public SerializedExpressionEditor(SerializedObject serializedObject, VRM10Expression targetObject, PreviewSceneManager previewSceneManager) { this.m_serializedObject = serializedObject; this.m_targetObject = targetObject; m_isBinaryProp = serializedObject.FindProperty(nameof(targetObject.IsBinary)); m_ignoreBlinkProp = serializedObject.FindProperty(nameof(targetObject.OverrideBlink)); m_ignoreLookAtProp = serializedObject.FindProperty(nameof(targetObject.OverrideLookAt)); m_ignoreMouthProp = serializedObject.FindProperty(nameof(targetObject.OverrideMouth)); m_morphTargetBindings = new ReorderableMorphTargetBindingList(serializedObject, previewSceneManager, 20); m_materialColorBindings = new ReorderableMaterialColorBindingList(serializedObject, previewSceneManager?.MaterialNames, 20); m_materialUVBindings = new ReorderableMaterialUVBindingList(serializedObject, previewSceneManager?.MaterialNames, 20); m_items = previewSceneManager.EnumRenderItems .Where(x => x.SkinnedMeshRenderer != null) .ToArray(); }
public SerializedExpressionEditor(SerializedObject serializedObject, VRM10Expression targetObject, PreviewSceneManager previewSceneManager, EditorStatus status) { m_status = status; this.m_serializedObject = serializedObject; this.m_targetObject = targetObject; m_expressionNameProp = serializedObject.FindProperty("expressionName"); m_presetProp = serializedObject.FindProperty("Preset"); m_isBinaryProp = serializedObject.FindProperty("IsBinary"); m_ignoreBlinkProp = serializedObject.FindProperty("IgnoreBlink"); m_ignoreLookAtProp = serializedObject.FindProperty("IgnoreLookAt"); m_ignoreMouthProp = serializedObject.FindProperty("IgnoreMouth"); m_morphTargetBindings = new ReorderableMorphTargetBindingList(serializedObject, previewSceneManager, 20); m_materialColorBindings = new ReorderableMaterialColorBindingList(serializedObject, previewSceneManager?.MaterialNames, 20); m_materialUVBindings = new ReorderableMaterialUVBindingList(serializedObject, previewSceneManager?.MaterialNames, 20); m_items = previewSceneManager.EnumRenderItems .Where(x => x.SkinnedMeshRenderer != null) .ToArray(); }