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(); }
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); }
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); }
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); } } } }
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); }
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); }
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); } }
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)]); }
public static HumanBodyBones GetBoneFromMuscle(int muscleID) { return((HumanBodyBones)HumanTrait.BoneFromMuscle(muscleID)); }