示例#1
0
        internal void SwitchToEditMode()
        {
            // Lock inspector
            ChangeInspectorLock(true);

            string assetPath = AssetDatabase.GetAssetPath(target);
            AvatarConfigurationStage stage = AvatarConfigurationStage.CreateStage(assetPath, this);

            StageUtility.GoToStage(stage, true);

            m_EditMode = EditMode.Starting;

            // Instantiate character
            m_GameObject = stage.gameObject;
            if (serializedAssetImporter.FindProperty("m_OptimizeGameObjects").boolValue)
            {
                AnimatorUtility.DeoptimizeTransformHierarchy(m_GameObject);
            }

            SerializedProperty humanBoneArray = serializedAssetImporter.FindProperty("m_HumanDescription.m_Human");

            // First get all available modelBones
            Dictionary <Transform, bool> modelBones = AvatarSetupTool.GetModelBones(m_GameObject.transform, true, null);

            AvatarSetupTool.BoneWrapper[] humanBones = AvatarSetupTool.GetHumanBones(humanBoneArray, modelBones);

            m_ModelBones = AvatarSetupTool.GetModelBones(m_GameObject.transform, false, humanBones);

            // Unfold all nodes in hierarchy
            // TODO@MECANIM: Only expand actual bones
            foreach (SceneHierarchyWindow shw in Resources.FindObjectsOfTypeAll(typeof(SceneHierarchyWindow)))
            {
                shw.SetExpandedRecursive(m_GameObject.GetInstanceID(), true);
            }

            CreateEditor();

            m_EditMode = EditMode.Editing;
        }
        private void OnEnable()
        {
            NuitrackPreviewStage stage = CreateInstance <NuitrackPreviewStage>();

            StageUtility.GoToStage(stage, true);
            stage.SceneSetup(target);

            Selection.activeObject = target;

            poseWrapper = new NuitrackPoseWrapper(serializedObject);

            skeletonMapper             = new SkeletonMapperGUI <Transform>(NuitrackPoseWrapper.JointsMask, null, colorTheme);
            skeletonMapper.OnSelected += SkeletonMapper_OnSelected;

            skeletonPoseView = new SkeletonPoseView(null, NuitrackPoseWrapper.JointsMask, colorTheme);
            skeletonPoseView.OnBoneSetActive        += OnBoneActivated;
            skeletonPoseView.OnBoneDelete           += OnBoneDeactivated;
            skeletonPoseView.OnBoneRotate           += SkeletonPoseView_OnBoneRotate;
            skeletonPoseView.OnBoneToleranceChanged += SkeletonPoseView_OnBoneToleranceChanged;

            SceneView.duringSceneGui += OnSceneGUI;
        }