/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using UnityEditor.SceneManagement; using BoneId = OVRSkeleton.BoneId; [CustomEditor(typeof(OVRCustomSkeleton))] public class OVRCustomSkeletonEditor : Editor { public override void OnInspectorGUI() { DrawPropertiesExcluding(serializedObject, new string[] { "_customBones" }); serializedObject.ApplyModifiedProperties(); OVRCustomSkeleton skeleton = (OVRCustomSkeleton)target; OVRSkeleton.SkeletonType skeletonType = skeleton.GetSkeletonType(); if (skeletonType == OVRSkeleton.SkeletonType.None) { EditorGUILayout.HelpBox("Please select a SkeletonType.", MessageType.Warning); } else { if (GUILayout.Button("Auto Map Bones")) { skeleton.TryAutoMapBonesByName(); EditorUtility.SetDirty(skeleton); EditorSceneManager.MarkSceneDirty(skeleton.gameObject.scene); } EditorGUILayout.LabelField("Bones", EditorStyles.boldLabel); BoneId start = skeleton.GetCurrentStartBoneId(); BoneId end = skeleton.GetCurrentEndBoneId(); if (start != BoneId.Invalid && end != BoneId.Invalid) { for (int i = (int)start; i < (int)end; ++i) { string boneName = OVRSkeleton.BoneLabelFromBoneId(skeletonType, (BoneId)i); skeleton.CustomBones[i] = (Transform)EditorGUILayout.ObjectField(boneName, skeleton.CustomBones[i], typeof(Transform), true); } } } } }