add ckg
plantilla base para movimiento básico
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using UnityEngine;
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using System.Collections;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor (typeof(meleeWeaponTransformInfoSystem))]
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public class meleeWeaponTransformInfoSystemEditor : Editor
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{
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meleeWeaponTransformInfoSystem manager;
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Vector3 curretPositionHandle;
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Quaternion currentRotationHandle;
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void OnEnable ()
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{
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manager = (meleeWeaponTransformInfoSystem)target;
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}
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void OnSceneGUI ()
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{
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if (manager.showGizmo) {
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if (Application.isPlaying) {
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if (manager.currentWeaponObjectTransform != null) {
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showPositionHandle (manager.currentWeaponObjectTransform.transform, "Edit Melee Weapon Hand Transform Values");
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}
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if (manager.currentWeaponMeshGameObject != null) {
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showPositionHandle (manager.currentWeaponMeshGameObject.transform, "Edit Melee Weapon Mesh Transform Values");
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}
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}
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}
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}
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public override void OnInspectorGUI ()
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{
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DrawDefaultInspector ();
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EditorGUILayout.Space ();
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GUILayout.Label ("EDITOR BUTTONS", EditorStyles.boldLabel);
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Copy Transform Values")) {
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manager.copyTransformValuesToBuffer ();
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}
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if (GUILayout.Button ("Paste Transform Values")) {
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manager.pasteTransformValuesToBuffer ();
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}
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if (GUILayout.Button ("Clear Values")) {
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manager.cleanPositionsOnScriptable ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Toggle Edit Weapon Values In-Game")) {
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manager.toggleEditWeaponTransformValuesIngameStateState ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Show/Hide Handle Gizmo")) {
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manager.toggleShowHandleGizmo ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Select Current Weapon Object In-Game")) {
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manager.selectCurrentWeaponObjectInGame ();
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}
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EditorGUILayout.Space ();
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if (GUILayout.Button ("Update Weapon Reference Values")) {
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manager.updateGrabbedWeaponReferenceValuesOnAllWeaponInfoList ();
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}
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EditorGUILayout.Space ();
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}
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public void showPositionHandle (Transform currentTransform, string handleName)
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{
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currentRotationHandle = Tools.pivotRotation == PivotRotation.Local ? currentTransform.rotation : Quaternion.identity;
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EditorGUI.BeginChangeCheck ();
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curretPositionHandle = currentTransform.position;
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if (Tools.current == Tool.Move) {
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curretPositionHandle = Handles.DoPositionHandle (curretPositionHandle, currentRotationHandle);
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}
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currentRotationHandle = currentTransform.rotation;
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if (Tools.current == Tool.Rotate) {
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currentRotationHandle = Handles.DoRotationHandle (currentRotationHandle, curretPositionHandle);
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}
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if (EditorGUI.EndChangeCheck ()) {
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Undo.RecordObject (currentTransform, handleName);
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currentTransform.position = curretPositionHandle;
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currentTransform.rotation = currentRotationHandle;
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}
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}
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}
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#endif
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