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using System.Collections;using System.Collections.Generic;using UnityEngine;
#if ENABLE_VR || ENABLE_AR
using UnityEngine.XR.LegacyInputHelpers;
namespace UnityEditor.XR.LegacyInputHelpers{ [CustomEditor(typeof(ArmModel))] internal class ArmModelEditor : Editor {
protected static class ArmModelStyles { public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Input Pose Source", "The source of the 3dof controller data"); public static GUIContent headPositionSourceLabel = EditorGUIUtility.TrTextContent("Head Position Source", "The source of head position data used by the arm model"); public static GUIContent isLockedToNeckLabel = EditorGUIUtility.TrTextContent("Lock To Neck", "If true, the root of the pose is locked to the local position of the player's neck"); public static GUIContent armExtensionOffsetLabel = EditorGUIUtility.TrTextContent("Arm Extension Offset", "Offset applied to the elbow position as the controller is rotated upwards"); public static GUIContent elbowBendRatioLabel = EditorGUIUtility.TrTextContent("Elbow Bend Ratio", "Amount of the controller's rotation to apply to the elbow");
public static GUIContent elbowRestPositionLabel = EditorGUIUtility.TrTextContent("Elbow","The Elbow's Position relative to the users head"); public static GUIContent wristRestPositionLabel = EditorGUIUtility.TrTextContent("Wrist","The Wrist's Position relative to the users head"); public static GUIContent controllerRestPositionLabel = EditorGUIUtility.TrTextContent("Controller", "The Controller position relative to the users head");
public static GUIContent restPositionLabel = EditorGUIUtility.TrTextContent("Rest Position"); } protected SerializedProperty m_PoseSourceProp = null; protected SerializedProperty m_HeadGameObjectProp = null; protected SerializedProperty m_IsLockedToNeckProp = null; protected SerializedProperty m_ArmExtensionOffsetProp = null; protected SerializedProperty m_EblowRestPositionProp = null; protected SerializedProperty m_WristRestPositionProp = null; protected SerializedProperty m_ControllerRestPositionProp = null; protected SerializedProperty m_ElbowBendRatioProp = null;
protected bool m_ExpandRestPosition = false; protected virtual void OnEnable() { m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource"); m_HeadGameObjectProp = this.serializedObject.FindProperty("m_HeadPoseSource"); m_IsLockedToNeckProp = this.serializedObject.FindProperty("m_IsLockedToNeck"); m_ArmExtensionOffsetProp = this.serializedObject.FindProperty("m_ElbowRestPosition"); m_EblowRestPositionProp = this.serializedObject.FindProperty("m_ElbowRestPosition"); m_WristRestPositionProp = this.serializedObject.FindProperty("m_WristRestPosition"); m_ControllerRestPositionProp = this.serializedObject.FindProperty("m_ControllerRestPosition"); m_ElbowBendRatioProp = this.serializedObject.FindProperty("m_ElbowBendRatio"); }
public override void OnInspectorGUI() { serializedObject.Update(); EditorGUILayout.PropertyField(m_PoseSourceProp, ArmModelStyles.poseSourceLabel); EditorGUILayout.PropertyField(m_HeadGameObjectProp, ArmModelStyles.headPositionSourceLabel); EditorGUILayout.PropertyField(m_ArmExtensionOffsetProp, ArmModelStyles.armExtensionOffsetLabel); EditorGUILayout.PropertyField(m_ElbowBendRatioProp, ArmModelStyles.elbowBendRatioLabel); EditorGUILayout.PropertyField(m_IsLockedToNeckProp, ArmModelStyles.isLockedToNeckLabel); m_ExpandRestPosition = EditorGUILayout.Foldout(m_ExpandRestPosition,ArmModelStyles.restPositionLabel); if (m_ExpandRestPosition) { using (EditorGUI.IndentLevelScope indent = new EditorGUI.IndentLevelScope()) { EditorGUILayout.PropertyField(m_EblowRestPositionProp, ArmModelStyles.elbowRestPositionLabel); EditorGUILayout.PropertyField(m_WristRestPositionProp, ArmModelStyles.wristRestPositionLabel); EditorGUILayout.PropertyField(m_ControllerRestPositionProp, ArmModelStyles.controllerRestPositionLabel); }
} serializedObject.ApplyModifiedProperties(); } }}
#endif
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