mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 02:35:06 +08:00
fix: occasionally objects controlling reactive components "flicker" (#1298)
Reported-by: @whipnice
This commit is contained in:
parent
3ba0219430
commit
ae975506d7
@ -1,9 +1,11 @@
|
||||
using System.Linq;
|
||||
using nadena.dev.modular_avatar.core.editor;
|
||||
using nadena.dev.ndmf;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Animations;
|
||||
using UnityEngine;
|
||||
using VRC.SDK3.Avatars.Components;
|
||||
using BuildContext = nadena.dev.ndmf.BuildContext;
|
||||
|
||||
namespace nadena.dev.modular_avatar.animation
|
||||
{
|
||||
@ -23,11 +25,16 @@ namespace nadena.dev.modular_avatar.animation
|
||||
|
||||
if (fx == null) return;
|
||||
|
||||
var nullMotion = new AnimationClip();
|
||||
nullMotion.name = "NullMotion";
|
||||
|
||||
var blendTree = new BlendTree();
|
||||
blendTree.blendType = BlendTreeType.Direct;
|
||||
blendTree.useAutomaticThresholds = false;
|
||||
|
||||
blendTree.children = asc.BoundReadableProperties.Select(GenerateDelayChild).ToArray();
|
||||
blendTree.children = asc.BoundReadableProperties
|
||||
.Select(prop => GenerateDelayChild(nullMotion, prop))
|
||||
.ToArray();
|
||||
|
||||
var asm = new AnimatorStateMachine();
|
||||
var state = new AnimatorState();
|
||||
@ -54,7 +61,7 @@ namespace nadena.dev.modular_avatar.animation
|
||||
}).ToArray();
|
||||
}
|
||||
|
||||
private ChildMotion GenerateDelayChild((EditorCurveBinding, string) binding)
|
||||
private ChildMotion GenerateDelayChild(Motion nullMotion, (EditorCurveBinding, string) binding)
|
||||
{
|
||||
var ecb = binding.Item1;
|
||||
var prop = binding.Item2;
|
||||
@ -64,10 +71,40 @@ namespace nadena.dev.modular_avatar.animation
|
||||
curve.AddKey(0, 1);
|
||||
AnimationUtility.SetEditorCurve(motion, ecb, curve);
|
||||
|
||||
// Occasionally, we'll have a very small value pop up, probably due to FP errors.
|
||||
// To correct for this, instead of directly using the property in the direct blend tree,
|
||||
// we'll use a 1D blend tree to give ourselves a buffer.
|
||||
|
||||
var bufferBlendTree = new BlendTree();
|
||||
bufferBlendTree.blendType = BlendTreeType.Simple1D;
|
||||
bufferBlendTree.useAutomaticThresholds = false;
|
||||
bufferBlendTree.blendParameter = prop;
|
||||
bufferBlendTree.children = new[]
|
||||
{
|
||||
new ChildMotion
|
||||
{
|
||||
motion = nullMotion,
|
||||
timeScale = 1,
|
||||
threshold = 0
|
||||
},
|
||||
new ChildMotion
|
||||
{
|
||||
motion = nullMotion,
|
||||
timeScale = 1,
|
||||
threshold = 0.01f
|
||||
},
|
||||
new ChildMotion
|
||||
{
|
||||
motion = motion,
|
||||
timeScale = 1,
|
||||
threshold = 1
|
||||
}
|
||||
};
|
||||
|
||||
return new ChildMotion
|
||||
{
|
||||
motion = motion,
|
||||
directBlendParameter = prop,
|
||||
motion = bufferBlendTree,
|
||||
directBlendParameter = MergeBlendTreePass.ALWAYS_ONE,
|
||||
timeScale = 1
|
||||
};
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user