RoboticArms/Library/PackageCache/com.unity.animation.rigging@68167b505d2b/Editor/AnimationRig/Constraints/BlendConstraintEditor.cs
2025-11-17 15:16:36 +07:00

164 lines
7.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations.Rigging;
namespace UnityEditor.Animations.Rigging
{
[CustomEditor(typeof(BlendConstraint))]
[CanEditMultipleObjects]
class BlendConstraintEditor : Editor
{
static class Content
{
public static readonly GUIContent sourceObjects = new GUIContent(CommonContent.sourceObjects.text);
public static readonly GUIContent sourceA = EditorGUIUtility.TrTextContent(
"Source A",
"The first source GameObject that influences the position and rotation of the Constrained Object."
);
public static readonly GUIContent sourceB = EditorGUIUtility.TrTextContent(
"Source B",
"The second source GameObject that influences the position and rotation of the Constrained Object."
);
public static readonly GUIContent settings = CommonContent.settings;
public static readonly GUIContent maintainOffset = CommonContent.maintainOffset;
public static readonly GUIContent blendPosition = EditorGUIUtility.TrTextContent(
"Blend A | B Position",
"If enabled, the constrained GameObject's position blends between those of Source A and Source B by the specified amount."
);
public static readonly GUIContent blendRotation = EditorGUIUtility.TrTextContent(
"Blend A | B Rotation",
"If enabled, the constrained GameObject's rotation blends between those of Source A and Source B by the specified amount."
);
}
SerializedProperty m_Weight;
SerializedProperty m_ConstrainedObject;
SerializedProperty m_SourceA;
SerializedProperty m_SourceB;
SerializedProperty m_BlendPosition;
SerializedProperty m_BlendRotation;
SerializedProperty m_PositionWeight;
SerializedProperty m_RotationWeight;
SerializedProperty m_MaintainPositionOffsets;
SerializedProperty m_MaintainRotationOffsets;
readonly FoldoutState m_SourceObjectsToggle = FoldoutState.ForSourceObjects<BlendConstraintEditor>();
readonly FoldoutState m_SettingsToggle = FoldoutState.ForSettings<BlendConstraintEditor>();
void OnEnable()
{
m_Weight = serializedObject.FindProperty("m_Weight");
var data = serializedObject.FindProperty("m_Data");
m_ConstrainedObject = data.FindPropertyRelative("m_ConstrainedObject");
m_SourceA = data.FindPropertyRelative("m_SourceA");
m_SourceB = data.FindPropertyRelative("m_SourceB");
m_BlendPosition = data.FindPropertyRelative("m_BlendPosition");
m_BlendRotation = data.FindPropertyRelative("m_BlendRotation");
m_PositionWeight = data.FindPropertyRelative("m_PositionWeight");
m_RotationWeight = data.FindPropertyRelative("m_RotationWeight");
m_MaintainPositionOffsets = data.FindPropertyRelative("m_MaintainPositionOffsets");
m_MaintainRotationOffsets = data.FindPropertyRelative("m_MaintainRotationOffsets");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(m_Weight, CommonContent.weight);
EditorGUILayout.PropertyField(m_ConstrainedObject, CommonContent.constrainedObject);
m_SourceObjectsToggle.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SourceObjectsToggle.value, Content.sourceObjects);
if (m_SourceObjectsToggle.value)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(m_SourceA, Content.sourceA);
EditorGUILayout.PropertyField(m_SourceB, Content.sourceB);
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFoldoutHeaderGroup();
m_SettingsToggle.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_SettingsToggle.value, Content.settings);
if (m_SettingsToggle.value)
{
EditorGUI.indentLevel++;
MaintainOffsetHelper.DoDropdown(Content.maintainOffset, m_MaintainPositionOffsets, m_MaintainRotationOffsets);
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(m_BlendPosition, Content.blendPosition);
using (new EditorGUI.DisabledScope(!m_BlendPosition.boolValue))
EditorGUILayout.PropertyField(m_PositionWeight, GUIContent.none);
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal();
EditorGUILayout.PropertyField(m_BlendRotation, Content.blendRotation);
using (new EditorGUI.DisabledScope(!m_BlendRotation.boolValue))
EditorGUILayout.PropertyField(m_RotationWeight, GUIContent.none);
EditorGUILayout.EndHorizontal();
EditorGUI.indentLevel--;
}
EditorGUILayout.EndFoldoutHeaderGroup();
serializedObject.ApplyModifiedProperties();
}
[MenuItem("CONTEXT/BlendConstraint/Transfer motion to skeleton", false, 612)]
public static void TransferMotionToSkeleton(MenuCommand command)
{
var constraint = command.context as BlendConstraint;
BakeUtils.TransferMotionToSkeleton(constraint);
}
[MenuItem("CONTEXT/BlendConstraint/Transfer motion to skeleton", true)]
public static bool TransferMotionValidate(MenuCommand command)
{
var constraint = command.context as BlendConstraint;
return BakeUtils.TransferMotionValidate(constraint);
}
}
[BakeParameters(typeof(BlendConstraint))]
class BlendConstraintBakeParameters : BakeParameters<BlendConstraint>
{
public override bool canBakeToSkeleton => true;
public override bool canBakeToConstraint => false;
public override IEnumerable<EditorCurveBinding> GetSourceCurveBindings(RigBuilder rigBuilder, BlendConstraint constraint)
{
var bindings = new List<EditorCurveBinding>();
var sourceA = constraint.data.sourceObjectA;
var sourceB = constraint.data.sourceObjectB;
if (constraint.data.blendPosition)
{
EditorCurveBindingUtils.CollectPositionBindings(rigBuilder.transform, sourceA, bindings);
EditorCurveBindingUtils.CollectPositionBindings(rigBuilder.transform, sourceB, bindings);
}
if (constraint.data.blendRotation)
{
EditorCurveBindingUtils.CollectRotationBindings(rigBuilder.transform, sourceA, bindings);
EditorCurveBindingUtils.CollectRotationBindings(rigBuilder.transform, sourceB, bindings);
}
return bindings;
}
public override IEnumerable<EditorCurveBinding> GetConstrainedCurveBindings(RigBuilder rigBuilder, BlendConstraint constraint)
{
var bindings = new List<EditorCurveBinding>();
var constrained = constraint.data.constrainedObject;
if (constraint.data.blendPosition)
EditorCurveBindingUtils.CollectPositionBindings(rigBuilder.transform, constrained, bindings);
if(constraint.data.blendRotation)
EditorCurveBindingUtils.CollectRotationBindings(rigBuilder.transform, constrained, bindings);
return bindings;
}
}
}