Add ultimate xr
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// --------------------------------------------------------------------------------------------------------------------
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// <copyright file="LookAtWindow.cs" company="VRMADA">
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// Copyright (c) VRMADA, All rights reserved.
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// </copyright>
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// --------------------------------------------------------------------------------------------------------------------
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using UltimateXR.Core;
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using UnityEditor;
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using UnityEngine;
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namespace UltimateXR.Editor.Utilities.TransformUtils
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{
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/// <summary>
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/// Custom tool window to implement a LookAt on an object transform.
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/// </summary>
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public class LookAtWindow : EditorWindow
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{
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#region Unity
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/// <summary>
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/// Draws the inspector and gathers user input.
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/// </summary>
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private void OnGUI()
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{
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EditorGUILayout.HelpBox("This utility will make an object face a target. The look-at direction will be applied to the object's forward vector", MessageType.Info);
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EditorGUI.BeginChangeCheck();
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Transform objectToLookAt = _object;
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_object = EditorGUILayout.ObjectField(new GUIContent("Object", ""), _object, typeof(Transform), true) as Transform;
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if (EditorGUI.EndChangeCheck())
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{
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if (EditorUtility.IsPersistent(_object))
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{
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_object = objectToLookAt;
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EditorUtility.DisplayDialog(UxrConstants.Editor.Error, "The object to process needs to be in the scene", UxrConstants.Editor.Ok);
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}
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}
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_target = EditorGUILayout.ObjectField(new GUIContent("Target", ""), _target, typeof(Transform), true) as Transform;
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_invertForward = EditorGUILayout.Toggle(new GUIContent("Invert Forward"), _invertForward);
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GUI.enabled = _object && _target;
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if (UxrEditorUtils.CenteredButton(new GUIContent("Look At")))
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{
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Undo.RegisterCompleteObjectUndo(_object.transform, "Look at object");
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Vector3 forward = _target.position - _object.position;
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_object.rotation = Quaternion.LookRotation(_invertForward ? -forward : forward);
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}
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GUI.enabled = true;
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}
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#endregion
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#region Private Methods
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/// <summary>
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/// Menu entry that invokes the tool.
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/// </summary>
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[MenuItem(UxrConstants.Editor.MenuPathUtils + "LookAt Object", priority = UxrConstants.Editor.PriorityMenuPathUtils + 2)]
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private static void Init()
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{
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LookAtWindow window = (LookAtWindow)GetWindow(typeof(LookAtWindow), true, "LookAt Object");
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window.Show();
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}
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#endregion
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#region Private Types & Data
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private Transform _object;
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private Transform _target;
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private bool _invertForward;
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#endregion
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}
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}
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