Summary
[Editor-Only] Utilities used throughout
FlexiMotion.FlexiMotionComponent
.- Assembly
- FlexiMotion
.dll - Namespace
- FlexiMotion
.Editor - Base Types
-
- Object
graph BT
Type-->Base0["Object"]
Type["FMEditorUtilities"]
class Type type-node
Syntax
public static class FMEditorUtilities
Fields
Name | Constant Value | Summary |
---|---|---|
ContextMenuPrefix | CONTEXT/FlexiMotionComponent/FlexiMotionComponent/ |
The path prefix to use for
FlexiMotion.FlexiMotionComponent context menu functions.static
|
ContextMenuPriority | 1 |
The
UnityEditor.MenuItem.priority to use for FlexiMotion.FlexiMotionComponent context menu functions.static
|
Transform |
TransformTreeWindowAutoApply |
The
UnityEditor.EditorPrefs key for the "Auto Apply" toggle in the
FlexiMotion.Editor.TransformTreeWindow`2 .
static
|
Properties
Name | Value | Summary |
---|---|---|
Transform |
bool |
Is the "Auto Apply" toggle in the
FlexiMotion.Editor.TransformTreeWindow`2 currently enabled?
static
|
Methods
Name | Value | Summary |
---|---|---|
AddParents |
void |
Adds the `transform` and all its parents up to the `root` to the `transforms`.
static
|
Destroy |
void |
Destroys any children of the `target` which have no custom components and no incluence on the model.
This includes editing any skinned meshes to account for removed bones.
static
|
DisplayDialog |
bool |
Calls
UnityEditor.EditorUtility.DisplayDialog(System.String,System.String,System.String,System.String) with the `operation` as the
accept button and a "Cancel" button.
static
|
ExtractTextures |
void |
Copies any textures in the prefab out to PNGs in a folder next to it.
static
|
GatherHumanoidBones |
void |
Adds all available
UnityEngine.HumanBodyBones to the `bones`.static
|
GatherSkinnedBones |
void |
Adds all bones that incluence skinned meshes to the `bones`.
static
|
IsNotEditable |
bool |
Do the flags include
UnityEngine.HideFlags.NotEditable ?static
|
IsNullOrDestroyed |
bool |
If the `obj`
null or a destroyed UnityEngine.Object ?static
|
PullInSubAssets |
void |
Copies the avatar, meshes, materials, and textures into the `prefab` as sub-assets.
static
|
RenameBones |
void |
Renames all animated bones in the `prefab`.
static
|
RenameBonesValidate |
string |
Returns an error if the `prefab` doesn't have an
UnityEngine.Animator and UnityEngine.Avatar which can
have their bones renamed.
static
|
RenameTextures |
bool |
Renames all textures used by materials in renderers in the `prefab`.
static
|
TryGetPrefab |
bool |
Tries to get the prefab asset associated with `componentInPrefab` and returns true if successful.
static
|