fix: "fake humanoid" bones can be pruned by game object GC pass

This commit is contained in:
bd_ 2023-05-21 16:49:02 +09:00
parent 9f0522b273
commit 044e2ae704
7 changed files with 424 additions and 0 deletions

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using System.Collections;
using System.Collections.Generic;
using modular_avatar_tests;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
public class GameObjectGC : TestBase
{
[Test]
public void FakeHumanoidHandling()
{
var fake_humanoid = CreatePrefab("FakeHumanoid.prefab");
var avdesc = fake_humanoid.GetComponent<VRCAvatarDescriptor>();
new GCGameObjectsPass(new BuildContext(avdesc), fake_humanoid).OnPreprocessAvatar();
AvatarProcessor.ProcessAvatar(fake_humanoid);
var animator = fake_humanoid.GetComponent<Animator>();
Assert.NotNull(animator);
Assert.NotNull(animator.GetBoneTransform(HumanBodyBones.Chest));
Assert.True(fake_humanoid.transform.Find("Body") == null);
}
}

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@ -59,6 +59,7 @@ MonoBehaviour:
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@ -70,6 +70,23 @@ namespace nadena.dev.modular_avatar.core.editor
}
}
}
// Also retain humanoid bones
var animator = _root.GetComponent<Animator>();
if (animator != null)
{
foreach (var bone_ in Enum.GetValues(typeof(HumanBodyBones)))
{
var bone = (HumanBodyBones) bone_;
if (bone == HumanBodyBones.LastBone) continue;
var transform = animator.GetBoneTransform((HumanBodyBones) bone);
if (transform != null)
{
MarkObject(transform.gameObject);
}
}
}
}
private void MarkPhysBone(VRCPhysBone pb)