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using System;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace UniVRM10
{
/// <summary>
/// VRM10操作 Window
/// </summary>
public class VRM10Window : EditorWindow
{
public const string WINDOW_TITLE = "VRM1.0 Model Editor";
public static VRM10Window Open()
{
var window = (VRM10Window)GetWindow(typeof(VRM10Window));
window.titleContent = new GUIContent(WINDOW_TITLE);
window.Show();
window.Root = UnityEditor.Selection.activeTransform?.GetComponent<Vrm10Instance>();
return window;
}
void OnEnable()
{
// Debug.Log("OnEnable");
Undo.willFlushUndoRecord += Repaint;
UnityEditor.Selection.selectionChanged += Repaint;
SceneView.duringSceneGui += OnSceneGUI;
}
void OnDisable()
{
s_treeView = null;
SceneView.duringSceneGui -= OnSceneGUI;
// Debug.Log("OnDisable");
UnityEditor.Selection.selectionChanged -= Repaint;
Undo.willFlushUndoRecord -= Repaint;
Tools.hidden = false;
}
SerializedObject m_so;
int? m_root;
Vrm10Instance Root
{
get => m_root.HasValue ? (EditorUtility.InstanceIDToObject(m_root.Value) as Vrm10Instance) : null;
set
{
int? id = value != null ? value.GetInstanceID() : default;
if (m_root == id)
{
return;
}
if (value != null && !value.gameObject.scene.IsValid())
{
// skip prefab
return;
}
m_root = id;
m_so = value != null ? new SerializedObject(value) : null;
}
}
/// <summary>
/// Scene 上の 3D 表示
///
/// * Joint/Collider の Picker
///
/// </summary>
void OnSceneGUI(SceneView sceneView)
{
Tools.hidden = true;
Draw3D(Root, m_so);
}
/// <summary>
/// Window 上の GUI
///
/// * 対象 VRM の保持
/// * 選択 Joint/Collider の表示
///
/// </summary>
private void OnGUI()
{
if (Root == null)
{
if (UnityEditor.Selection.activeTransform != null)
{
var root = UnityEditor.Selection.activeTransform.Ancestors().Select(x => x.GetComponent<Vrm10Instance>()).FirstOrDefault(x => x != null);
if (root != null)
{
Root = root;
}
}
}
// Root
Root = (Vrm10Instance)EditorGUILayout.ObjectField("Editing Model", Root, typeof(Vrm10Instance), true);
if (Root == null)
{
return;
}
// active
EditorGUI.BeginDisabledGroup(true);
EditorGUILayout.ObjectField("Selected Object", Active, typeof(MonoBehaviour), true);
EditorGUI.EndDisabledGroup();
// if (m_so == null)
// {
// m_so = new SerializedObject(Root);
// }
// if (m_so == null)
// {
// return;
// }
// m_so.Update();
// SpringBoneEditor.Draw2D(Root, m_so);
// m_so.ApplyModifiedProperties();
}
SpringBoneTreeView s_treeView;
SpringBoneTreeView GetTree(Vrm10Instance target, SerializedObject so)
{
if (s_treeView == null || s_treeView.Target != target)
{
var state = new UnityEditor.IMGUI.Controls.TreeViewState();
s_treeView = new SpringBoneTreeView(state, target, so);
s_treeView.Reload();
}
return s_treeView;
}
public static MonoBehaviour Active;
/// <summary>
/// 3D の Handle 描画
/// </summary>
public void Draw3D(Vrm10Instance target, SerializedObject so)
{
var tree = GetTree(target, so);
if (tree != null && target != null)
{
if (tree.Draw3D(target.SpringBone))
{
Repaint();
}
Active = tree.Active;
}
}
}
}