using UnityEditor; using UnityEngine; namespace FIMSpace.FProceduralAnimation { public partial class LegsAnimatorEditor { void Leg_Select(int index) { _selected_leg = index; RedrawScene(); } void Leg_IKSetup_Select(int index) { _setupik_selected_leg = index; RedrawScene(); } public void Leg_AssignStartBone(LegsAnimator.Leg leg, Transform t) { if ( leg.BoneStart != t) { leg.BoneStart = t; if (t != null) leg.DefineLegSide(Get); } } SerializedProperty GetLegProperty(int index) { if (Get.Legs.ContainsIndex(index) == false) return null; return sp_Legs.GetArrayElementAtIndex(index); } } }