46 lines
No EOL
1.8 KiB
C#
46 lines
No EOL
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if ENABLE_VR || ENABLE_AR
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using UnityEngine.XR.LegacyInputHelpers;
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namespace UnityEditor.XR.LegacyInputHelpers
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{
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[CustomEditor(typeof(TransitionArmModel))]
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internal class TransitionArmModelEditor : Editor
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{
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static class Styles
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{
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public static GUIContent poseSourceLabel = EditorGUIUtility.TrTextContent("Angular Velocity Source", "The source of angular velocity which is used to transition to queued arm models");
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public static GUIContent armModelSourceLabel = EditorGUIUtility.TrTextContent("Current Arm Model", "The current arm model ");
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public static GUIContent armModelTransitions = EditorGUIUtility.TrTextContent("Configuration", "Arm models that the transition arm model can blend to when receiving the event corresponding to the transition");
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}
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SerializedProperty m_PoseSourceProp = null;
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SerializedProperty m_ArmModelProp = null;
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SerializedProperty m_ArmModelTransitions = null;
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void OnEnable()
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{
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m_PoseSourceProp = this.serializedObject.FindProperty("m_PoseSource");
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m_ArmModelProp = this.serializedObject.FindProperty("m_CurrentArmModelComponent");
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m_ArmModelTransitions = this.serializedObject.FindProperty("m_ArmModelTransitions");
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}
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_PoseSourceProp, Styles.poseSourceLabel);
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EditorGUILayout.PropertyField(m_ArmModelProp, Styles.armModelSourceLabel);
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EditorGUILayout.PropertyField(m_ArmModelTransitions, Styles.armModelTransitions,true);
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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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#endif |