导入角色动画,和增加角色控制
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// Designed by KINEMATION, 2024.
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using System;
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using UnityEngine;
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namespace KINEMATION.KAnimationCore.Runtime.Attributes
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{
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class CurveSelectorAttribute : PropertyAttribute
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{
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public bool useAnimator;
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public bool usePlayables;
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public bool useInput;
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public CurveSelectorAttribute(bool useAnimator = true, bool usePlayables = true, bool useInput = true)
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{
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this.useAnimator = useAnimator;
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this.usePlayables = usePlayables;
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this.useInput = useInput;
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}
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}
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class InputProperty : PropertyAttribute { }
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class RigAssetSelectorAttribute : PropertyAttribute
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{
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public string assetName;
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public RigAssetSelectorAttribute(string rigName = "")
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{
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assetName = rigName;
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}
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}
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class ElementChainSelectorAttribute : RigAssetSelectorAttribute
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{
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public ElementChainSelectorAttribute(string rigName = "")
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{
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assetName = rigName;
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}
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}
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class ReadOnlyAttribute : PropertyAttribute { }
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class UnfoldAttribute : PropertyAttribute { }
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class TabAttribute : PropertyAttribute
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{
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public string tabName;
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public TabAttribute(string tabName)
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{
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this.tabName = tabName;
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}
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}
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[AttributeUsage(AttributeTargets.Field, AllowMultiple = true)]
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public class CustomElementChainDrawerAttribute : PropertyAttribute
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{
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public bool drawLabel;
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public bool drawTextField;
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public CustomElementChainDrawerAttribute(bool drawLabel, bool drawTextField)
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{
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this.drawLabel = drawLabel;
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this.drawTextField = drawTextField;
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}
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}
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public class KAttributes { }
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}
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@@ -0,0 +1,11 @@
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serializedVersion: 2
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defaultReferences: []
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