modular-avatar/Editor/Inspector/InspectorCommon.cs
kaikoga ae7103cf82
chore: use ndmf Avatar Root api where applicable (#482)
* expose ndmf AvatarRoot APIs through ma.RuntimeUtil

* refactor: prefer RuntimeUtil helpers for checking avatar root

* refactor: ndmf.BuildContext represents Avatar (log)

* refactor: ndmf.BuildContext represents Avatar (WorldFixed)

* refactor: ndmf.BuildContext represents Avatar (FirstPersonVisible)

* refactor: ndmf.BuildContext represents Avatar (BlendShapeSync)

* refactor: prefer FindAvatarTransformInParents() (ErrorReportUI)

* refactor: prefer FindAvatarTransformInParents() (Runtime)

* refactor: prefer FindAvatarTransformInParents() (Editor)

* delegate more ndmf AvatarRoot APIs through ma.RuntimeUtil
2023-10-15 18:44:53 +09:00

34 lines
958 B
C#

using UnityEditor;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor
{
internal static class InspectorCommon
{
internal static void DisplayOutOfAvatarWarning(Object[] targets)
{
if (PrefabStageUtility.GetCurrentPrefabStage() != null) return;
if (targets.Length != 1) return;
var target = targets[0] as Component;
if (target == null) return;
if (RuntimeUtil.FindAvatarTransformInParents(target.transform) == null)
{
EditorGUILayout.HelpBox(Localization.S("hint.not_in_avatar"), MessageType.Warning);
}
}
public static void DisplayVRCSDKVersionWarning()
{
EditorGUILayout.HelpBox(Localization.S("hint.bad_vrcsdk"), MessageType.Error);
}
}
}