142 lines
4.3 KiB
C#
142 lines
4.3 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace BNG {
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public class HandPoseSaveAs : EditorWindow {
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public string PoseName = "HandPose";
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HandPoser inspectedPoser;
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GUIStyle rt;
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// [MenuItem("VRIF/HandPose Save As...")]
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public void ShowWindow(HandPoser poser) {
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EditorWindow.GetWindow(typeof(HandPoseSaveAs));
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inspectedPoser = poser;
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if(inspectedPoser != null && inspectedPoser.CurrentPose != null) {
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PoseName = inspectedPoser.CurrentPose.name;
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}
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else {
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PoseName = "Default";
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}
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const int width = 480;
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const int height = 220;
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var x = (Screen.currentResolution.width - width) / 2;
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var y = (Screen.currentResolution.height - height) / 2;
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GetWindow<HandPoseSaveAs>("Save HandPose As...").position = new Rect(x, y, width, height);
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}
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public void Save() {
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inspectedPoser.SavePoseAsScriptablObject(PoseName);
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// Close the window
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GetWindow<HandPoseSaveAs>().Close();
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// Update the inspector object's properties
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HandPose newPose = Resources.Load<HandPose>(PoseName);
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if (newPose) {
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inspectedPoser.CurrentPose = newPose;
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}
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// Highlight the newly created Objects
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// Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(assetsDirectory + fileName);
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}
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public void SaveAs() {
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GetWindow<HandPoseSaveAs>().Close();
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string path = EditorUtility.SaveFilePanelInProject("Save Hand Pose", "HandPose", "asset", "Please enter a file name to save the hand pose");
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if (path.Length != 0) {
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var poseObject = inspectedPoser.GetHandPoseScriptableObject();
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// Creates the file in the folder path
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AssetDatabase.CreateAsset(poseObject, path);
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AssetDatabase.SaveAssets();
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// As we are saving to the asset folder, tell Unity to scan for modified or new assets
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AssetDatabase.Refresh();
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// Set as active in the hierarchy
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// Selection.activeObject = AssetDatabase.LoadMainAssetAtPath(path);
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inspectedPoser.CurrentPose = poseObject;
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}
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}
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void OnGUI() {
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GUI.changed = false;
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if (rt == null) {
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rt = new GUIStyle(EditorStyles.label);
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rt.richText = true;
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}
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EditorGUILayout.HelpBox("Hand poses are stored in a Resources directory. \nThis allows them to be loaded at runtime using Resources.Load().", MessageType.Info);
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EditorGUILayout.Separator();
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GUILayout.Label("Save Handpose As...", EditorStyles.boldLabel);
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EditorGUILayout.Separator();
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GUILayout.Label("Name : ", EditorStyles.boldLabel);
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PoseName = EditorGUILayout.TextField(PoseName, EditorStyles.textField);
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if(GUI.changed) {
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// Value has changed
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}
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string formattedName = PoseName;
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if(!string.IsNullOrEmpty(formattedName)) {
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formattedName += ".asset";
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}
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EditorGUILayout.Separator();
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if (inspectedPoser != null) {
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GUILayout.Label("<b>Will save to : </b>", rt);
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GUILayout.Label("<i>" + inspectedPoser.ResourcePath + formattedName + "</i>", rt);
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}
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EditorGUILayout.Separator();
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// Button area
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GUILayout.BeginHorizontal();
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GUILayout.FlexibleSpace();
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if (GUILayout.Button(" Save as... ", EditorStyles.miniButton)) {
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SaveAs();
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}
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var initialColor = GUI.backgroundColor;
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GUI.backgroundColor = Color.green;
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if (GUILayout.Button(" Save ", EditorStyles.miniButton)) {
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Save();
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}
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// Reset color
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GUI.backgroundColor = initialColor;
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GUILayout.EndHorizontal();
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//GUILayout.Label("Width : " + GetWindow<HandPoseSaveAs>().position.width, rt);
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//GUILayout.Label("Height : " + GetWindow<HandPoseSaveAs>().position.height, rt);
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}
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}
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}
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