53 lines
2.0 KiB
C#
53 lines
2.0 KiB
C#
using System;
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namespace UnityEngine.Animations.Rigging
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{
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/// <summary>
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/// This class holds the serialized data necessary to build
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/// a rig effector. This is saved in either the RigBuilder, or the Rig component.
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/// </summary>
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[Serializable]
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public class RigEffectorData
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{
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/// <summary>
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/// The effector visual style.
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/// </summary>
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[Serializable]
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public struct Style
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{
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/// <summary>The effector shape. This is represented by a Mesh.</summary>
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public Mesh shape;
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/// <summary>The effector main color.</summary>
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public Color color;
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/// <summary>The</summary>
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public float size;
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/// <summary>The position offset applied to the effector.</summary>
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public Vector3 position;
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/// <summary>The rotation offset applied to the effector.</summary>
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public Vector3 rotation;
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};
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[SerializeField] private Transform m_Transform;
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[SerializeField] private Style m_Style = new Style();
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[SerializeField] private bool m_Visible = true;
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/// <summary>The Transform represented by the effector.</summary>
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public Transform transform { get => m_Transform; }
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/// <summary>The visual style of the effector.</summary>
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public Style style { get => m_Style; }
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/// <summary>The visibility state of the effector. True if visible, false otherwise.</summary>
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public bool visible { get => m_Visible; set => m_Visible = value; }
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/// <summary>
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/// Initializes the effector with a Transform and a default style.
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/// </summary>
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/// <param name="transform">The Transform represented by the effector.</param>
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/// <param name="style">The visual style of the effector.</param>
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public void Initialize(Transform transform, Style style)
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{
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m_Transform = transform;
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m_Style = style;
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}
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}
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}
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