using UnityEngine; namespace COM3D2.MeidoPhotoStudio.Plugin { using Input = InputManager; public class DragPointSpine : DragPointMeido { private Quaternion spineRotation; private bool isHip; private bool isThigh; private bool isHead; public override void AddGizmo(float scale = 0.25f, CustomGizmo.GizmoMode mode = CustomGizmo.GizmoMode.Local) { base.AddGizmo(scale, mode); if (isHead) Gizmo.GizmoDrag += (s, a) => meido.HeadToCam = false; } public override void Set(Transform myObject) { base.Set(myObject); isHip = myObject.name == "Bip01"; isThigh = myObject.name.EndsWith("Thigh"); isHead = myObject.name.EndsWith("Head"); } protected override void ApplyDragType() { DragType current = CurrentDragType; if (IsBone && current != DragType.Ignore) { if (!isHead && current == DragType.RotLocalXZ) ApplyProperties(false, false, isThigh); else if (!isThigh && (current == DragType.MoveY)) ApplyProperties(isHip, isHip, !isHip); else if (!isThigh && !isHead && (current == DragType.RotLocalY)) ApplyProperties(!isHip, !isHip, isHip); else ApplyProperties(!isThigh, !isThigh, false); } else ApplyProperties(false, false, false); } protected override void UpdateDragType() { bool shift = Input.Shift; bool alt = Input.Alt; if (OtherDragType()) CurrentDragType = DragType.Ignore; else if (isThigh && !Input.Control && alt && shift) { // gizmo thigh rotation CurrentDragType = DragType.RotLocalXZ; } else if (alt) { CurrentDragType = DragType.Ignore; } else if (shift) { CurrentDragType = DragType.RotLocalY; } else if (Input.Control) { // hip y transform and spine gizmo rotation CurrentDragType = DragType.MoveY; } else { CurrentDragType = DragType.None; } } protected override void OnMouseDown() { base.OnMouseDown(); spineRotation = MyObject.rotation; } protected override void Drag() { if (isPlaying) meido.Stop = true; Vector3 mouseDelta = MouseDelta(); if (CurrentDragType == DragType.None) { if (isHead) meido.HeadToCam = false; MyObject.rotation = spineRotation; MyObject.Rotate(camera.transform.forward, -mouseDelta.x / 4.5f, Space.World); MyObject.Rotate(camera.transform.right, mouseDelta.y / 3f, Space.World); } if (CurrentDragType == DragType.RotLocalY) { if (isHead) meido.HeadToCam = false; MyObject.rotation = spineRotation; MyObject.Rotate(Vector3.right * mouseDelta.x / 4f); } if (CurrentDragType == DragType.MoveY) { Vector3 cursorPosition = CursorPosition(); MyObject.position = new Vector3(MyObject.position.x, cursorPosition.y, MyObject.position.z); } } } }