Ejemplo n.º 1
0
    // Function to get all the VHP components.
    private void GetVHPComponents()
    {
        if (gameObject.GetComponent <VHPEmotions>())
        {
            m_VHPEmotions = gameObject.GetComponent <VHPEmotions>();
        }

        if (gameObject.GetComponent <VHPGaze>())
        {
            m_VHPGaze = gameObject.GetComponent <VHPGaze>();
        }

        if (gameObject.GetComponent <VHPLipSync>())
        {
            m_VHPLipSync = gameObject.GetComponent <VHPLipSync>();
        }
    }
Ejemplo n.º 2
0
    public override void OnInspectorGUI()
    {
        myVHTGaze = (VHPGaze)target;

        serializedObject.Update();

        base.OnInspectorGUI();

        if (myVHTGaze.gazeBehavior == VHPGaze.GazeBehavior.PROBABILISTIC)
        {
            // Displaying an object field to add the interest field prefab if the gaze behavior of the character is set to probabilistic.
            string interestFieldPrefabTooltip = "Add the Gaze Interest Field Prefab(Assets/Virtual Human Toolkit/Prefabs/).";
            EditorGUILayout.PropertyField(m_interestFieldPrefab, new GUIContent("Interest Field Prefab", interestFieldPrefabTooltip));
            //myVHTGaze.interestFieldPrefab = (GameObject)EditorGUILayout.ObjectField(new GUIContent("Interest Field Prefab", interestFieldPrefabTooltip), myVHTGaze.interestFieldPrefab, typeof(GameObject), false)

            string agentModeTooltip = "Enable the agent mode to override upper body rotations when looking at a target (IK pass must be enabled in the animator settings).";
            EditorGUILayout.PropertyField(m_agentMode, new GUIContent("Agent Mode", agentModeTooltip));
        }

        serializedObject.ApplyModifiedProperties();
    }