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Fixing more issues with constraint merging
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parent
594971b8e2
commit
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@ -61,7 +61,7 @@ namespace net.fushizen.modular_avatar.core.editor
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var bones = renderer.bones;
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var bones = renderer.bones;
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for (int i = 0; i < bones.Length; i++) bones[i] = MapBoneReference(bones[i], Retargetable.Ignore);
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for (int i = 0; i < bones.Length; i++) bones[i] = MapBoneReference(bones[i], Retargetable.Ignore);
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renderer.bones = bones;
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renderer.bones = bones;
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renderer.rootBone = MapBoneReference(renderer.rootBone);
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renderer.rootBone = MapBoneReference(renderer.rootBone, Retargetable.Ignore);
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renderer.probeAnchor = MapBoneReference(renderer.probeAnchor);
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renderer.probeAnchor = MapBoneReference(renderer.probeAnchor);
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}
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}
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@ -317,14 +317,6 @@ namespace net.fushizen.modular_avatar.core.editor
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pc.translationOffsets = new Vector3[] {targetToSrc.MultiplyPoint(Vector3.zero)};
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pc.translationOffsets = new Vector3[] {targetToSrc.MultiplyPoint(Vector3.zero)};
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pc.rotationOffsets = new Vector3[] {targetToSrc.rotation.eulerAngles};
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pc.rotationOffsets = new Vector3[] {targetToSrc.rotation.eulerAngles};
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}
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}
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else if (constraint is PositionConstraint pos)
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{
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pos.translationOffset = targetToSrc.MultiplyPoint(Vector3.zero);
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}
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else if (constraint is RotationConstraint rot)
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{
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rot.rotationOffset = targetToSrc.rotation.eulerAngles;
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}
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constraint.locked = true;
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constraint.locked = true;
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constraint.constraintActive = true;
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constraint.constraintActive = true;
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@ -333,7 +325,10 @@ namespace net.fushizen.modular_avatar.core.editor
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if ((constraintType != null && constraintType != typeof(ParentConstraint))
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if ((constraintType != null && constraintType != typeof(ParentConstraint))
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|| (constraintType == null && src.GetComponent<IConstraint>() != null))
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|| (constraintType == null && src.GetComponent<IConstraint>() != null))
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{
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{
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zipMerge = false;
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Debug.LogWarning(
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$"Retaining: {RuntimeUtil.RelativePath(RuntimeUtil.FindAvatarInParents(src.transform).gameObject, src.gameObject)}" +
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$"with constraintType {constraintType} and constraint {src.GetComponent<IConstraint>()}");
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return true;
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}
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}
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List<Transform> children = new List<Transform>();
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List<Transform> children = new List<Transform>();
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