modular-avatar/Editor/ApplyAnimatorDefaultValuesPass.cs

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C#
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#if MA_VRCSDK3_AVATARS
#region
using System;
using System.Collections.Immutable;
using System.Linq;
using nadena.dev.ndmf;
using UnityEditor.Animations;
using UnityEngine;
#endregion
namespace nadena.dev.modular_avatar.core.editor
{
internal class ApplyAnimatorDefaultValuesPass : Pass<ApplyAnimatorDefaultValuesPass>
{
protected override void Execute(ndmf.BuildContext context)
{
if (!context.AvatarDescriptor) return;
var values = context.GetState<DefaultValues>()?.InitialValueOverrides
?? ImmutableDictionary<string, float>.Empty;
foreach (var layer in context.AvatarDescriptor.baseAnimationLayers
.Concat(context.AvatarDescriptor.specialAnimationLayers))
{
if (layer.isDefault || layer.animatorController == null) continue;
// We should have converted anything that's not an AnimationController by now
var controller = layer.animatorController as AnimatorController;
if (controller == null || !context.IsTemporaryAsset(controller))
{
throw new Exception("Leaked unexpected controller: " + layer.animatorController + " (type " + layer.animatorController?.GetType() + ")");
}
var parameters = controller.parameters;
for (int i = 0; i < parameters.Length; i++)
{
if (!values.TryGetValue(parameters[i].name, out var defaultValue)) continue;
switch (parameters[i].type)
{
case AnimatorControllerParameterType.Bool:
parameters[i].defaultBool = defaultValue != 0.0f;
break;
case AnimatorControllerParameterType.Int:
parameters[i].defaultInt = Mathf.RoundToInt(defaultValue);
break;
case AnimatorControllerParameterType.Float:
parameters[i].defaultFloat = defaultValue;
break;
default:
continue; // unhandled type, e.g. trigger
}
}
controller.parameters = parameters;
}
}
}
}
#endif