mirror of
https://github.com/xiaopeng12138/MaiDXR.git
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67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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using BoneId = OVRSkeleton.BoneId;
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[CustomEditor(typeof(OVRCustomSkeleton))]
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public class OVRCustomSkeletonEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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DrawPropertiesExcluding(serializedObject, new string[] { "_customBones" });
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serializedObject.ApplyModifiedProperties();
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OVRCustomSkeleton skeleton = (OVRCustomSkeleton)target;
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OVRSkeleton.SkeletonType skeletonType = skeleton.GetSkeletonType();
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if (skeletonType == OVRSkeleton.SkeletonType.None)
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{
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EditorGUILayout.HelpBox("Please select a SkeletonType.", MessageType.Warning);
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}
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else
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{
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if (GUILayout.Button("Auto Map Bones"))
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{
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skeleton.TryAutoMapBonesByName();
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EditorUtility.SetDirty(skeleton);
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EditorSceneManager.MarkSceneDirty(skeleton.gameObject.scene);
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}
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EditorGUILayout.LabelField("Bones", EditorStyles.boldLabel);
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BoneId start = skeleton.GetCurrentStartBoneId();
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BoneId end = skeleton.GetCurrentEndBoneId();
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if (start != BoneId.Invalid && end != BoneId.Invalid)
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{
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for (int i = (int)start; i < (int)end; ++i)
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{
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string boneName = OVRSkeleton.BoneLabelFromBoneId(skeletonType, (BoneId)i);
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skeleton.CustomBones[i] = (Transform)EditorGUILayout.ObjectField(boneName, skeleton.CustomBones[i], typeof(Transform), true);
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}
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}
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}
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}
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}
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