fix: synced layers with substatemachines are broken (#882)

repro case provided by @anatawa12
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bd_ 2024-06-17 08:26:00 +09:00 committed by GitHub
parent 72d7a7381a
commit 628c07a505
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8 changed files with 384 additions and 1 deletions

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@ -534,7 +534,6 @@ namespace nadena.dev.modular_avatar.animation
if (child.stateMachine == null) continue;
if (visited.Contains(child.stateMachine)) continue;
visited.Add(child.stateMachine);
foreach (var state in VisitStateMachine(child.stateMachine))
{
yield return state;

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@ -0,0 +1,41 @@
using modular_avatar_tests;
using nadena.dev.ndmf;
using NUnit.Framework;
using UnityEditor.Animations;
using VRC.SDK3.Avatars.Components;
namespace UnitTests.MergeAnimatorTests.SyncedLayerOverrideInSubStatemachine
{
public class SyncedLayerOverrideInSubStateMachine : TestBase
{
[Test]
public void SyncedLayerOverride_usesCorrectStateOverride()
{
var controller = LoadAsset<AnimatorController>("syncedlayer.controller");
var root = CreateRoot("root");
var vrc_descriptor = root.GetComponent<VRCAvatarDescriptor>();
var layers = vrc_descriptor.baseAnimationLayers;
for (int i = 0; i < layers.Length; i++)
{
var layer = layers[i];
if (layer.type == VRCAvatarDescriptor.AnimLayerType.FX)
{
layer.animatorController = controller;
layer.isDefault = false;
}
layers[i] = layer;
}
AvatarProcessor.ProcessAvatar(root);
var fx = FindFxController(root);
var ac = (AnimatorController) fx.animatorController;
var layer2 = ac.layers[2];
var motion = layer2.GetOverrideMotion(ac.layers[1].stateMachine.stateMachines[0].stateMachine.states[0].state);
Assert.NotNull(motion);
}
}
}

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