diff --git a/Packages/nadena.dev.modular-avatar/Editor/Menu/AddOutfitMenu.cs b/Packages/nadena.dev.modular-avatar/Editor/Menu/AddOutfitMenu.cs deleted file mode 100644 index fba7a952..00000000 --- a/Packages/nadena.dev.modular-avatar/Editor/Menu/AddOutfitMenu.cs +++ /dev/null @@ -1,70 +0,0 @@ -using nadena.dev.modular_avatar.core; -using nadena.dev.modular_avatar.core.editor; -using UnityEditor; -using UnityEngine; -using VRC.SDK3.Avatars.Components; - -namespace nadena.dev.modular_avatar.core.editor -{ - internal static class AddOutfitMenu - { - private static readonly GameObject PREFAB_OUTFIT_MENU = - Util.LoadAssetByGuid("2097228906bdff44fb40a3d9f39cf599"); - - private static readonly string PATH_OUTFIT_MENU = AssetDatabase.GetAssetPath(PREFAB_OUTFIT_MENU); - - [MenuItem("GameObject/ModularAvatar/Add outfit menu", false, 49)] - internal static void CommandAddOutfitMenu(MenuCommand menuCommand) - { - if (!(menuCommand.context is GameObject gameObj)) return; - var avatar = gameObj.GetComponent(); - if (avatar == null || avatar.expressionsMenu == null) return; - - // Do we have a top-level menu we can install into? - // For our heuristic purposes we only look at menus at the top level of the avatar, where the avatar's own - // menu is empty. - GameObject topLevelMenu = null; - if (avatar.expressionsMenu?.controls?.Count == 0) - { - foreach (Transform t in avatar.transform) - { - var installer = t.GetComponent(); - var group = t.GetComponent(); - - if (installer != null && group != null && installer.installTargetMenu == null && - group.targetObject == null) - { - topLevelMenu = t.gameObject; - break; - } - } - } - - var parentObject = topLevelMenu != null ? topLevelMenu.transform : avatar.transform; - - // Avoid double registration - foreach (Transform t in parentObject.transform) - { - if (PrefabUtility.IsPartOfPrefabInstance(t) && - PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(t) == PATH_OUTFIT_MENU) - { - EditorGUIUtility.PingObject(t.gameObject); - return; - } - } - - var instance = (GameObject) PrefabUtility.InstantiatePrefab(PREFAB_OUTFIT_MENU, parentObject); - 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