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few UI fixes

/validation-tool
Wesley Mareovich Smith 3 年前
当前提交
b9aacb6b
共有 2 个文件被更改,包括 11 次插入11 次删除
  1. 9
      com.unity.perception/Editor/Character/CharacterToolingLibrary.cs
  2. 13
      com.unity.perception/Editor/Character/CharacterToolingUI.cs

9
com.unity.perception/Editor/Character/CharacterToolingLibrary.cs


}
}
var points = new List<Vector3>();
var allPos = new Dictionary<Vector3, float>();
// Find the position of the nose using the nose ray from the starting point found by the eyes
for (int v = 0; v < verticies.Length; v++)
{

var pointVert = verticies[v];
var def = 0.003f;
var def = 0.005f;
if(len < def * def || len < def)
if(len < def * def)
if(!allPos.ContainsKey(pointNoseRay))
allPos.Add(pointNoseRay, len);
}
}
}

13
com.unity.perception/Editor/Character/CharacterToolingUI.cs


GameObject newModel;
m_DrawFaceRays = GUILayout.Toggle(m_DrawFaceRays, "Draw Face Rays");
GUILayout.Label(string.Format("Create Ears and Nose: {0}", m_ApiResult), EditorStyles.boldLabel);
GUILayout.Label(string.Format("Ears and Nose status: {0}", m_Status), EditorStyles.boldLabel);
if (m_CheckJoints)

break;
case 1:
GUILayout.Label("Character Validation", EditorStyles.whiteLargeLabel);
GUILayout.Label(string.Format("Validation for Character : {0}", m_ApiResult), EditorStyles.whiteLabel);
GUILayout.Label("Character Validation", EditorStyles.whiteLargeLabel);
GUILayout.Label(string.Format("Character is Human: {0}", animator.avatar.isHuman), EditorStyles.boldLabel);
GUILayout.Label(string.Format("Character is Valid: {0}", animator.avatar.isValid), EditorStyles.boldLabel);
GUILayout.Label(string.Format("Character has Human Avatar: {0}", animator.avatar.isHuman), EditorStyles.boldLabel);
GUILayout.Label(string.Format("Character has Valid Avatar: {0}", animator.avatar.isValid), EditorStyles.boldLabel);
GUILayout.Label(string.Format("Validation for Character : {0}", m_ApiResult), EditorStyles.whiteLabel);
if (GUILayout.Button("Validate Bones", GUILayout.Width(160)))
{

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