using UnityEngine; namespace UnityEditor.Animations.Rigging { static class CommonContent { public static readonly GUIContent constrainedAxesPosition = EditorGUIUtility.TrTextContent( "Constrained Axes", "Specifies the axes to which the constraint can apply translation." ); public static readonly GUIContent constrainedAxesRotation = EditorGUIUtility.TrTextContent( "Constrained Axes", "Specifies the axes to which the constraint can apply rotation." ); public static readonly GUIContent constrainedObject = EditorGUIUtility.TrTextContent( "Constrained Object", "The GameObject affected by the Source Objects." ); public static readonly GUIContent maintainOffset = EditorGUIUtility.TrTextContent( "Maintain Offset", "Specifies whether to maintain the initial offset between the Constrained Object and the Source Objects" ); public static readonly GUIContent maintainPositionOffset = EditorGUIUtility.TrTextContent( "Maintain Offset", "Specifies whether to maintain the initial position offset between the Constrained Object and the Source Objects." ); public static readonly GUIContent maintainRotationOffset = EditorGUIUtility.TrTextContent( "Maintain Offset", "Specifies whether to maintain the initial rotation offset between the Constrained Object and the Source Objects." ); public static readonly GUIContent maintainIKTargetOffset = EditorGUIUtility.TrTextContent( "Maintain Target Offset", "Specifies whether to maintain the initial offset between the Tip and the Target." ); public static readonly GUIContent offsetPosition = EditorGUIUtility.TrTextContent( "Offset", "Specifies an additional local space translation offset to apply to the Constrained Object, after it has been translated toward its target." ); public static readonly GUIContent offsetRotation = EditorGUIUtility.TrTextContent( "Offset", "Specifies an additional local space rotation offset to apply to the Constrained Object, after it has been rotated toward its target." ); public static readonly GUIContent settings = EditorGUIUtility.TrTextContent( "Settings" ); public static readonly GUIContent sourceObjects = EditorGUIUtility.TrTextContent( "Source Objects", "The list of GameObjects that influence the Constrained Object's position and orientation, and the amount of weight they contribute to the final pose. " + "The constraint applies linearly interpolated, weighted translation and rotation toward each target. " + "The order of Source Objects does not affect the result." ); public static readonly GUIContent sourceObjectsWeightedPosition = EditorGUIUtility.TrTextContent( "Source Objects", "The list of GameObjects that influence the Constrained Object's position, and the amount of weight they contribute to the final pose. " + "The constraint calculates translation toward each target to produce a weighted sum. " + "The order of Source Objects does not affect the result." ); public static readonly GUIContent sourceObjectsWeightedRotation = EditorGUIUtility.TrTextContent( "Source Objects", "The list of GameObjects that influence the Constrained Object's orientation, and the amount of weight they contribute to the final pose. " + "The constraint calculates rotation toward each target to produce a weighted sum. " + "The order of Source Objects does not affect the result." ); public static readonly GUIContent weight = EditorGUIUtility.TrTextContent( "Weight", "The overall weight of the constraint. " + "If set to 0, the constraint has no influence on the Constrained Object. " + "When set to 1, it applies full influence with the current settings. " + "Intermediate values are interpolated linearly." ); } }