private void LowerLegConfigurationInspector(ref FootTarget.TargetedLowerLegBone lowerLeg, bool isLeft) { if (lowerLeg.bone.transform != null) { GUI.SetNextControlName(lowerLeg.bone.transform.name + "00"); } lowerLeg.bone.transform = (Transform)EditorGUILayout.ObjectField("Lower Leg Bone", lowerLeg.bone.transform, typeof(Transform), true); if (lowerLeg.bone.transform != null) { EditorGUI.indentLevel++; lowerLeg.bone.jointLimitations = EditorGUILayout.Toggle("Joint Limitations", lowerLeg.bone.jointLimitations); if (lowerLeg.bone.jointLimitations) { lowerLeg.bone.maxAngle = EditorGUILayout.Slider("Max Angle", lowerLeg.bone.maxAngle, 0, 180); } //EditorGUILayout.BeginHorizontal(); //lowerLeg.bone.maxAngle = EditorGUILayout.Slider("Max Angle", lowerLeg.bone.maxAngle, 0, 180); //if (GUILayout.Button("R", GUILayout.Width(20))) { // lowerLeg.bone.maxAngle = FootTarget.maxLowerLegAngle; //} //EditorGUILayout.EndHorizontal(); //if (isLeft) // Target_Editor.BoneAngleInspector(lowerLegMinX, lowerLegMaxX, FootTarget.minLeftLowerLegAngles.x, FootTarget.maxLeftLowerLegAngles.x, lowerLegYname, "X Limits"); //else // Target_Editor.BoneAngleInspector(lowerLegMinX, lowerLegMaxX, FootTarget.minRightLowerLegAngles.x, FootTarget.maxRightLowerLegAngles.x, lowerLegYname, "X Limits"); EditorGUI.indentLevel--; } }
private void UpdateLowerLegBones(FootTarget.TargetedLowerLegBone lowerLeg) { //if (lowerLeg.bone.transform == null) // return; //lowerLeg.bone.minAngles.x = lowerLegMinX.floatValue; //lowerLeg.bone.maxAngles.x = lowerLegMaxX.floatValue; }
//private string lowerLegYname; //private SerializedProperty lowerLegMinX; //private SerializedProperty lowerLegMaxX; private void InitLowerLegConfiguration(FootTarget.TargetedLowerLegBone lowerLeg) { //if (lowerLeg.bone.transform == null) // return; //lowerLegYname = lowerLeg.bone.transform.name + "X"; //lowerLegMinX = serializedObject.FindProperty("lowerLeg.bone.minAngles.x"); //lowerLegMaxX = serializedObject.FindProperty("lowerLeg.bone.maxAngles.x"); }
public static float LimitKneeAngle(FootTarget.TargetedLowerLegBone lowerLeg, float angle) { return(UnityAngles.Clamp(angle, 0, lowerLeg.bone.maxAngle)); }