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Fix up animator layer control references within the same animator
This change adjusts the layer indices for animator layer control state behaviors, assuming that the reference is for a layer in the same animator. This partially addresses #67 for v1.0; fully addressing this requires figuring out how to specify a reference to an arbitrary other Merge Animator target.
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@ -28,6 +28,7 @@ using System.Linq;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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using Object = UnityEngine.Object;
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namespace net.fushizen.modular_avatar.core.editor
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@ -47,6 +48,8 @@ namespace net.fushizen.modular_avatar.core.editor
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private Dictionary<KeyValuePair<String, AnimatorStateMachine>, AnimatorStateMachine> _stateMachines =
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new Dictionary<KeyValuePair<string, AnimatorStateMachine>, AnimatorStateMachine>();
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private int controllerBaseLayer = 0;
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public AnimatorCombiner()
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{
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_combined = Util.CreateAnimator();
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@ -61,6 +64,8 @@ namespace net.fushizen.modular_avatar.core.editor
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public void AddController(string basePath, AnimatorController controller, bool? writeDefaults)
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{
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controllerBaseLayer = _layers.Count;
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foreach (var param in controller.parameters)
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{
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if (_parameters.TryGetValue(param.name, out var acp))
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@ -136,6 +141,23 @@ namespace net.fushizen.modular_avatar.core.editor
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asm = deepClone(layerStateMachine, (obj) => customClone(obj, basePath));
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foreach (var state in asm.states)
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{
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foreach (var behavior in state.state.behaviours)
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{
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switch (behavior)
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{
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case VRCAnimatorLayerControl layerControl:
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{
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// TODO - need to figure out how to handle cross-layer references. For now this will handle
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// intra-animator cases.
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layerControl.layer += controllerBaseLayer;
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break;
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}
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}
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}
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}
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_stateMachines[cacheKey] = asm;
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return asm;
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}
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