Fix HipsTarget animator setting not being persistent
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@ -59,9 +59,9 @@ namespace Passer {
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};
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}
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#endregion
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#endregion
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#region Disable
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#region Disable
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public void OnDisable() {
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if (humanoid == null) {
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// This target is not connected to a humanoid, so we delete it
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@ -78,9 +78,9 @@ namespace Passer {
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foreach (TargetProps props in allProps)
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props.SetSensor2Target();
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}
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#endregion
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#endregion
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#region Inspector
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#region Inspector
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public override void OnInspectorGUI() {
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if (hipsTarget == null || humanoid == null)
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@ -109,7 +109,8 @@ namespace Passer {
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return foundHumanoid;
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}
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#region Sensors
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#region Sensors
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public bool showSensors = true;
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private void SensorInspectors(HipsTarget hipsTarget) {
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showSensors = EditorGUILayout.Foldout(showSensors, "Controllers", true);
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@ -119,14 +120,27 @@ namespace Passer {
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foreach (TargetProps props in allProps)
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props.Inspector();
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if (humanoid.animatorEnabled)
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hipsTarget.torsoAnimator.enabled = EditorGUILayout.ToggleLeft("Procedural Animation", hipsTarget.torsoAnimator.enabled, GUILayout.MinWidth(80));
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AnimatorInspector(hipsTarget);
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EditorGUI.indentLevel--;
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}
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}
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#endregion
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#region Configuration
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private void AnimatorInspector(HipsTarget hipsTarget) {
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SerializedProperty animatorProp = serializedObject.FindProperty(nameof(HipsTarget.torsoAnimator) + "." + nameof(HipsTarget.torsoAnimator.enabled));
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if (animatorProp == null || hipsTarget.humanoid == null || hipsTarget.humanoid.animatorEnabled)
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return;
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GUIContent text = new GUIContent(
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"Procedural Animation",
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"Controls the hips when no tracking is active"
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);
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animatorProp.boolValue = EditorGUILayout.ToggleLeft(text, animatorProp.boolValue, GUILayout.MinWidth(80));
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}
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#endregion
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#region Configuration
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private void InitConfiguration(HipsTarget target) {
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if (target.humanoid.avatarRig == null)
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return;
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@ -161,7 +175,7 @@ namespace Passer {
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UpdateChestBones(target.chest);
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}
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#region Chest
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#region Chest
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private void InitChestConfiguration(HipsTarget.TargetedChestBone upperLeg) {
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}
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@ -184,9 +198,9 @@ namespace Passer {
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private void UpdateChestBones(HipsTarget.TargetedChestBone chest) {
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}
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#endregion
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#endregion
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#region Spine
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#region Spine
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private void InitSpineConfiguration(HipsTarget.TargetedSpineBone spine) {
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}
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@ -208,9 +222,9 @@ namespace Passer {
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private void UpdateSpineBones(HipsTarget.TargetedSpineBone spine) {
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}
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#endregion
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#endregion
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#region Hips
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#region Hips
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private void InitHipsConfiguration(HipsTarget.TargetedHipsBone hips) {
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}
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@ -220,11 +234,11 @@ namespace Passer {
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private void UpdateHipsBones(HipsTarget.TargetedHipsBone hips) {
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}
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#endregion
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#endregion
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#endregion
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#endregion
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#region Settings
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#region Settings
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protected SerializedProperty bodyRotationProp;
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@ -245,11 +259,11 @@ namespace Passer {
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}
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}
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#endregion
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#endregion
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#endregion
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#endregion
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#region Scene
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#region Scene
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public void OnSceneGUI() {
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if (Application.isPlaying)
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@ -279,7 +293,7 @@ namespace Passer {
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humanoid.UpdateSensorsFromTargets();
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}
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#endregion
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#endregion
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public abstract class TargetProps {
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public SerializedProperty enabledProp;
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@ -57,6 +57,9 @@ namespace Passer.Humanoid {
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#region Sensors
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/// <summary>
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/// Controls the hips when no tracking is active
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/// </summary>
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public TorsoAnimator torsoAnimator = new TorsoAnimator();
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public override Passer.Sensor animator { get { return torsoAnimator; } }
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