mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-18 12:20:06 +08:00
75 lines
2.8 KiB
C#
75 lines
2.8 KiB
C#
|
/*
|
|||
|
* MIT License
|
|||
|
*
|
|||
|
* Copyright (c) 2022 bd_
|
|||
|
*
|
|||
|
* 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:
|
|||
|
*
|
|||
|
* The above copyright notice and this permission notice shall be included in all
|
|||
|
* copies or substantial portions of the Software.
|
|||
|
*
|
|||
|
* 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.
|
|||
|
*/
|
|||
|
|
|||
|
using nadena.dev.modular_avatar.editor.ErrorReporting;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
namespace nadena.dev.modular_avatar.core.editor
|
|||
|
{
|
|||
|
internal class ProbeAnchorProcessor
|
|||
|
{
|
|||
|
internal enum ValidationResult
|
|||
|
{
|
|||
|
OK,
|
|||
|
NotInAvatar
|
|||
|
}
|
|||
|
|
|||
|
internal void OnPreprocessAvatar(GameObject avatarGameObject)
|
|||
|
{
|
|||
|
var boneProxies = avatarGameObject.GetComponentsInChildren<ModularAvatarProbeAnchor>(true);
|
|||
|
|
|||
|
foreach (var proxy in boneProxies)
|
|||
|
{
|
|||
|
BuildReport.ReportingObject(proxy, () => ProcessAnchor(avatarGameObject, proxy));
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void ProcessAnchor(GameObject avatarGameObject, ModularAvatarProbeAnchor proxy)
|
|||
|
{
|
|||
|
if (proxy.probeTarget.Get(proxy) != null && ValidateTarget(avatarGameObject, proxy.probeTarget.Get(proxy).transform) == ValidationResult.OK)
|
|||
|
{
|
|||
|
foreach (Renderer r in proxy.GetComponentsInChildren<Renderer>(true))
|
|||
|
{
|
|||
|
r.probeAnchor = proxy.probeTarget.Get(proxy).transform;
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
Object.DestroyImmediate(proxy);
|
|||
|
}
|
|||
|
|
|||
|
internal static ValidationResult ValidateTarget(GameObject avatarGameObject, Transform proxyTarget)
|
|||
|
{
|
|||
|
var avatar = avatarGameObject.transform;
|
|||
|
var node = proxyTarget;
|
|||
|
|
|||
|
while (node != null && node != avatar)
|
|||
|
{
|
|||
|
node = node.parent;
|
|||
|
}
|
|||
|
|
|||
|
if (node == null) return ValidationResult.NotInAvatar;
|
|||
|
else return ValidationResult.OK;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|