Esempio n. 1
0
        protected void ResetMuscleToDefault()
        {
            Avatar avatar = null;

            if (base.gameObject != null)
            {
                Animator component = base.gameObject.GetComponent(typeof(Animator)) as Animator;
                avatar = component.avatar;
            }
            for (int i = 0; i < this.m_MuscleCount; i++)
            {
                float muscleDefaultMin = HumanTrait.GetMuscleDefaultMin(i);
                float muscleDefaultMax = HumanTrait.GetMuscleDefaultMax(i);
                if ((this.m_MuscleMin[i] != null) && (this.m_MuscleMax[i] != null))
                {
                    this.m_MuscleMin[i].floatValue = this.m_MuscleMinEdit[i] = muscleDefaultMin;
                    this.m_MuscleMax[i].floatValue = this.m_MuscleMaxEdit[i] = muscleDefaultMax;
                }
                int index = HumanTrait.BoneFromMuscle(i);
                if ((this.m_Modified[index] != null) && (index != -1))
                {
                    this.m_Modified[index].boolValue = false;
                }
                if (avatar != null)
                {
                    avatar.SetMuscleMinMax(i, muscleDefaultMin, muscleDefaultMax);
                }
            }
            this.WritePose();
        }
        protected void ResetMuscleToDefault()
        {
            Avatar avatar = (Avatar)null;

            if ((UnityEngine.Object) this.gameObject != (UnityEngine.Object)null)
            {
                avatar = (this.gameObject.GetComponent(typeof(Animator)) as Animator).avatar;
            }
            for (int index1 = 0; index1 < this.m_MuscleCount; ++index1)
            {
                float muscleDefaultMin = HumanTrait.GetMuscleDefaultMin(index1);
                float muscleDefaultMax = HumanTrait.GetMuscleDefaultMax(index1);
                if (this.m_MuscleMin[index1] != null && this.m_MuscleMax[index1] != null)
                {
                    this.m_MuscleMin[index1].floatValue = this.m_MuscleMinEdit[index1] = muscleDefaultMin;
                    this.m_MuscleMax[index1].floatValue = this.m_MuscleMaxEdit[index1] = muscleDefaultMax;
                }
                int index2 = HumanTrait.BoneFromMuscle(index1);
                if (this.m_Modified[index2] != null && index2 != -1)
                {
                    this.m_Modified[index2].boolValue = false;
                }
                if ((UnityEngine.Object)avatar != (UnityEngine.Object)null)
                {
                    avatar.SetMuscleMinMax(index1, muscleDefaultMin, muscleDefaultMax);
                }
            }
            this.WritePose();
        }
Esempio n. 3
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    static int BoneFromMuscle(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        int arg0 = (int)LuaScriptMgr.GetNumber(L, 1);
        int o    = HumanTrait.BoneFromMuscle(arg0);

        LuaScriptMgr.Push(L, o);
        return(1);
    }
Esempio n. 4
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        protected bool UpdateMuscle(int muscleId, float min, float max)
        {
            Undo.RegisterCompleteObjectUndo(this, "Updated muscle range");
            m_MuscleMin[muscleId].floatValue = min;
            m_MuscleMax[muscleId].floatValue = max;

            int humanId = HumanTrait.BoneFromMuscle(muscleId);

            if (humanId != -1)
            {
                if (!m_Modified[humanId].boolValue)
                {
                    int mx = HumanTrait.MuscleFromBone(humanId, 0);
                    int my = HumanTrait.MuscleFromBone(humanId, 1);
                    int mz = HumanTrait.MuscleFromBone(humanId, 2);

                    if (mx != -1 && mx != muscleId)
                    {
                        m_MuscleMin[mx].floatValue = HumanTrait.GetMuscleDefaultMin(mx);
                        m_MuscleMax[mx].floatValue = HumanTrait.GetMuscleDefaultMax(mx);
                    }

                    if (my != -1 && my != muscleId)
                    {
                        m_MuscleMin[my].floatValue = HumanTrait.GetMuscleDefaultMin(my);
                        m_MuscleMax[my].floatValue = HumanTrait.GetMuscleDefaultMax(my);
                    }

                    if (mz != -1 && mz != muscleId)
                    {
                        m_MuscleMin[mz].floatValue = HumanTrait.GetMuscleDefaultMin(mz);
                        m_MuscleMax[mz].floatValue = HumanTrait.GetMuscleDefaultMax(mz);
                    }
                }

                m_Modified[humanId].boolValue = true;
            }

            // OnSceneGUI need focused muscle to know which one to draw
            m_FocusedMuscle = muscleId;

            // For live update, update instanciate avatar to adjust pose
            if (gameObject != null)
            {
                Animator animator = gameObject.GetComponent(typeof(Animator)) as Animator;
                Avatar   avatar   = animator.avatar;
                avatar.SetMuscleMinMax(muscleId, min, max);
            }

            // Need to repaint scene to update muscle range handle
            SceneView.RepaintAll();

            return(gameObject != null);
        }
        public override void OnSceneGUI()
        {
            AvatarSkeletonDrawer.DrawSkeleton(this.root, this.modelBones);
            if ((UnityEngine.Object) this.gameObject == (UnityEngine.Object)null || (this.m_FocusedMuscle == -1 || (UnityEngine.Object)(this.gameObject.GetComponent(typeof(Animator)) as Animator) == (UnityEngine.Object)null))
            {
                return;
            }
            int humanId = HumanTrait.BoneFromMuscle(this.m_FocusedMuscle);

            if (humanId == -1)
            {
                return;
            }
            this.DrawMuscleHandle(this.m_Bones[humanId].bone, humanId);
        }
Esempio n. 6
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 public override void OnSceneGUI()
 {
     AvatarSkeletonDrawer.DrawSkeleton(base.root, base.modelBones);
     if (base.gameObject != null)
     {
         Animator component = base.gameObject.GetComponent(typeof(Animator)) as Animator;
         if ((this.m_FocusedMuscle != -1) && (component != null))
         {
             int humanId = HumanTrait.BoneFromMuscle(this.m_FocusedMuscle);
             if (humanId != -1)
             {
                 this.DrawMuscleHandle(this.m_Bones[humanId].bone, humanId);
             }
         }
     }
 }
Esempio n. 7
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 public override void OnSceneGUI()
 {
     AvatarSkeletonDrawer.DrawSkeleton(base.root, base.modelBones);
     if (!(base.gameObject == null))
     {
         Animator x = base.gameObject.GetComponent(typeof(Animator)) as Animator;
         if (this.m_FocusedMuscle != -1 && !(x == null))
         {
             int num = HumanTrait.BoneFromMuscle(this.m_FocusedMuscle);
             if (num != -1)
             {
                 this.DrawMuscleHandle(this.m_Bones[num].bone, num);
             }
         }
     }
 }
        protected bool UpdateMuscle(int muscleId, float min, float max)
        {
            Undo.RegisterCompleteObjectUndo((UnityEngine.Object) this, "Updated muscle range");
            this.m_MuscleMin[muscleId].floatValue = min;
            this.m_MuscleMax[muscleId].floatValue = max;
            int index = HumanTrait.BoneFromMuscle(muscleId);

            if (index != -1)
            {
                this.m_Modified[index].boolValue = true;
            }
            this.m_FocusedMuscle = muscleId;
            if ((UnityEngine.Object) this.gameObject != (UnityEngine.Object)null)
            {
                (this.gameObject.GetComponent(typeof(Animator)) as Animator).avatar.SetMuscleMinMax(muscleId, min, max);
            }
            SceneView.RepaintAll();
            return((UnityEngine.Object) this.gameObject != (UnityEngine.Object)null);
        }
    public static int BoneFromMuscle_s(IntPtr l)
    {
        int result;

        try
        {
            int i;
            LuaObject.checkType(l, 1, out i);
            int i2 = HumanTrait.BoneFromMuscle(i);
            LuaObject.pushValue(l, true);
            LuaObject.pushValue(l, i2);
            result = 2;
        }
        catch (Exception e)
        {
            result = LuaObject.error(l, e);
        }
        return(result);
    }
Esempio n. 10
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        protected bool UpdateMuscle(int muscleId, float min, float max)
        {
            Undo.RegisterCompleteObjectUndo(this, "Updated muscle range");
            this.m_MuscleMin[muscleId].floatValue = min;
            this.m_MuscleMax[muscleId].floatValue = max;
            int num = HumanTrait.BoneFromMuscle(muscleId);

            if (num != -1)
            {
                if (!this.m_Modified[num].boolValue)
                {
                    int num2 = HumanTrait.MuscleFromBone(num, 0);
                    int num3 = HumanTrait.MuscleFromBone(num, 1);
                    int num4 = HumanTrait.MuscleFromBone(num, 2);
                    if (num2 != -1 && num2 != muscleId)
                    {
                        this.m_MuscleMin[num2].floatValue = HumanTrait.GetMuscleDefaultMin(num2);
                        this.m_MuscleMax[num2].floatValue = HumanTrait.GetMuscleDefaultMax(num2);
                    }
                    if (num3 != -1 && num3 != muscleId)
                    {
                        this.m_MuscleMin[num3].floatValue = HumanTrait.GetMuscleDefaultMin(num3);
                        this.m_MuscleMax[num3].floatValue = HumanTrait.GetMuscleDefaultMax(num3);
                    }
                    if (num4 != -1 && num4 != muscleId)
                    {
                        this.m_MuscleMin[num4].floatValue = HumanTrait.GetMuscleDefaultMin(num4);
                        this.m_MuscleMax[num4].floatValue = HumanTrait.GetMuscleDefaultMax(num4);
                    }
                }
                this.m_Modified[num].boolValue = true;
            }
            this.m_FocusedMuscle = muscleId;
            if (base.gameObject != null)
            {
                Animator animator = base.gameObject.GetComponent(typeof(Animator)) as Animator;
                Avatar   avatar   = animator.avatar;
                avatar.SetMuscleMinMax(muscleId, min, max);
            }
            SceneView.RepaintAll();
            return(base.gameObject != null);
        }
Esempio n. 11
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        public override void OnSceneGUI()
        {
            AvatarSkeletonDrawer.DrawSkeleton(root, modelBones);

            if (gameObject == null)
            {
                return;
            }

            Animator animator = gameObject.GetComponent(typeof(Animator)) as Animator;

            if (m_FocusedMuscle == -1 || animator == null)
            {
                return;
            }

            int humanId = HumanTrait.BoneFromMuscle(m_FocusedMuscle);

            if (humanId != -1)
            {
                DrawMuscleHandle(m_Bones[humanId].bone, humanId);
            }
        }
Esempio n. 12
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        protected void ResetMuscleToDefault()
        {
            Avatar avatar = null;

            // For live update, update instanciate avatar to adjust pose
            if (gameObject != null)
            {
                Animator animator = gameObject.GetComponent(typeof(Animator)) as Animator;
                avatar = animator.avatar;
            }

            for (int i = 0; i < m_MuscleCount; i++)
            {
                float min = HumanTrait.GetMuscleDefaultMin(i);
                float max = HumanTrait.GetMuscleDefaultMax(i);

                if (m_MuscleMin[i] != null && m_MuscleMax[i] != null)
                {
                    m_MuscleMin[i].floatValue = m_MuscleMinEdit[i] = min;
                    m_MuscleMax[i].floatValue = m_MuscleMaxEdit[i] = max;
                }

                int humanId = HumanTrait.BoneFromMuscle(i);
                if (m_Modified[humanId] != null && humanId != -1)
                {
                    m_Modified[humanId].boolValue = false;
                }

                if (avatar != null)
                {
                    avatar.SetMuscleMinMax(i, min, max);
                }
            }

            WritePose();
        }
 public static string GetBoneName(int muscleId)
 {
     string[] boneName = HumanTrait.BoneName;
     return(boneName [HumanTrait.BoneFromMuscle(muscleId)]);
 }
Esempio n. 14
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 public static HumanBodyBones GetBoneFromMuscle(int muscleID)
 {
     return((HumanBodyBones)HumanTrait.BoneFromMuscle(muscleID));
 }