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

86 lines
4.2 KiB
C#

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."
);
}
}