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- 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);
-
- 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);
- }
-
- /*
- * End Property box
- * */
- private static void EndProperty(SerializedProperty prop) {
- EditorGUILayout.EndVertical();
- if (prop.isExpanded) EditorGUILayout.Space();
- EditorGUI.indentLevel = 1;
- }
- }
- }
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