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- 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 (isThigh && 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 = OtherDragType() ? DragType.Ignore : 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);
- }
- }
- }
- }
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