fix: ignore blendtree-only layers when determing animator WD state

This commit is contained in:
bd_ 2024-10-01 20:01:03 -07:00
parent a71af7ae0a
commit 838f1dac7e

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@ -246,6 +246,18 @@ namespace nadena.dev.modular_avatar.core.editor
var stateMachineQueue = new Queue<AnimatorStateMachine>();
foreach (var layer in controller.layers)
{
// Special case: A layer with a single state, which contains a blend tree, is ignored for WD analysis.
// This is because WD ON blend trees have different behavior from most WD ON states, and can be safely
// used in a WD OFF animator.
if (layer.stateMachine.states.Length == 1
&& layer.stateMachine.states[0].state.motion is BlendTree
&& layer.stateMachine.stateMachines.Length == 0
)
{
continue;
}
stateMachineQueue.Enqueue(layer.stateMachine);
}