chore: Project Restructuring & Theatre
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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using UnityEngine;
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using Unheimlich.Features.OctoArms;
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namespace Unheimlich.Dev
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{
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[ExecuteInEditMode]
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public class DiapasonPoseTweaker : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private OctoIkArmsImproved _armsSystem;
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// [SerializeField] private int _armIndex = 1;
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[Header("Quick Presets")]
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[SerializeField] private bool _applyPreset1 = false;
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[SerializeField] private bool _applyPreset2 = false;
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[SerializeField] private bool _applyPreset3 = false;
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[Header("Live Tweaking (Runtime Only)")]
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[SerializeField] private Vector3 _shoulderRotation = new Vector3(20, 0, -10);
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[SerializeField] private Vector3 _elbowRotation = new Vector3(0, 0, 0);
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[SerializeField] private Vector3 _wristRotation = new Vector3(0, 0, 90);
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[Header("Preview")]
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[SerializeField] private bool _previewPose = false;
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private ArmEquipment _equipment;
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private bool _wasPreviewActive = false;
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void Update()
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{
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if (!Application.isPlaying)
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return;
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if (_armsSystem == null)
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return;
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if (_equipment == null)
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{
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var armRigField = typeof(OctoIkArmsImproved).GetField("_rightArm",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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if (armRigField != null)
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{
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var armRig = armRigField.GetValue(_armsSystem);
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var equipmentField = armRig.GetType().GetField("Equipment");
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if (equipmentField != null)
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{
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_equipment = (ArmEquipment)equipmentField.GetValue(armRig);
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}
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}
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}
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if (_equipment == null)
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return;
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if (_previewPose && _equipment.State == ArmState.Environmental)
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{
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ApplyRotations();
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_wasPreviewActive = true;
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}
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else if (_wasPreviewActive && !_previewPose)
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{
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ResetRotations();
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_wasPreviewActive = false;
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}
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if (_equipment.State == ArmState.Equipped)
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{
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_equipment.ShoulderRotationOffset = _shoulderRotation;
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_equipment.ElbowRotationOffset = _elbowRotation;
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_equipment.WristRotationOffset = _wristRotation;
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}
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}
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void OnValidate()
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{
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if (_applyPreset1)
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{
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_applyPreset1 = false;
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ApplyPreset1();
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}
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if (_applyPreset2)
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{
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_applyPreset2 = false;
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ApplyPreset2();
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}
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if (_applyPreset3)
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{
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_applyPreset3 = false;
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ApplyPreset3();
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}
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}
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private void ApplyPreset1()
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{
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_shoulderRotation = new Vector3(30, 0, -15);
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_elbowRotation = new Vector3(0, 10, 0);
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_wristRotation = new Vector3(0, 0, 90);
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Debug.Log("[DiapasonPose] Applied Preset 1: Close to body, slight inward");
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}
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private void ApplyPreset2()
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{
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_shoulderRotation = new Vector3(20, -10, -20);
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_elbowRotation = new Vector3(0, 0, 0);
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_wristRotation = new Vector3(0, -15, 90);
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Debug.Log("[DiapasonPose] Applied Preset 2: Further from left hand, angled");
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}
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private void ApplyPreset3()
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{
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_shoulderRotation = new Vector3(15, 0, -25);
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_elbowRotation = new Vector3(0, 15, 0);
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_wristRotation = new Vector3(0, 0, 85);
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Debug.Log("[DiapasonPose] Applied Preset 3: Natural grip, centered");
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}
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private void ApplyRotations()
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{
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if (_equipment.ShoulderBone != null)
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{
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_equipment.ShoulderBone.localRotation = _equipment.OriginalShoulderRotation * Quaternion.Euler(_shoulderRotation);
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}
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if (_equipment.ElbowBone != null)
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{
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_equipment.ElbowBone.localRotation = _equipment.OriginalElbowRotation * Quaternion.Euler(_elbowRotation);
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}
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if (_equipment.WristBone != null)
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{
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_equipment.WristBone.localRotation = _equipment.OriginalWristRotation * Quaternion.Euler(_wristRotation);
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}
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}
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private void ResetRotations()
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{
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if (_equipment.ShoulderBone != null)
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{
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_equipment.ShoulderBone.localRotation = _equipment.OriginalShoulderRotation;
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}
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if (_equipment.ElbowBone != null)
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{
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_equipment.ElbowBone.localRotation = _equipment.OriginalElbowRotation;
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}
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if (_equipment.WristBone != null)
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{
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_equipment.WristBone.localRotation = _equipment.OriginalWristRotation;
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}
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}
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void OnGUI()
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{
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if (!Application.isPlaying)
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return;
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GUILayout.BeginArea(new Rect(10, 150, 350, 250));
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GUILayout.Label("=== Diapason Pose Tweaker ===");
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GUILayout.Label($"Shoulder: {_shoulderRotation}");
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GUILayout.Label($"Elbow: {_elbowRotation}");
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GUILayout.Label($"Wrist: {_wristRotation}");
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GUILayout.Space(10);
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GUILayout.Label("Tips:");
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GUILayout.Label("• Shoulder X: + = down, - = up");
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GUILayout.Label("• Shoulder Y: + = inward, - = outward");
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GUILayout.Label("• Shoulder Z: + = twist out, - = twist in");
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GUILayout.Label("• Elbow Y: + = bend out, - = bend in");
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GUILayout.Label("• Wrist Z: rotation du diapason");
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GUILayout.EndArea();
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}
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}
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}
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#endif
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