public static void ExtendInputList(ref HandInput.PoseInput[] inputList) { HandInput.PoseInput[] newInputList = new HandInput.PoseInput[inputList.Length + 1]; for (int i = 0; i < inputList.Length; i++) { newInputList[i] = inputList[i]; } inputList = newInputList; }
private void SetHandPoseInput(SerializedProperty inputProp, HandInput.PoseInput poseInput, int poseIndex, HandTarget handTarget) { EditorGUILayout.BeginHorizontal(); EditorGUI.indentLevel--; //poseInput.poseId = (HandPoses.PoseId)EditorGUILayout.EnumPopup(poseInput.poseId, GUILayout.Width(80)); poseInput.poseId = EditorGUILayout.Popup(poseInput.poseId, handPoseNames, GUILayout.Width(80)); SetInput(inputProp, poseInput, handTarget.gameObject); EditorGUI.indentLevel++; EditorGUILayout.EndHorizontal(); }
public static void CleanupKeyboardInput(ref HandInput.PoseInput[] inputList) { // assumes exactly 1 None keycode in the list (except the last) HandInput.PoseInput[] newInputList = new HandInput.PoseInput[inputList.Length - 1]; int j = 0; for (int i = 0; i < inputList.Length - 1; i++) { if (inputList[i].poseId != 0) { newInputList[j++] = inputList[i]; } } newInputList[j] = new HandInput.PoseInput(); inputList = newInputList; }