mirror of
https://github.com/originalnicodr/CinematicUnityExplorer.git
synced 2025-07-19 01:57:56 +08:00
Refactored BoneCell to get rid of a legacy member. Also added TODO on BonesPanel.
This commit is contained in:
@ -8,9 +8,8 @@ namespace UnityExplorer.UI.Panels
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{
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{
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public class BonesCell : ICell
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public class BonesCell : ICell
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{
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{
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public Transform bone;
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public BoneTree boneTree;
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public TransformControls transformControls;
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public TransformControls transformControls;
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private BoneTree boneTree;
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ComponentControl positionControl;
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ComponentControl positionControl;
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ComponentControl rotationControl;
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ComponentControl rotationControl;
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@ -36,7 +35,6 @@ namespace UnityExplorer.UI.Panels
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public void SetBoneTree(BoneTree boneTree, BonesManager bonesManager){
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public void SetBoneTree(BoneTree boneTree, BonesManager bonesManager){
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this.boneTree = boneTree;
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this.boneTree = boneTree;
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this.bone = boneTree.obj.transform;
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inspectButton.ButtonText.text = boneTree.obj.name;
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inspectButton.ButtonText.text = boneTree.obj.name;
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Owner = bonesManager;
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Owner = bonesManager;
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@ -107,7 +105,7 @@ namespace UnityExplorer.UI.Panels
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inspectButton = UIFactory.CreateButton(header, "InspectButton", "");
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inspectButton = UIFactory.CreateButton(header, "InspectButton", "");
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UIFactory.SetLayoutElement(inspectButton.GameObject, minWidth: 150, minHeight: 25);
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UIFactory.SetLayoutElement(inspectButton.GameObject, minWidth: 150, minHeight: 25);
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inspectButton.OnClick += () => InspectorManager.Inspect(bone.gameObject);
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inspectButton.OnClick += () => InspectorManager.Inspect(boneTree.obj);
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GameObject headerButtons = UIFactory.CreateUIObject("BoneHeader", header);
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GameObject headerButtons = UIFactory.CreateUIObject("BoneHeader", header);
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UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(headerButtons, false, false, true, true, 4, childAlignment: TextAnchor.MiddleRight);
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UIFactory.SetLayoutGroup<HorizontalLayoutGroup>(headerButtons, false, false, true, true, 4, childAlignment: TextAnchor.MiddleRight);
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@ -136,11 +134,11 @@ namespace UnityExplorer.UI.Panels
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}
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}
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private void RestoreBoneState(){
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private void RestoreBoneState(){
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Owner.RestoreBoneState(bone.name);
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Owner.RestoreBoneState(boneTree.obj.name);
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}
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}
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private void SetBoneEnabled(bool value){
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private void SetBoneEnabled(bool value){
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bone.gameObject.SetActive(value);
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boneTree.obj.SetActive(value);
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}
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}
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// TransformControls-like functions
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// TransformControls-like functions
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@ -171,7 +169,7 @@ namespace UnityExplorer.UI.Panels
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public void AxisControlOperation(float value, ComponentControl parent, int axis)
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public void AxisControlOperation(float value, ComponentControl parent, int axis)
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{
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{
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Transform transform = bone;
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Transform transform = boneTree.obj.transform;
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Vector3 vector = parent.Type switch
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Vector3 vector = parent.Type switch
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{
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{
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@ -214,7 +212,7 @@ namespace UnityExplorer.UI.Panels
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public class ComponentControl
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public class ComponentControl
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{
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{
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public BonesCell Owner { get; }
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public BonesCell Owner { get; }
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public Transform Transform => Owner.bone;
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public Transform Transform => Owner.boneTree.obj.transform;
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public TransformType Type { get; }
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public TransformType Type { get; }
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public InputFieldRef MainInput { get; }
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public InputFieldRef MainInput { get; }
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@ -343,7 +341,7 @@ namespace UnityExplorer.UI.Panels
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uniformScaleControl.minValue = 0.0001f;
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uniformScaleControl.minValue = 0.0001f;
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uniformScaleControl.maxValue = 10;
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uniformScaleControl.maxValue = 10;
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uniformScaleControl.value = 1;
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uniformScaleControl.value = 1;
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uniformScaleControl.onValueChanged.AddListener((float val) => { cell.bone.localScale = new Vector3(val, val, val); });
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uniformScaleControl.onValueChanged.AddListener((float val) => { cell.boneTree.obj.transform.localScale = new Vector3(val, val, val); });
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}
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}
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return control;
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return control;
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@ -224,6 +224,7 @@ namespace UnityExplorer.UI.Panels
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this.childTrees = newList;
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this.childTrees = newList;
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}
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}
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// TODO: refactor BoneTree so we don't need to call this after creating an instance.
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public void AssignLevels(){
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public void AssignLevels(){
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AssignLevel(0);
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AssignLevel(0);
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}
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}
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