modular-avatar/Runtime/Activator.cs

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#if UNITY_EDITOR
using UnityEngine;
#if MA_VRCSDK3_AVATARS
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using VRC.SDKBase;
#endif
namespace nadena.dev.modular_avatar.core
{
/// <summary>
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/// This component was previously used to trigger avatar processing when entering play mode. This functionality has
/// moved to NDMF, so we leave here a stub to clean up detritus left behind from older versions of MA.
/// We create it on a hidden object via AvatarTagObject's OnValidate, and it will proceed to add MAAvatarActivator
/// components to all avatar roots which contain MA components. This MAAvatarActivator component then performs MA
/// processing on Awake.
///
/// Note that we do not directly process the avatars from MAActivator. This is to avoid processing avatars that are
/// initially inactive in the scene (which can have high overhead if the user has a lot of inactive avatars in the
/// scene).
/// </summary>
[AddComponentMenu("/")]
[ExecuteInEditMode]
[DefaultExecutionOrder(-9998)]
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public class Activator : MonoBehaviour, IEditorOnly
{
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private void Update()
{
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UnityEngine.Object.DestroyImmediate(gameObject);
}
}
[AddComponentMenu("/")]
[ExecuteInEditMode]
[DefaultExecutionOrder(-9997)]
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public class AvatarActivator : MonoBehaviour, IEditorOnly
{
private void Update()
{
DestroyImmediate(this);
}
}
}
#endif