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

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/*
* 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;
}
}
}