﻿using UnityEngine;

#if UNITY_EDITOR

using UnityEditor;
#endif

namespace FOHEART_Mocap
{

    public class ReadOnlyAttribute : PropertyAttribute
    {

    }
#if UNITY_EDITOR

    [CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
    public class ReadOnlyDrawer : PropertyDrawer
    {
        public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
        {
            return EditorGUI.GetPropertyHeight(property, label, true);
        }

        public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
        {
            GUI.enabled = false;
            EditorGUI.PropertyField(position, property, label, true);
            GUI.enabled = true;
        }
    }
#endif
    public class FoheartModel : MonoBehaviour
    {
     

      
     
       
        public FoheartModel()
        {

        }

        public void copyData(ActorFrameData data)
        {
           // lock (actorFrameData)
            {
               
                   // actorFrameData = data;
                    //data.CopyTo(ref actorFrameData);
                    //dataPending = true;
                
            
            }
        }



    }
}
