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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(DisplayAllJoints))]
public class DisplayAllJointsEditor : Editor
{
protected void OnSceneGUI()
{
DisplayAllJoints display = (DisplayAllJoints)target;
Transform[] childrens = display.gameObject.GetComponentsInChildren<Transform>();
for (int i = 0; i < childrens.Length; ++i)
{
Transform child = childrens[i];
if (child == display.transform)
{
continue;
}
Transform transform = child.transform;
Handles.color = Handles.xAxisColor;
Handles.ArrowHandleCap(
0,
transform.position,
transform.rotation * Quaternion.LookRotation(Vector3.right),
display.size,
EventType.Repaint
);
Handles.color = Handles.yAxisColor;
Handles.ArrowHandleCap(
0,
transform.position,
transform.rotation * Quaternion.LookRotation(Vector3.up),
display.size,
EventType.Repaint
);
Handles.color = Handles.zAxisColor;
Handles.ArrowHandleCap(
0,
transform.position,
transform.rotation * Quaternion.LookRotation(Vector3.forward),
display.size,
EventType.Repaint
);
}
}
}
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