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using System.Globalization;
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using UnityEditor;
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using UnityEngine;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace BzKovSoft.RagdollHelper.Editor
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{
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/// <summary>
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/// Bone fixer. Main class that draws panel and do a lot of logic
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/// </summary>
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public sealed class BoneHelper : EditorWindow
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{
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[MenuItem("Window/BzSoft/Ragdoll Helper")]
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private static void ShowWindow()
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{
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EditorWindow.GetWindow(typeof(BoneHelper), false, "Ragdoll helper");
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}
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public Dictionary<string, Transform> SymmetricBones { get; private set; }
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object initialized;
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// current selected collider
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int _curPointIndex = -1;
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RagdollController _ragdollController;
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GameObject _go;
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Animator _animator;
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Transform _leftKnee;
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Transform _rightKnee;
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Transform _pelvis;
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Transform[] _transforms;
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bool _humanoidSelected;
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PivotMode _lastPivotMode;
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PivotRotation _lastPivotRotation;
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SelectedMode _selectedMode = SelectedMode.Ragdoll;
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SelectedMode _lastSelectedMode; // to detect, if mode changed from last frame
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readonly string[] _dropDownListOptions = {
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"Ragdoll",
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"Transform Colliders",
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"Transform Joints",
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"Rigid CenterOfMass",
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};
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enum SelectedMode
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{
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Ragdoll,
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Collider,
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Joints,
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CenterOfMass,
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}
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void OnSelectionChange()
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{
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_selectedMode = SelectedMode.Ragdoll;
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if (!GetTarget())
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{
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Repaint();
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return;
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}
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_ragdollController = new RagdollController(_go, () => GetPlayerDirection());
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Tools.hidden = false;
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_selectedMode = SelectedMode.Ragdoll;
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if (_humanoidSelected)
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{
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SymmetricBones = FindSymmetricBones(_animator);
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_leftKnee = _animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg);
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_rightKnee = _animator.GetBoneTransform(HumanBodyBones.RightLowerLeg);
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_pelvis = _animator.GetBoneTransform(HumanBodyBones.Hips);
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}
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else
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{
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SymmetricBones = null;
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_leftKnee = null;
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_rightKnee = null;
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_pelvis = null;
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}
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Repaint();
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}
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bool GetTarget()
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{
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_humanoidSelected = false;
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_go = Selection.activeGameObject;
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if (_go == null ||
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EditorUtility.IsPersistent(_go)) // if it is selected as asset, skip it
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return false;
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_animator = _go.GetComponent<Animator>();
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_humanoidSelected = _animator != null && _animator.isHuman;
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return true;
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}
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/// <summary>
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/// Find symmetric bones. (e.g. for left arm, it finds right arm and for right leg it finds left leg)
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/// </summary>
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static Dictionary<string, Transform> FindSymmetricBones(Animator animator)
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{
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var symBones = new Dictionary<string, Transform>();
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// feet
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg).name, animator.GetBoneTransform(HumanBodyBones.RightLowerLeg));
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg).name, animator.GetBoneTransform(HumanBodyBones.RightUpperLeg));
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.RightLowerLeg).name, animator.GetBoneTransform(HumanBodyBones.LeftLowerLeg));
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.RightUpperLeg).name, animator.GetBoneTransform(HumanBodyBones.LeftUpperLeg));
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// hands
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.LeftLowerArm).name, animator.GetBoneTransform(HumanBodyBones.RightLowerArm));
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.LeftUpperArm).name, animator.GetBoneTransform(HumanBodyBones.RightUpperArm));
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.RightLowerArm).name, animator.GetBoneTransform(HumanBodyBones.LeftLowerArm));
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symBones.Add(animator.GetBoneTransform(HumanBodyBones.RightUpperArm).name, animator.GetBoneTransform(HumanBodyBones.LeftUpperArm));
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return symBones;
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}
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/// <summary>
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/// Find all "CapsuleCollider", "BoxCollider" and "SphereCollider" colliders
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/// </summary>
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void FindColliders()
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{
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if (_go == null)
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{
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_transforms = new Transform[0];
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return;
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}
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if (_selectedMode == SelectedMode.Collider)
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{
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var colliders = _go.GetComponentsInChildren<Collider>();
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_transforms = new Transform[colliders.Length];
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for (int i = 0; i < colliders.Length; ++i)
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{
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Transform transform = colliders[i].transform;
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if (transform.name.EndsWith(ColliderHelper.ColliderRotatorNodeSufix, false, CultureInfo.InvariantCulture))
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{
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transform = transform.parent;
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}
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_transforms[i] = transform;
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}
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}
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else if (_selectedMode == SelectedMode.Joints)
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{
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var joints = _go.GetComponentsInChildren<Joint>();
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_transforms = new Transform[joints.Length];
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for (int i = 0; i < joints.Length; ++i)
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{
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Transform transform = joints[i].transform;
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_transforms[i] = transform;
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}
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}
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else if (_selectedMode == SelectedMode.CenterOfMass)
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{
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var rigids = _go.GetComponentsInChildren<Rigidbody>();
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_transforms = new Transform[rigids.Length];
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for (int i = 0; i < rigids.Length; ++i)
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{
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Transform transform = rigids[i].transform;
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_transforms[i] = transform;
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}
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}
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}
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void OnEnable()
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{
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SceneView.onSceneGUIDelegate += OnSceneGUI;
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}
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void OnDisable()
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{
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SceneView.onSceneGUIDelegate -= OnSceneGUI;
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Tools.hidden = false;
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}
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void OnSceneGUI(SceneView sceneView)
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{
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CheckSelectedMode();
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if (_humanoidSelected)
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DrawPlayerDirection();
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if (_selectedMode == SelectedMode.Collider |
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_selectedMode == SelectedMode.Joints |
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_selectedMode == SelectedMode.CenterOfMass)
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{
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DrawControls();
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}
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}
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void OnGUI()
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{
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if (initialized == null)
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{
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OnSelectionChange();
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if (_go == null)
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return;
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initialized = new object();
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}
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CheckSelectedMode();
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DrawPanel();
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}
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/// <summary>
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/// Method intended to be invoked before Drawing GUI
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/// </summary>
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void CheckSelectedMode()
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{
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bool selectionChanged =
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_lastSelectedMode != _selectedMode |
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_lastPivotMode != Tools.pivotMode |
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_lastPivotRotation != Tools.pivotRotation;
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// if selected item was changed, research colliders
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if (selectionChanged)
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{
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Tools.hidden = _selectedMode != SelectedMode.Ragdoll;
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_lastSelectedMode = _selectedMode;
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_lastPivotMode = Tools.pivotMode;
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_lastPivotRotation = Tools.pivotRotation;
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FindColliders();
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SceneView.RepaintAll();
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}
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}
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/// <summary>
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/// Draw arrow on the screen, forwarded to front of the character
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/// </summary>
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void DrawPlayerDirection()
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{
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float size = HandleUtility.GetHandleSize(_go.transform.position);
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var playerDirection = GetPlayerDirection();
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Color backupColor = Handles.color;
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Handles.color = Color.yellow;
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Handles.ArrowHandleCap(1, _go.transform.position, Quaternion.LookRotation(playerDirection, Vector3.up), size, EventType.Repaint);
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Handles.color = backupColor;
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}
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Quaternion _lastRotation;
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bool _buttonPressed;
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/// <summary>
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/// Draws controls of selected mode.
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/// </summary>
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void DrawControls()
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{
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for (int i = 0; i < _transforms.Length; i++)
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{
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Transform transform = _transforms[i];
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if (transform == null)
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continue;
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Vector3 pos = Vector3.zero;
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switch (_selectedMode)
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{
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case SelectedMode.Collider:
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pos = ColliderController.GetPos(transform);
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break;
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case SelectedMode.Joints:
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pos = JointController.GetPos(transform);
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break;
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case SelectedMode.CenterOfMass:
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pos = RigidController.GetPos(transform);
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break;
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}
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float size = HandleUtility.GetHandleSize(pos) / 6f;
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if (Handles.Button(pos, Quaternion.identity, size, size, Handles.SphereHandleCap))
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{
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_curPointIndex = i;
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Quaternion rotatorRotation2 = ColliderHelper.GetRotatorRotarion(transform);
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if (!_buttonPressed)
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{
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_lastRotation = rotatorRotation2;
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_buttonPressed = true;
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}
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}
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else
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_buttonPressed = false;
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if (_curPointIndex != i)
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continue;
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// if current point controll was selected
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// draw other controls over it
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switch (_selectedMode)
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{
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case SelectedMode.Collider:
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ColliderController.DrawControllers(this, _lastRotation, transform, pos);
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break;
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case SelectedMode.Joints:
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JointController.DrawControllers(transform);
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break;
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case SelectedMode.CenterOfMass:
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RigidController.DrawControllers(transform);
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break;
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}
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}
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}
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/// <summary>
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/// Determines and return character's face direction
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/// </summary>
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public Vector3 GetPlayerDirection()
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{
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Vector3 leftKnee = _leftKnee.transform.position - _pelvis.transform.position;
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Vector3 rightKnee = _rightKnee.transform.position - _pelvis.transform.position;
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return Vector3.Cross(leftKnee, rightKnee).normalized;
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}
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/// <summary>
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/// Draw application form panel
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/// </summary>
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void DrawPanel()
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{
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// set the form more transparent if "NoAction" is selected
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// set size of form for each selected mode
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// draw panel
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Handles.BeginGUI();
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// draw list of modes to select
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GUIStyle style;
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style = new GUIStyle(GUI.skin.label);
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style.normal.textColor = Color.blue;
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style.alignment = TextAnchor.UpperCenter;
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GUILayout.Label(_humanoidSelected ? "Humanoid selected" : "Simple object selected", style);
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int selectedMode = (int)_selectedMode;
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selectedMode = GUILayout.SelectionGrid(selectedMode, _dropDownListOptions, 1, EditorStyles.radioButton);
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_selectedMode = (SelectedMode)selectedMode;
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// for Ragdoll mode draw additional controlls
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if (_selectedMode == SelectedMode.Ragdoll)
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_ragdollController.DrawRagdollPanel(_humanoidSelected);
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Handles.EndGUI();
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}
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}
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}
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