modular-avatar/Runtime/ModularAvatarMergeAnimator.cs

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/*
* MIT License
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*
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* Copyright (c) 2022 bd_
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#if MA_VRCSDK3_AVATARS
using System;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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namespace nadena.dev.modular_avatar.core
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{
public enum MergeAnimatorPathMode
{
Relative,
Absolute
}
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[AddComponentMenu("Modular Avatar/MA Merge Animator")]
[HelpURL("https://modular-avatar.nadena.dev/docs/reference/merge-animator?lang=auto")]
public class ModularAvatarMergeAnimator : AvatarTagComponent
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{
public RuntimeAnimatorController animator;
public VRCAvatarDescriptor.AnimLayerType layerType = VRCAvatarDescriptor.AnimLayerType.FX;
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public bool deleteAttachedAnimator;
public MergeAnimatorPathMode pathMode = MergeAnimatorPathMode.Relative;
public bool matchAvatarWriteDefaults;
public AvatarObjectReference relativePathRoot = new AvatarObjectReference();
public int layerPriority = 0;
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public override void ResolveReferences()
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{
// no-op
}
private void Reset()
{
// Init settings only when added or reset manually from the Inspector.
// Otherwise, some plugins that add this component may break in non-playmode builds.
if (RuntimeUtil.IsResetFromInspector())
{
InitSettings();
}
}
internal void InitSettings()
{
deleteAttachedAnimator = true;
}
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}
}
#endif