mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
fix: "fake humanoid" bones can be pruned by game object GC pass
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Assets/_ModularAvatar/EditModeTests/GameObjectGC.meta
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8
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@ -0,0 +1,25 @@
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using System.Collections;
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using System.Collections.Generic;
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using modular_avatar_tests;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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public class GameObjectGC : TestBase
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{
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[Test]
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public void FakeHumanoidHandling()
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{
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var fake_humanoid = CreatePrefab("FakeHumanoid.prefab");
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var avdesc = fake_humanoid.GetComponent<VRCAvatarDescriptor>();
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new GCGameObjectsPass(new BuildContext(avdesc), fake_humanoid).OnPreprocessAvatar();
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AvatarProcessor.ProcessAvatar(fake_humanoid);
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var animator = fake_humanoid.GetComponent<Animator>();
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Assert.NotNull(animator);
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Assert.NotNull(animator.GetBoneTransform(HumanBodyBones.Chest));
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Assert.True(fake_humanoid.transform.Find("Body") == null);
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}
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}
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@ -59,6 +59,7 @@ MonoBehaviour:
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@ -70,6 +70,23 @@ namespace nadena.dev.modular_avatar.core.editor
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}
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}
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}
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// Also retain humanoid bones
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var animator = _root.GetComponent<Animator>();
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if (animator != null)
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{
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foreach (var bone_ in Enum.GetValues(typeof(HumanBodyBones)))
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{
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var bone = (HumanBodyBones) bone_;
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if (bone == HumanBodyBones.LastBone) continue;
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var transform = animator.GetBoneTransform((HumanBodyBones) bone);
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if (transform != null)
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{
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MarkObject(transform.gameObject);
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}
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}
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}
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}
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private void MarkPhysBone(VRCPhysBone pb)
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