mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
feat: improvements to armature tracking (#665)
* opti(armature-lock): parallelize burst jobs for armature lock processing * feat: continue armature tracking when the MAMA GameObject is disabled Closes: #500 * feat: add global toggle for armature locking Closes: #484
This commit is contained in:
parent
27f0557367
commit
648c9a9608
@ -24,6 +24,7 @@
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using System;
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using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.CompilerServices;
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using nadena.dev.modular_avatar.ui;
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using UnityEditor;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine;
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@ -45,7 +46,7 @@ namespace nadena.dev.modular_avatar.core.editor
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ApplyToCurrentAvatar();
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ApplyToCurrentAvatar();
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}
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}
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[MenuItem("Tools/Modular Avatar/Manual bake avatar", true)]
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[MenuItem(UnityMenuItems.TopMenu_ManualBakeAvatar, true, UnityMenuItems.TopMenu_ManualBakeAvatarOrder)]
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private static bool ValidateApplyToCurrentAvatar()
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private static bool ValidateApplyToCurrentAvatar()
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{
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{
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return ndmf.AvatarProcessor.CanProcessObject(Selection.activeGameObject);
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return ndmf.AvatarProcessor.CanProcessObject(Selection.activeGameObject);
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@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Collections.Immutable;
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Linq;
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using nadena.dev.modular_avatar.ui;
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using nadena.dev.ndmf.localization;
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using nadena.dev.ndmf.localization;
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using nadena.dev.ndmf.ui;
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using nadena.dev.ndmf.ui;
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using Newtonsoft.Json;
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using Newtonsoft.Json;
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@ -87,7 +88,7 @@ namespace nadena.dev.modular_avatar.core.editor
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}
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}
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}
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}
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[MenuItem("Tools/Modular Avatar/Reload localizations")]
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[MenuItem(UnityMenuItems.TopMenu_ReloadLocalizations, false, UnityMenuItems.TopMenu_ReloadLocalizationsOrder)]
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public static void Reload()
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public static void Reload()
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{
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{
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Localizer.ReloadLocalizations();
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Localizer.ReloadLocalizations();
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@ -1,13 +1,65 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using nadena.dev.modular_avatar.ui;
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using UnityEngine;
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using UnityEngine;
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor;
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#endif
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#endif
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namespace nadena.dev.modular_avatar.core.armature_lock
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namespace nadena.dev.modular_avatar.core.armature_lock
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{
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{
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internal class ArmatureLockConfig
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#if UNITY_EDITOR
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: UnityEditor.ScriptableSingleton<ArmatureLockConfig>
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#endif
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{
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#if !UNITY_EDITOR
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internal static ArmatureLockConfig instance { get; } = new ArmatureLockConfig();
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#endif
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[SerializeField]
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private bool _globalEnable = true;
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internal bool GlobalEnable
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{
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get => _globalEnable;
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set
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{
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if (value == _globalEnable) return;
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#if UNITY_EDITOR
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Undo.RecordObject(this, "Toggle Edit Mode Bone Sync");
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Menu.SetChecked(UnityMenuItems.TopMenu_EditModeBoneSync, value);
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#endif
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_globalEnable = value;
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if (!value)
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{
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// Run prepare one last time to dispose of lock structures
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UpdateLoopController.InvokeArmatureLockPrepare();
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}
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}
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}
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#if UNITY_EDITOR
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[InitializeOnLoadMethod]
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static void Init()
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{
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EditorApplication.delayCall += () => {
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Menu.SetChecked(UnityMenuItems.TopMenu_EditModeBoneSync, instance._globalEnable);
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};
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}
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[MenuItem(UnityMenuItems.TopMenu_EditModeBoneSync, false, UnityMenuItems.TopMenu_EditModeBoneSyncOrder)]
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static void ToggleBoneSync()
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{
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instance.GlobalEnable = !instance.GlobalEnable;
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}
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#endif
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}
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internal class ArmatureLockController : IDisposable
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internal class ArmatureLockController : IDisposable
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{
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{
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private static long lastMovedFrame = 0;
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private static long lastMovedFrame = 0;
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@ -24,6 +76,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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private readonly GetTransformsDelegate _getTransforms;
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private readonly GetTransformsDelegate _getTransforms;
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private IArmatureLock _lock;
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private IArmatureLock _lock;
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private bool GlobalEnable => ArmatureLockConfig.instance.GlobalEnable;
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private bool _updateActive;
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private bool _updateActive;
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private bool UpdateActive
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private bool UpdateActive
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@ -35,11 +88,13 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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if (value)
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if (value)
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{
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{
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UpdateLoopController.OnArmatureLockUpdate += VoidUpdate;
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UpdateLoopController.OnArmatureLockPrepare += UpdateLoopPrepare;
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UpdateLoopController.OnArmatureLockUpdate += UpdateLoopFinish;
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}
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}
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else
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else
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{
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{
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UpdateLoopController.OnArmatureLockUpdate -= VoidUpdate;
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UpdateLoopController.OnArmatureLockPrepare -= UpdateLoopPrepare;
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UpdateLoopController.OnArmatureLockUpdate -= UpdateLoopFinish;
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}
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}
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_updateActive = value;
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_updateActive = value;
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@ -70,6 +125,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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set
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set
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{
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{
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if (Enabled == value) return;
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if (Enabled == value) return;
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_enabled = value;
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_enabled = value;
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if (_enabled) UpdateActive = true;
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if (_enabled) UpdateActive = true;
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}
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}
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@ -105,24 +161,73 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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return RebuildLock() && (_lock?.IsStable() ?? false);
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return RebuildLock() && (_lock?.IsStable() ?? false);
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}
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}
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private void VoidUpdate()
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private void VoidPrepare()
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{
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{
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Update();
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UpdateLoopPrepare();
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}
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private void UpdateLoopFinish()
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{
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DoFinish();
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}
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}
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internal bool Update()
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internal bool Update()
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{
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{
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LockResult result;
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UpdateLoopPrepare();
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return DoFinish();
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}
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private bool IsPrepared = false;
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private void UpdateLoopPrepare()
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{
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if (_mama == null || !_mama.gameObject.scene.IsValid())
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{
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UpdateActive = false;
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return;
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}
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if (!Enabled)
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if (!Enabled)
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{
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{
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UpdateActive = false;
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UpdateActive = false;
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_lock?.Dispose();
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_lock?.Dispose();
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_lock = null;
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_lock = null;
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return true;
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return;
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}
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if (!GlobalEnable)
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{
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_lock?.Dispose();
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_lock = null;
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return;
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}
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}
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if (_curMode == _mode)
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if (_curMode == _mode)
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{
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{
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_lock?.Prepare();
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IsPrepared = _lock != null;
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}
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}
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private bool DoFinish()
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{
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LockResult result;
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if (!GlobalEnable)
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{
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_lock?.Dispose();
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_lock = null;
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return true;
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}
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var wasPrepared = IsPrepared;
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IsPrepared = false;
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if (!Enabled) return true;
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if (_curMode == _mode)
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{
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if (!wasPrepared) _lock?.Prepare();
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result = _lock?.Execute() ?? LockResult.Failed;
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result = _lock?.Execute() ?? LockResult.Failed;
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if (result == LockResult.Success)
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if (result == LockResult.Success)
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{
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{
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if (!RebuildLock()) return false;
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if (!RebuildLock()) return false;
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_lock?.Prepare();
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result = (_lock?.Execute() ?? LockResult.Failed);
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result = (_lock?.Execute() ?? LockResult.Failed);
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return result != LockResult.Failed;
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return result != LockResult.Failed;
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private NativeIntPtr WroteAny;
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private NativeIntPtr WroteAny;
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private JobHandle LastOp;
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private JobHandle LastOp;
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private JobHandle LastPrepare;
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public BidirectionalArmatureLock(IReadOnlyList<(Transform, Transform)> bones)
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public BidirectionalArmatureLock(IReadOnlyList<(Transform, Transform)> bones)
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{
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{
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_disposed = true;
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_disposed = true;
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}
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}
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private bool DoCompute(out JobHandle handle)
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public void Prepare()
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{
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{
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handle = default;
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if (_disposed) return;
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if (_disposed) return false;
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WroteAny.Value = 0;
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LastOp.Complete();
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LastOp.Complete();
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WroteAny.Value = 0;
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var readBase = new ReadBone()
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var readBase = new ReadBone()
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{
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{
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_state = BaseBones,
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_state = BaseBones,
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}.Schedule(_baseBoneAccess);
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}.Schedule(_baseBoneAccess);
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LastOp = handle = new Compute()
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LastOp = LastPrepare = new Compute()
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{
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{
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BaseBones = BaseBones,
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BaseBones = BaseBones,
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MergeBones = MergeBones,
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MergeBones = MergeBones,
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ShouldWriteMerge = ShouldWriteMerge,
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ShouldWriteMerge = ShouldWriteMerge,
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WroteAny = WroteAny.GetParallel(),
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WroteAny = WroteAny.GetParallel(),
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}.Schedule(_mergeBoneAccess, readBase);
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}.Schedule(_mergeBoneAccess, readBase);
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}
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private bool CheckConsistency()
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{
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if (_disposed) return false;
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// Check parents haven't changed
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// Check parents haven't changed
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for (int i = 0; i < _baseBones.Length; i++)
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for (int i = 0; i < _baseBones.Length; i++)
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@ -186,27 +191,27 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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public bool IsStable()
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public bool IsStable()
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{
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{
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if (!DoCompute(out var compute)) return false;
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Prepare();
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if (!CheckConsistency()) return false;
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compute.Complete();
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LastPrepare.Complete();
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return WroteAny.Value == 0;
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return WroteAny.Value == 0;
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}
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}
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public LockResult Execute()
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public LockResult Execute()
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{
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{
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if (!DoCompute(out var compute)) return LockResult.Failed;
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if (!CheckConsistency()) return LockResult.Failed;
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var commitBase = new Commit()
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var commitBase = new Commit()
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{
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{
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BoneState = BaseBones,
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BoneState = BaseBones,
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ShouldWrite = ShouldWriteBase,
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ShouldWrite = ShouldWriteBase,
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}.Schedule(_baseBoneAccess, compute);
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}.Schedule(_baseBoneAccess, LastPrepare);
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var commitMerge = new Commit()
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var commitMerge = new Commit()
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{
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{
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BoneState = MergeBones,
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BoneState = MergeBones,
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ShouldWrite = ShouldWriteMerge,
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ShouldWrite = ShouldWriteMerge,
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}.Schedule(_mergeBoneAccess, compute);
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}.Schedule(_mergeBoneAccess, LastPrepare);
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commitBase.Complete();
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commitBase.Complete();
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commitMerge.Complete();
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commitMerge.Complete();
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@ -4,6 +4,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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{
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{
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internal interface IArmatureLock : IDisposable
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internal interface IArmatureLock : IDisposable
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{
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{
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void Prepare();
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LockResult Execute();
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LockResult Execute();
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bool IsStable();
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bool IsStable();
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}
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}
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@ -4,11 +4,11 @@ using nadena.dev.modular_avatar.JacksonDunstan.NativeCollections;
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using Unity.Burst;
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using Unity.Burst;
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using Unity.Collections;
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using Unity.Collections;
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using Unity.Jobs;
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using Unity.Jobs;
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using UnityEngine;
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using UnityEngine.Jobs;
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#if UNITY_EDITOR
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor;
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#endif
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#endif
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using UnityEngine;
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using UnityEngine.Jobs;
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namespace nadena.dev.modular_avatar.core.armature_lock
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namespace nadena.dev.modular_avatar.core.armature_lock
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{
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{
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@ -29,7 +29,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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private TransformAccessArray _baseBonesAccessor, _mergeBonesAccessor;
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private TransformAccessArray _baseBonesAccessor, _mergeBonesAccessor;
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private bool _disposed;
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private bool _disposed;
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private JobHandle LastOp;
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private JobHandle LastOp, LastPrepare;
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[BurstCompile]
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[BurstCompile]
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struct WriteBone : IJobParallelForTransform
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struct WriteBone : IJobParallelForTransform
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@ -197,13 +197,13 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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return (scale.x < epsilon || scale.y < epsilon || scale.z < epsilon);
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return (scale.x < epsilon || scale.y < epsilon || scale.z < epsilon);
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}
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}
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private bool DoCompute(out JobHandle handle)
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public void Prepare()
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{
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{
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handle = default;
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if (_disposed) return;
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if (_disposed) return false;
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LastOp.Complete();
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LastOp.Complete();
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_fault.Value = 0;
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_fault.Value = 0;
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_wroteAny.Value = 0;
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_wroteAny.Value = 0;
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@ -216,7 +216,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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_state = _mergeState
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_state = _mergeState
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}.Schedule(_mergeBonesAccessor);
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}.Schedule(_mergeBonesAccessor);
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var readAll = JobHandle.CombineDependencies(jobReadBase, jobReadMerged);
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var readAll = JobHandle.CombineDependencies(jobReadBase, jobReadMerged);
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LastOp = handle = new ComputePosition
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LastOp = LastPrepare = new ComputePosition
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{
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{
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_boneStatic = _boneStaticData,
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_boneStatic = _boneStaticData,
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_mergeState = _mergeState,
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_mergeState = _mergeState,
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@ -225,6 +225,11 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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_fault = _fault.GetParallel(),
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_fault = _fault.GetParallel(),
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_wroteAny = _wroteAny.GetParallel(),
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_wroteAny = _wroteAny.GetParallel(),
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}.Schedule(_baseBones.Length, 32, readAll);
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}.Schedule(_baseBones.Length, 32, readAll);
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}
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private bool CheckConsistency()
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{
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if (_disposed) return false;
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// Validate parents while that job is running
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// Validate parents while that job is running
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for (int i = 0; i < _baseBones.Length; i++)
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for (int i = 0; i < _baseBones.Length; i++)
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@ -246,9 +251,10 @@ namespace nadena.dev.modular_avatar.core.armature_lock
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|
||||||
public bool IsStable()
|
public bool IsStable()
|
||||||
{
|
{
|
||||||
if (!DoCompute(out var compute)) return false;
|
Prepare();
|
||||||
|
if (!CheckConsistency()) return false;
|
||||||
|
|
||||||
compute.Complete();
|
LastPrepare.Complete();
|
||||||
|
|
||||||
return _fault.Value == 0 && _wroteAny.Value == 0;
|
return _fault.Value == 0 && _wroteAny.Value == 0;
|
||||||
}
|
}
|
||||||
@ -259,14 +265,14 @@ namespace nadena.dev.modular_avatar.core.armature_lock
|
|||||||
/// <returns>True if successful, false if cached data was invalidated and needs recreating</returns>
|
/// <returns>True if successful, false if cached data was invalidated and needs recreating</returns>
|
||||||
public LockResult Execute()
|
public LockResult Execute()
|
||||||
{
|
{
|
||||||
if (!DoCompute(out var compute)) return LockResult.Failed;
|
if (!CheckConsistency()) return LockResult.Failed;
|
||||||
|
|
||||||
var commit = new WriteBone()
|
var commit = new WriteBone()
|
||||||
{
|
{
|
||||||
_fault = _fault,
|
_fault = _fault,
|
||||||
_values = _mergeSavedState,
|
_values = _mergeSavedState,
|
||||||
_shouldWrite = _wroteAny
|
_shouldWrite = _wroteAny
|
||||||
}.Schedule(_mergeBonesAccessor, compute);
|
}.Schedule(_mergeBonesAccessor, LastPrepare);
|
||||||
|
|
||||||
commit.Complete();
|
commit.Complete();
|
||||||
|
|
||||||
|
@ -4,6 +4,7 @@ namespace nadena.dev.modular_avatar.core.armature_lock
|
|||||||
{
|
{
|
||||||
internal static class UpdateLoopController
|
internal static class UpdateLoopController
|
||||||
{
|
{
|
||||||
|
internal static event Action OnArmatureLockPrepare;
|
||||||
internal static event Action OnArmatureLockUpdate;
|
internal static event Action OnArmatureLockUpdate;
|
||||||
internal static event Action OnMoveIndependentlyUpdate;
|
internal static event Action OnMoveIndependentlyUpdate;
|
||||||
|
|
||||||
@ -11,14 +12,22 @@ namespace nadena.dev.modular_avatar.core.armature_lock
|
|||||||
[UnityEditor.InitializeOnLoadMethod]
|
[UnityEditor.InitializeOnLoadMethod]
|
||||||
private static void Init()
|
private static void Init()
|
||||||
{
|
{
|
||||||
#if UNITY_EDITOR
|
|
||||||
UnityEditor.EditorApplication.update += () =>
|
UnityEditor.EditorApplication.update += () =>
|
||||||
{
|
{
|
||||||
|
if (ArmatureLockConfig.instance.GlobalEnable)
|
||||||
|
{
|
||||||
|
OnArmatureLockPrepare?.Invoke();
|
||||||
OnArmatureLockUpdate?.Invoke();
|
OnArmatureLockUpdate?.Invoke();
|
||||||
|
}
|
||||||
|
|
||||||
OnMoveIndependentlyUpdate?.Invoke();
|
OnMoveIndependentlyUpdate?.Invoke();
|
||||||
};
|
};
|
||||||
#endif
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
internal static void InvokeArmatureLockPrepare()
|
||||||
|
{
|
||||||
|
OnArmatureLockPrepare?.Invoke();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -74,6 +74,7 @@ namespace nadena.dev.modular_avatar.core
|
|||||||
base.OnValidate();
|
base.OnValidate();
|
||||||
MigrateLockConfig();
|
MigrateLockConfig();
|
||||||
RuntimeUtil.delayCall(SetLockMode);
|
RuntimeUtil.delayCall(SetLockMode);
|
||||||
|
Debug.Log("$$$ OnValidate");
|
||||||
}
|
}
|
||||||
|
|
||||||
internal void ResetArmatureLock()
|
internal void ResetArmatureLock()
|
||||||
@ -106,7 +107,7 @@ namespace nadena.dev.modular_avatar.core
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
_lockController.Enabled = isActiveAndEnabled;
|
_lockController.Enabled = enabled;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void MigrateLockConfig()
|
private void MigrateLockConfig()
|
||||||
@ -126,7 +127,8 @@ namespace nadena.dev.modular_avatar.core
|
|||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
{
|
{
|
||||||
_lockController.Enabled = false;
|
// we use enabled instead of activeAndEnabled to ensure we track even when the GameObject is disabled
|
||||||
|
_lockController.Enabled = enabled;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnDestroy()
|
protected override void OnDestroy()
|
||||||
|
3
Runtime/UI.meta
Normal file
3
Runtime/UI.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e36cbbfd8a704421becea83cb2d1e72f
|
||||||
|
timeCreated: 1707812798
|
14
Runtime/UI/UnityMenuItems.cs
Normal file
14
Runtime/UI/UnityMenuItems.cs
Normal file
@ -0,0 +1,14 @@
|
|||||||
|
namespace nadena.dev.modular_avatar.ui
|
||||||
|
{
|
||||||
|
internal class UnityMenuItems
|
||||||
|
{
|
||||||
|
internal const string TopMenu_EditModeBoneSync = "Tools/Modular Avatar/Sync Bones in Edit Mode";
|
||||||
|
internal const int TopMenu_EditModeBoneSyncOrder = 100;
|
||||||
|
|
||||||
|
internal const string TopMenu_ManualBakeAvatar = "Tools/Modular Avatar/Manual Bake Avatar";
|
||||||
|
internal const int TopMenu_ManualBakeAvatarOrder = 1000;
|
||||||
|
|
||||||
|
internal const string TopMenu_ReloadLocalizations = "Tools/Modular Avatar/Reload Localizations";
|
||||||
|
internal const int TopMenu_ReloadLocalizationsOrder = 1001;
|
||||||
|
}
|
||||||
|
}
|
3
Runtime/UI/UnityMenuItems.cs.meta
Normal file
3
Runtime/UI/UnityMenuItems.cs.meta
Normal file
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: c5b3fcacdeb74934b0fb8554490d5d9c
|
||||||
|
timeCreated: 1707812807
|
Loading…
Reference in New Issue
Block a user