///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; } }
protected bool DoVectorRotationHandle(TransformSpace space, Vector3 position, ref Vector3 euler) { return(SceneGUIUtility.DoVectorRotationHandle(this, space, position, ref euler)); }