiable) {
if (Application.isPlaying && !solver.initiated) return;
if (!Application.isPlaying && !solver.IsValid()) return;
if (solver.bendGoal != null && solver.bendModifierWeight > 0f) {
Color c = color;
c.a = solver.bendModifierWeight;
Handles.color = c;
Handles.DrawLine(solver.bone2.transform.position, solver.bendGoal.position);
Inspector.SphereCap(0, solver.bendGoal.position, Quaternion.identity, GetHandleSize(solver.bendGoal.position) * 0.5f);
Handles.color = Color.white;
}
IKSolverTrigonometricInspector.AddScene(solver as IKSolverTrigonometric, color, modifiable);
}
#endregion Public methods
}
}