private void ConfigurationInspector(HipsTarget hipsTarget) { hipsTarget.RetrieveBones(); showConfiguration = EditorGUILayout.Foldout(showConfiguration, "Configuration", true); if (showConfiguration) { EditorGUI.indentLevel++; ChestConfigurationInspector(ref hipsTarget.chest); SpineConfigurationInspector(ref hipsTarget.spine); HipsConfigurationInspector(ref hipsTarget.hips); EditorGUI.indentLevel--; } }
// Do not remove this, this is dynamically called from Target_Editor! public static HipsTarget CreateTarget(HumanoidTarget oldTarget) { GameObject targetObject = new GameObject("Hips Target"); Transform targetTransform = targetObject.transform; HumanoidControl humanoid = oldTarget.humanoid; targetTransform.parent = oldTarget.humanoid.transform; targetTransform.position = oldTarget.transform.position; targetTransform.rotation = oldTarget.transform.rotation; HipsTarget hipsTarget = targetTransform.gameObject.AddComponent <HipsTarget>(); hipsTarget.humanoid = humanoid; humanoid.hipsTarget = hipsTarget; hipsTarget.RetrieveBones(); hipsTarget.InitAvatar(); hipsTarget.MatchTargetsToAvatar(); //hipsTarget.NewComponent(oldTarget.humanoid); //hipsTarget.InitComponent(); return(hipsTarget); }