modular-avatar/Packages/nadena.dev.modular-avatar/Editor/EasySetupOutfit.cs

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using System.Text;
using UnityEditor;
using UnityEngine;
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namespace nadena.dev.modular_avatar.core.editor
{
public class EasySetupOutfit
{
private const int PRIORITY = 49;
[MenuItem("GameObject/[ModularAvatar] Setup Outfit", false, PRIORITY)]
static void SetupOutfit(MenuCommand cmd)
{
if (!FindBones(cmd.context,
out var avatarRoot, out var avatarHips, out var outfitHips)
) return;
var avatarArmature = avatarHips.transform.parent;
var outfitArmature = outfitHips.transform.parent;
var merge = Undo.AddComponent<ModularAvatarMergeArmature>(outfitArmature.gameObject);
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merge.mergeTarget = new AvatarObjectReference();
merge.mergeTarget.referencePath = RuntimeUtil.RelativePath(avatarRoot, avatarArmature.gameObject);
merge.InferPrefixSuffix();
}
[MenuItem("GameObject/[ModularAvatar] Setup Outfit", true, PRIORITY)]
static bool ValidateSetupOutfit()
{
foreach (var obj in Selection.objects)
{
if (!(obj is GameObject gameObj)) return false;
var xform = gameObj.transform;
if (!FindBones(obj, out var _, out var _, out var outfitHips)
|| outfitHips.transform.parent.GetComponent<ModularAvatarMergeArmature>() != null)
{
return false;
}
// Some users have been accidentally running Setup Outfit on the avatar itself, and/or nesting avatar
// descriptors when transplanting outfits. Block this (and require that there be only one avdesc) by
// refusing to run if we detect multiple avatar descriptors above the current object (or if we're run on
// the avdesc object itself)
var nearestAvatar = RuntimeUtil.FindAvatarInParents(xform);
if (nearestAvatar == null || nearestAvatar.transform == xform) return false;
var parent = nearestAvatar.transform.parent;
if (parent != null && RuntimeUtil.FindAvatarInParents(parent) != null) return false;
}
return true;
}
private static bool FindBones(Object obj, out GameObject avatarRoot, out GameObject avatarHips,
out GameObject outfitHips)
{
avatarHips = outfitHips = null;
var outfitRoot = obj as GameObject;
avatarRoot = outfitRoot != null
? RuntimeUtil.FindAvatarInParents(outfitRoot.transform)?.gameObject
: null;
if (outfitRoot == null || avatarRoot == null) return false;
var avatarAnimator = avatarRoot.GetComponent<Animator>();
if (avatarAnimator == null) return false;
avatarHips = avatarAnimator.GetBoneTransform(HumanBodyBones.Hips)?.gameObject;
if (avatarHips == null) return false;
var outfitAnimator = outfitRoot.GetComponent<Animator>();
if (outfitAnimator != null)
{
outfitHips = outfitAnimator.GetBoneTransform(HumanBodyBones.Hips)?.gameObject;
}
if (outfitHips == null)
{
// Heuristic search - usually there'll be root -> Armature -> (single child) Hips
foreach (Transform child in outfitRoot.transform)
{
foreach (Transform tempHip in child)
{
if (tempHip.name.Contains(avatarHips.name))
{
outfitHips = tempHip.gameObject;
}
}
}
}
return avatarHips != null && outfitHips != null;
}
}
}