fix: layer cross-references are broken by empty layer pruning in some cases (#1075)

Fixes: #830
This commit is contained in:
bd_ 2024-09-01 16:55:42 -07:00 committed by GitHub
parent c6e863d409
commit 28ed2e0ed1
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10 changed files with 689 additions and 0 deletions

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@ -302,6 +302,13 @@ namespace nadena.dev.modular_avatar.animation
private void PruneEmptyLayers()
{
#if MA_VRCSDK3_AVATARS
// We can't safely correct the layer index of a VRCAnimatorLayerControl without knowing if it refers to
// _this_ animator controller, so just skip this. We'll do the empty layer pruning later when we merge
// everything together.
if (BlendableLayer == null) return;
#endif
var originalLayers = _layers;
int[] layerIndexMappings = new int[originalLayers.Count];

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@ -0,0 +1,29 @@
using System.Linq;
using nadena.dev.ndmf;
using NUnit.Framework;
using UnityEditor.Animations;
using VRC.SDK3.Avatars.Components;
namespace modular_avatar_tests
{
public class BaseLayerReferenceCorrectionTest : TestBase
{
[Test]
public void whenBaseAnimatorLayersAreDeleted_layerCrossRefsAreCorrected()
{
var avatar = CreatePrefab("BaseLayerReferenceCorrection.prefab");
AvatarProcessor.ProcessAvatar(avatar);
var fx = findFxLayer(avatar, "test");
var state = fx.stateMachine.defaultState;
var alc = state.behaviours[0] as VRCAnimatorLayerControl;
Assert.NotNull(alc);
var desiredIndex = ((AnimatorController)FindFxController(avatar).animatorController)
.layers.TakeWhile(l => l.name != "l1").Count();
Assert.AreEqual(desiredIndex, alc.layer);
}
}
}

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