Example #1
0
        ///Just the tools to handle the initial virtual actor reference pos and rot
        void IDirectable.SceneGUI(bool selected)
        {
            if (!selected || !isActive)
            {
                return;
            }

            if (initialTransformation == ActorInitialTransformation.UseOriginal)
            {
                return;
            }

            if (actor != null && root.currentTime == 0)
            {
                var _initPos = initialLocalPosition;
                var _initRot = initialLocalRotation;
                SceneGUIUtility.DoVectorPositionHandle(this, TransformSpace.CutsceneSpace, ref _initPos);
                SceneGUIUtility.DoVectorRotationHandle(this, TransformSpace.CutsceneSpace, _initPos, ref _initRot);
                initialLocalPosition = _initPos;
                initialLocalRotation = _initRot;
            }
        }
Example #2
0
 protected bool DoVectorRotationHandle(TransformSpace space, Vector3 position, ref Vector3 euler)
 {
     return(SceneGUIUtility.DoVectorRotationHandle(this, space, position, ref euler));
 }
Example #3
0
 protected bool DoParameterRotationHandle(AnimatedParameter animParam, TransformSpace space, Vector3 position)
 {
     return(SceneGUIUtility.DoParameterRotationHandle(this, animParam, space, position));
 }
Example #4
0
 protected bool DoVectorPositionHandle(TransformSpace space, ref Vector3 position)
 {
     return(SceneGUIUtility.DoVectorPositionHandle(this, space, ref position));
 }
Example #5
0
 protected bool DoParameterPositionHandle(AnimatedParameter animParam, TransformSpace space)
 {
     return(SceneGUIUtility.DoParameterPositionHandle(this, animParam, space));
 }