mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
chore: port ReactiveComponents to the new NDMF animation API
This commit is contained in:
parent
5c084a8b8a
commit
2ed1402dd4
@ -2,13 +2,9 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.ndmf;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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#if MA_VRCSDK3_AVATARS
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using VRC.SDK3.Avatars.Components;
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#endif
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#endregion
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@ -32,7 +28,6 @@ namespace nadena.dev.modular_avatar.animation
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private BuildContext _context;
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private AnimationDatabase _animationDatabase;
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private PathMappings _pathMappings;
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private ReadableProperty _readableProperty;
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private Dictionary<GameObject, string> _selfProxies = new();
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@ -45,8 +40,6 @@ namespace nadena.dev.modular_avatar.animation
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_pathMappings = new PathMappings();
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_pathMappings.OnActivate(context, _animationDatabase);
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_readableProperty = new ReadableProperty(_context, _animationDatabase, this);
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}
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public void OnDeactivate(BuildContext context)
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@ -85,41 +78,5 @@ namespace nadena.dev.modular_avatar.animation
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return _pathMappings;
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}
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}
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public IEnumerable<(EditorCurveBinding, string)> BoundReadableProperties => _readableProperty.BoundProperties;
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// HACK: This is a temporary crutch until we rework the entire animator services system
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public void AddPropertyDefinition(AnimatorControllerParameter paramDef)
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{
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#if MA_VRCSDK3_AVATARS
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if (!_context.AvatarDescriptor) return;
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var fx = (AnimatorController)
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_context.AvatarDescriptor.baseAnimationLayers
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.First(l => l.type == VRCAvatarDescriptor.AnimLayerType.FX)
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.animatorController;
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fx.parameters = fx.parameters.Concat(new[] { paramDef }).ToArray();
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#endif
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}
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public string GetActiveSelfProxy(GameObject obj)
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{
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if (_selfProxies.TryGetValue(obj, out var paramName) && !string.IsNullOrEmpty(paramName)) return paramName;
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var path = PathMappings.GetObjectIdentifier(obj);
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paramName = _readableProperty.ForActiveSelf(path);
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_selfProxies[obj] = paramName;
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return paramName;
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}
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public bool ObjectHasAnimations(GameObject obj)
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{
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var path = PathMappings.GetObjectIdentifier(obj);
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var clips = AnimationDatabase.ClipsForPath(path);
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return clips != null && !clips.IsEmpty;
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}
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}
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}
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@ -2,6 +2,7 @@
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using System.Linq;
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using nadena.dev.modular_avatar.core.editor;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.animator;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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@ -18,12 +19,11 @@ namespace nadena.dev.modular_avatar.animation
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{
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protected override void Execute(BuildContext context)
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{
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var asc = context.Extension<AnimationServicesContext>();
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if (!asc.BoundReadableProperties.Any()) return;
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var fx = (AnimatorController)context.AvatarDescriptor.baseAnimationLayers
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.FirstOrDefault(l => l.type == VRCAvatarDescriptor.AnimLayerType.FX).animatorController;
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var asc = context.Extension<AnimatorServicesContext>();
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var activeProxies = context.GetState<ReadablePropertyExtension.Retained>().proxyProps;
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if (activeProxies.Count == 0) return;
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var fx = asc.ControllerContext[VRCAvatarDescriptor.AnimLayerType.FX];
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if (fx == null) return;
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var nullMotion = new AnimationClip();
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@ -33,48 +33,31 @@ namespace nadena.dev.modular_avatar.animation
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blendTree.blendType = BlendTreeType.Direct;
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blendTree.useAutomaticThresholds = false;
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blendTree.children = asc.BoundReadableProperties
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.Select(prop => GenerateDelayChild(nullMotion, prop))
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blendTree.children = activeProxies
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.Select(prop => GenerateDelayChild(nullMotion, (prop.Key, prop.Value)))
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.ToArray();
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var asm = new AnimatorStateMachine();
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var state = new AnimatorState();
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state.name = "DelayDisable";
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state.motion = blendTree;
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state.writeDefaultValues = true;
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var layer = fx.AddLayer(LayerPriority.Default, "DelayDisable");
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var state = layer.StateMachine.AddState("DelayDisable");
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layer.StateMachine.DefaultState = state;
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asm.defaultState = state;
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asm.states = new[]
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{
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new ChildAnimatorState
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{
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state = state,
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position = Vector3.zero
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}
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};
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fx.layers = fx.layers.Append(new AnimatorControllerLayer
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{
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name = "DelayDisable",
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stateMachine = asm,
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defaultWeight = 1,
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blendingMode = AnimatorLayerBlendingMode.Override
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}).ToArray();
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state.WriteDefaultValues = true;
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state.Motion = asc.ControllerContext.Clone(blendTree);
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// Ensure the initial state of readable props matches the actual state of the gameobject
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var parameters = fx.parameters;
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var paramToIndex = parameters.Select((p, i) => (p, i)).ToDictionary(x => x.p.name, x => x.i);
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foreach (var (binding, prop) in asc.BoundReadableProperties)
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foreach (var controller in asc.ControllerContext.GetAllControllers())
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{
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var obj = asc.PathMappings.PathToObject(binding.path);
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foreach (var (binding, prop) in activeProxies)
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{
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var obj = asc.ObjectPathRemapper.GetObjectForPath(binding.path);
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if (obj != null && paramToIndex.TryGetValue(prop, out var index))
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if (obj != null && controller.Parameters.TryGetValue(prop, out var p))
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{
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parameters[index].defaultFloat = obj.activeSelf ? 1 : 0;
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p.defaultFloat = obj.activeSelf ? 1 : 0;
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controller.Parameters = controller.Parameters.SetItem(prop, p);
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}
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}
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}
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fx.parameters = parameters;
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}
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private ChildMotion GenerateDelayChild(Motion nullMotion, (EditorCurveBinding, string) binding)
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@ -1,147 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.ndmf;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace nadena.dev.modular_avatar.animation
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{
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internal class ReadableProperty
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{
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private readonly BuildContext _context;
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private readonly AnimationDatabase _animDB;
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private readonly AnimationServicesContext _asc;
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private readonly Dictionary<EditorCurveBinding, string> _alreadyBound = new();
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private long _nextIndex;
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public ReadableProperty(BuildContext context, AnimationDatabase animDB, AnimationServicesContext asc)
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{
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_context = context;
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_animDB = animDB;
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_asc = asc;
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}
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public IEnumerable<(EditorCurveBinding, string)> BoundProperties =>
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_alreadyBound.Select(kv => (kv.Key, kv.Value));
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/// <summary>
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/// Creates an animator parameter which tracks the effective value of a property on a component. This only
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/// tracks FX layer properties.
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/// </summary>
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/// <param name="ecb"></param>
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/// <returns></returns>
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public string ForBinding(string path, Type componentType, string property)
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{
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var ecb = new EditorCurveBinding
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{
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path = path,
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type = componentType,
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propertyName = property
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};
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if (_alreadyBound.TryGetValue(ecb, out var reader))
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{
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return reader;
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}
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var lastComponent = path.Split("/")[^1];
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var emuPropName = $"__MA/ReadableProp/{lastComponent}/{componentType}/{property}#{_nextIndex++}";
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float initialValue = 0;
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var gameObject = _asc.PathMappings.PathToObject(path);
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Object component = componentType == typeof(GameObject)
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? gameObject
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: gameObject?.GetComponent(componentType);
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if (component != null)
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{
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var so = new SerializedObject(component);
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var prop = so.FindProperty(property);
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if (prop != null)
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switch (prop.propertyType)
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{
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case SerializedPropertyType.Boolean:
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initialValue = prop.boolValue ? 1 : 0;
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break;
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case SerializedPropertyType.Float:
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initialValue = prop.floatValue;
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break;
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case SerializedPropertyType.Integer:
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initialValue = prop.intValue;
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break;
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default: throw new NotImplementedException($"Property type {prop.type} not supported");
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}
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}
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_asc.AddPropertyDefinition(new AnimatorControllerParameter
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{
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defaultFloat = initialValue,
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name = emuPropName,
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type = AnimatorControllerParameterType.Float
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});
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BindProperty(ecb, emuPropName);
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_alreadyBound[ecb] = emuPropName;
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return emuPropName;
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}
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private void BindProperty(EditorCurveBinding ecb, string propertyName)
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{
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var boundProp = new EditorCurveBinding
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{
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path = "",
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type = typeof(Animator),
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propertyName = propertyName
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};
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foreach (var clip in _animDB.ClipsForPath(ecb.path)) ProcessAnyClip(clip);
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void ProcessBlendTree(BlendTree blendTree)
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{
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foreach (var child in blendTree.children)
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switch (child.motion)
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{
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case AnimationClip animationClip:
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ProcessAnimationClip(animationClip);
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break;
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case BlendTree subBlendTree:
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ProcessBlendTree(subBlendTree);
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break;
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}
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}
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void ProcessAnimationClip(AnimationClip animationClip)
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{
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var curve = AnimationUtility.GetEditorCurve(animationClip, ecb);
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if (curve == null) return;
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AnimationUtility.SetEditorCurve(animationClip, boundProp, curve);
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}
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void ProcessAnyClip(AnimationDatabase.ClipHolder clip)
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{
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switch (clip.CurrentClip)
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{
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case AnimationClip animationClip:
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ProcessAnimationClip(animationClip);
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break;
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case BlendTree blendTree:
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ProcessBlendTree(blendTree);
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break;
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}
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}
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}
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public string ForActiveSelf(string path)
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{
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return ForBinding(path, typeof(GameObject), "m_IsActive");
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}
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}
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}
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@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 1074339e2a59465ba585cb8cbbc4a88c
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timeCreated: 1719195449
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82
Editor/Animation/ReadablePropertyExtension.cs
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82
Editor/Animation/ReadablePropertyExtension.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.animator;
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using UnityEditor;
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using UnityEngine;
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namespace nadena.dev.modular_avatar.animation
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{
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[DependsOnContext(typeof(AnimatorServicesContext))]
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internal class ReadablePropertyExtension : IExtensionContext
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{
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// This is a temporary hack for GameObjectDelayDisablePass
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public class Retained
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{
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public Dictionary<EditorCurveBinding, string> proxyProps = new();
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}
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private AnimatorServicesContext? _asc;
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private Retained _retained;
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private AnimatorServicesContext asc =>
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_asc ?? throw new InvalidOperationException("ActiveSelfProxyExtension is not active");
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private Dictionary<EditorCurveBinding, string> proxyProps => _retained.proxyProps;
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private int index;
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public IEnumerable<(EditorCurveBinding, string)> ActiveProxyProps =>
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proxyProps.Select(kvp => (kvp.Key, kvp.Value));
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public string GetActiveSelfProxy(GameObject obj)
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{
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var path = asc.ObjectPathRemapper.GetVirtualPathForObject(obj);
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var ecb = EditorCurveBinding.FloatCurve(path, typeof(GameObject), "m_IsActive");
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if (proxyProps.TryGetValue(ecb, out var prop)) return prop;
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prop = $"__MA/ActiveSelfProxy/{obj.name}##{index++}";
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proxyProps[ecb] = prop;
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// Add prop to all animators
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foreach (var animator in asc.ControllerContext.GetAllControllers())
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{
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animator.Parameters = animator.Parameters.SetItem(
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prop,
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new AnimatorControllerParameter
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{
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name = prop,
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type = AnimatorControllerParameterType.Float,
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defaultFloat = obj.activeSelf ? 1 : 0
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}
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);
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}
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return prop;
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}
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public void OnActivate(BuildContext context)
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{
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_asc = context.Extension<AnimatorServicesContext>();
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_retained = context.GetState<Retained>();
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}
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public void OnDeactivate(BuildContext context)
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{
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asc.AnimationIndex.EditClipsByBinding(proxyProps.Keys, clip =>
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{
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foreach (var b in clip.GetFloatCurveBindings().ToList())
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{
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if (proxyProps.TryGetValue(b, out var proxyProp))
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{
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var curve = clip.GetFloatCurve(b);
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clip.SetFloatCurve("", typeof(Animator), proxyProp, curve);
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}
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}
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});
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}
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}
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}
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3
Editor/Animation/ReadablePropertyExtension.cs.meta
Normal file
3
Editor/Animation/ReadablePropertyExtension.cs.meta
Normal file
@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 511cbc0373a2469192e0351e2222a203
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timeCreated: 1732496091
|
@ -6,6 +6,7 @@ using nadena.dev.modular_avatar.core.ArmatureAwase;
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using nadena.dev.modular_avatar.core.editor.plugin;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.animator;
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using nadena.dev.ndmf.fluent;
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using UnityEngine;
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using Object = UnityEngine.Object;
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@ -55,12 +56,22 @@ namespace nadena.dev.modular_avatar.core.editor.plugin
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seq.Run(MergeAnimatorPluginPass.Instance);
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seq.Run(ApplyAnimatorDefaultValuesPass.Instance);
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#endif
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seq.WithRequiredExtension(typeof(AnimatorServicesContext), _s2 =>
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{
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#if MA_VRCSDK3_AVATARS
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seq.WithRequiredExtension(typeof(ReadablePropertyExtension), _s3 =>
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{
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seq.Run("Shape Changer", ctx => new ReactiveObjectPass(ctx).Execute())
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.PreviewingWith(new ShapeChangerPreview(), new ObjectSwitcherPreview(),
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new MaterialSetterPreview());
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});
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seq.Run(GameObjectDelayDisablePass.Instance);
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#endif
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});
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seq.WithRequiredExtension(typeof(AnimationServicesContext), _s2 =>
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{
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#if MA_VRCSDK3_AVATARS
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seq.Run("Shape Changer", ctx => new ReactiveObjectPass(ctx).Execute())
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.PreviewingWith(new ShapeChangerPreview(), new ObjectSwitcherPreview(), new MaterialSetterPreview());
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// TODO: We currently run this above MergeArmaturePlugin, because Merge Armature might destroy
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// game objects which contain Menu Installers. It'd probably be better however to teach Merge Armature
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// to retain those objects? maybe?
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@ -78,7 +89,7 @@ namespace nadena.dev.modular_avatar.core.editor.plugin
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seq.Run(ReplaceObjectPluginPass.Instance);
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#if MA_VRCSDK3_AVATARS
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seq.Run(BlendshapeSyncAnimationPluginPass.Instance);
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seq.Run(GameObjectDelayDisablePass.Instance);
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// seq.Run(GameObjectDelayDisablePass.Instance); - TODO, move back here
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#endif
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seq.Run(ConstraintConverterPass.Instance);
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});
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|
@ -31,7 +31,7 @@ namespace nadena.dev.modular_avatar.core.editor
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{
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if (_asc != null)
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{
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return _asc.GetActiveSelfProxy(obj);
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return _rpe.GetActiveSelfProxy(obj);
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}
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else
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{
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|
@ -4,6 +4,7 @@ using System.Collections.Immutable;
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using System.Linq;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.core.editor.Simulator;
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using nadena.dev.ndmf.animator;
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using nadena.dev.ndmf.preview;
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using UnityEngine;
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@ -17,7 +18,9 @@ namespace nadena.dev.modular_avatar.core.editor
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{
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private readonly ComputeContext _computeContext;
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private readonly ndmf.BuildContext _context;
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private readonly AnimationServicesContext _asc;
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private readonly AnimatorServicesContext _asc;
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private readonly ReadablePropertyExtension _rpe;
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private Dictionary<string, float> _simulationInitialStates;
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public const string BlendshapePrefix = "blendShape.";
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@ -34,7 +37,8 @@ namespace nadena.dev.modular_avatar.core.editor
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{
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_computeContext = ComputeContext.NullContext;
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_context = context;
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_asc = context.Extension<AnimationServicesContext>();
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_asc = context.Extension<AnimatorServicesContext>();
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_rpe = context.Extension<ReadablePropertyExtension>();
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_simulationInitialStates = null;
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}
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@ -145,7 +149,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
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/// <param name="shapes"></param>
|
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private void AnalyzeConstants(Dictionary<TargetProp, AnimatedProperty> shapes)
|
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{
|
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var asc = _context?.Extension<AnimationServicesContext>();
|
||||
var asc = _context?.Extension<AnimatorServicesContext>();
|
||||
HashSet<GameObject> toggledObjects = new();
|
||||
|
||||
if (asc == null) return;
|
||||
@ -160,7 +164,10 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
{
|
||||
foreach (var condition in actionGroup.ControllingConditions)
|
||||
if (condition.ReferenceObject != null && !toggledObjects.Contains(condition.ReferenceObject))
|
||||
condition.IsConstant = asc.AnimationDatabase.ClipsForPath(asc.PathMappings.GetObjectIdentifier(condition.ReferenceObject)).IsEmpty;
|
||||
condition.IsConstant = !asc.AnimationIndex.GetClipsForObjectPath(
|
||||
asc.ObjectPathRemapper.GetVirtualPathForObject(condition.ReferenceObject) ??
|
||||
"___NONEXISTENT___"
|
||||
).Any();
|
||||
|
||||
// Remove redundant active conditions.
|
||||
actionGroup.ControllingConditions.RemoveAll(c => c.IsConstant && c.InitiallyActive);
|
||||
@ -187,7 +194,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
/// <param name="groups"></param>
|
||||
private void ResolveToggleInitialStates(Dictionary<TargetProp, AnimatedProperty> groups)
|
||||
{
|
||||
var asc = _context?.Extension<AnimationServicesContext>();
|
||||
var asc = _context?.Extension<AnimatorServicesContext>();
|
||||
|
||||
Dictionary<string, float> propStates = new();
|
||||
Dictionary<string, float> nextPropStates = new();
|
||||
|
@ -5,6 +5,7 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using nadena.dev.modular_avatar.animation;
|
||||
using nadena.dev.ndmf.animator;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Animations;
|
||||
using UnityEngine;
|
||||
@ -24,7 +25,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
// Properties that are being driven, either by foreign animations or Object Toggles
|
||||
private HashSet<string> activeProps = new();
|
||||
|
||||
private AnimationClip _initialStateClip;
|
||||
private VirtualClip _initialStateClip;
|
||||
private bool _writeDefaults;
|
||||
|
||||
public ReactiveObjectPass(ndmf.BuildContext context)
|
||||
@ -60,7 +61,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
|
||||
private void GenerateActiveSelfProxies(Dictionary<TargetProp, AnimatedProperty> shapes)
|
||||
{
|
||||
var asc = context.Extension<AnimationServicesContext>();
|
||||
var rpe = context.Extension<ReadablePropertyExtension>();
|
||||
|
||||
foreach (var prop in shapes.Keys)
|
||||
{
|
||||
@ -68,7 +69,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
{
|
||||
// Ensure a proxy exists for each object we're going to be toggling.
|
||||
// TODO: is this still needed?
|
||||
asc.GetActiveSelfProxy(go);
|
||||
rpe.GetActiveSelfProxy(go);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -91,19 +92,19 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
private void ProcessInitialStates(Dictionary<TargetProp, object> initialStates,
|
||||
Dictionary<TargetProp, AnimatedProperty> shapes)
|
||||
{
|
||||
var asc = context.Extension<AnimationServicesContext>();
|
||||
var asc = context.Extension<AnimatorServicesContext>();
|
||||
var rpe = context.Extension<ReadablePropertyExtension>();
|
||||
|
||||
// We need to track _two_ initial states: the initial state we'll apply at build time (which applies
|
||||
// when animations are disabled) and the animation base state. Confusingly, the animation base state
|
||||
// should be the state that is currently applied to the object...
|
||||
|
||||
var clips = context.Extension<AnimationServicesContext>().AnimationDatabase;
|
||||
var initialStateHolder = clips.ClipsForPath(ReactiveObjectPrepass.TAG_PATH).FirstOrDefault();
|
||||
if (initialStateHolder == null) return;
|
||||
var clips = asc.AnimationIndex;
|
||||
_initialStateClip = clips.GetClipsForObjectPath(ReactiveObjectPrepass.TAG_PATH).FirstOrDefault();
|
||||
|
||||
_initialStateClip = new AnimationClip();
|
||||
_initialStateClip.name = "Reactive Component Defaults";
|
||||
initialStateHolder.CurrentClip = _initialStateClip;
|
||||
if (_initialStateClip == null) return;
|
||||
|
||||
_initialStateClip.Name = "Reactive Component Defaults";
|
||||
|
||||
foreach (var (key, initialState) in initialStates)
|
||||
{
|
||||
@ -186,17 +187,17 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
curve.AddKey(0, f);
|
||||
curve.AddKey(1, f);
|
||||
|
||||
AnimationUtility.SetEditorCurve(_initialStateClip, binding, curve);
|
||||
_initialStateClip.SetFloatCurve(binding, curve);
|
||||
|
||||
if (componentType == typeof(GameObject) && key.PropertyName == "m_IsActive")
|
||||
{
|
||||
binding = EditorCurveBinding.FloatCurve(
|
||||
"",
|
||||
typeof(Animator),
|
||||
asc.GetActiveSelfProxy((GameObject)key.TargetObject)
|
||||
rpe.GetActiveSelfProxy((GameObject)key.TargetObject)
|
||||
);
|
||||
|
||||
AnimationUtility.SetEditorCurve(_initialStateClip, binding, curve);
|
||||
_initialStateClip.SetFloatCurve(binding, curve);
|
||||
}
|
||||
}
|
||||
else if (animBaseState is Object obj)
|
||||
@ -207,7 +208,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
key.PropertyName
|
||||
);
|
||||
|
||||
AnimationUtility.SetObjectReferenceCurve(_initialStateClip, binding, new []
|
||||
_initialStateClip.SetObjectCurve(binding, new[]
|
||||
{
|
||||
new ObjectReferenceKeyframe()
|
||||
{
|
||||
@ -299,7 +300,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
|
||||
private AnimatorStateMachine GenerateStateMachine(AnimatedProperty info)
|
||||
{
|
||||
var asc = context.Extension<AnimationServicesContext>();
|
||||
var asc = context.Extension<AnimatorServicesContext>();
|
||||
var asm = new AnimatorStateMachine();
|
||||
|
||||
// Workaround for the warning: "'.' is not allowed in State name"
|
||||
@ -326,7 +327,6 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
position = new Vector3(x, y),
|
||||
state = initialState
|
||||
});
|
||||
asc.AnimationDatabase.RegisterState(states[^1].state);
|
||||
|
||||
var lastConstant = info.actionGroups.FindLastIndex(agk => agk.IsConstant);
|
||||
var transitionBuffer = new List<(AnimatorState, List<AnimatorStateTransition>)>();
|
||||
@ -350,7 +350,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
clip.name = "Property Overlay controlled by " + group.ControllingConditions[0].DebugName + " " +
|
||||
group.Value;
|
||||
|
||||
var conditions = GetTransitionConditions(asc, group);
|
||||
var conditions = GetTransitionConditions(group);
|
||||
|
||||
foreach (var (st, transitions) in transitionBuffer)
|
||||
{
|
||||
@ -394,7 +394,6 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
position = new Vector3(x, y),
|
||||
state = state
|
||||
});
|
||||
asc.AnimationDatabase.RegisterState(states[^1].state);
|
||||
|
||||
var transitionList = new List<AnimatorStateTransition>();
|
||||
transitionBuffer.Add((state, transitionList));
|
||||
@ -466,7 +465,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
};
|
||||
}
|
||||
|
||||
private AnimatorCondition[] GetTransitionConditions(AnimationServicesContext asc, ReactionRule group)
|
||||
private AnimatorCondition[] GetTransitionConditions(ReactionRule group)
|
||||
{
|
||||
var conditions = new List<AnimatorCondition>();
|
||||
|
||||
@ -552,8 +551,8 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
|
||||
if (key.TargetObject is GameObject targetObject && key.PropertyName == "m_IsActive")
|
||||
{
|
||||
var asc = context.Extension<AnimationServicesContext>();
|
||||
var propName = asc.GetActiveSelfProxy(targetObject);
|
||||
var rpe = context.Extension<ReadablePropertyExtension>();
|
||||
var propName = rpe.GetActiveSelfProxy(targetObject);
|
||||
binding = EditorCurveBinding.FloatCurve("", typeof(Animator), propName);
|
||||
AnimationUtility.SetEditorCurve(clip, binding, curve);
|
||||
}
|
||||
@ -564,47 +563,29 @@ namespace nadena.dev.modular_avatar.core.editor
|
||||
|
||||
private void ApplyController(AnimatorStateMachine asm, string layerName)
|
||||
{
|
||||
var fx = FindFxController();
|
||||
var asc = context.Extension<AnimatorServicesContext>();
|
||||
var fx = asc.ControllerContext[
|
||||
VRCAvatarDescriptor.AnimLayerType.FX
|
||||
];
|
||||
|
||||
if (fx.animatorController == null)
|
||||
if (fx == null)
|
||||
{
|
||||
throw new InvalidOperationException("No FX layer found");
|
||||
}
|
||||
|
||||
if (!context.IsTemporaryAsset(fx.animatorController))
|
||||
foreach (var paramName in initialValues.Keys.Except(fx.Parameters.Keys))
|
||||
{
|
||||
throw new InvalidOperationException("FX layer is not a temporary asset");
|
||||
}
|
||||
|
||||
if (!(fx.animatorController is AnimatorController animController))
|
||||
{
|
||||
throw new InvalidOperationException("FX layer is not an animator controller");
|
||||
}
|
||||
|
||||
var paramList = animController.parameters.ToList();
|
||||
var paramSet = paramList.Select(p => p.name).ToHashSet();
|
||||
|
||||
foreach (var paramName in initialValues.Keys.Except(paramSet))
|
||||
{
|
||||
paramList.Add(new AnimatorControllerParameter()
|
||||
var parameter = new AnimatorControllerParameter
|
||||
{
|
||||
name = paramName,
|
||||
type = AnimatorControllerParameterType.Float,
|
||||
defaultFloat = initialValues[paramName], // TODO
|
||||
});
|
||||
paramSet.Add(paramName);
|
||||
};
|
||||
fx.Parameters = fx.Parameters.SetItem(paramName, parameter);
|
||||
}
|
||||
|
||||
animController.parameters = paramList.ToArray();
|
||||
|
||||
animController.layers = animController.layers.Append(
|
||||
new AnimatorControllerLayer
|
||||
{
|
||||
stateMachine = asm,
|
||||
name = "RC " + layerName,
|
||||
defaultWeight = 1
|
||||
}
|
||||
).ToArray();
|
||||
fx.AddLayer(LayerPriority.Default, "RC " + layerName).StateMachine =
|
||||
asc.ControllerContext.Clone(asm);
|
||||
}
|
||||
|
||||
private VRCAvatarDescriptor.CustomAnimLayer FindFxController()
|
||||
|
Loading…
Reference in New Issue
Block a user