using UnityEngine; using UnityEditor; using UnityEngine.UIElements; using UnityEditor.UIElements; using System.IO; using UniHumanoid; using UniGLTF; [System.Serializable] public class HumanPoseData { public Vector3 bodyPosition; public Quaternion bodyRotation; public float[] muscles; } public class HumanPoseClipApplier : EditorWindow { private const string CommonUssPath = "Assets/Scripts/Streamingle/StreamingleControl/Editor/UXML/StreamingleCommon.uss"; private ObjectField animatorField; private ObjectField poseClipField; private TextField jsonPathField; private Toggle useJsonToggle; private VisualElement jsonContainer; private VisualElement clipContainer; [MenuItem("Tools/Animation Tools/포즈 클립 적용기")] public static void ShowWindow() { GetWindow("포즈 클립 적용기"); } public void CreateGUI() { var root = rootVisualElement; root.AddToClassList("tool-root"); var commonUss = AssetDatabase.LoadAssetAtPath(CommonUssPath); if (commonUss != null) root.styleSheets.Add(commonUss); root.Add(new Label("휴먼 포즈 클립 적용") { name = "title" }); root.Q