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https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 02:35:06 +08:00
fix: inactive menu items don't appear in RO debugger (#1291)
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parent
662172c2e5
commit
b73feb6b71
@ -21,6 +21,8 @@ namespace nadena.dev.modular_avatar.core.editor
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public const string BlendshapePrefix = "blendShape.";
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public const string DeletedShapePrefix = "deletedShape.";
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public bool OptimizeShapes = true;
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public ImmutableDictionary<string, float> ForcePropertyOverrides { get; set; } = ImmutableDictionary<string, float>.Empty;
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@ -277,13 +279,13 @@ namespace nadena.dev.modular_avatar.core.editor
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// corresponding mesh. If we can't, delete ops are merged into the main list of operations.
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initialStates = new Dictionary<TargetProp, object>();
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foreach (var (key, info) in shapes.ToList())
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{
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if (info.actionGroups.Count == 0)
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{
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// never active control; ignore it entirely
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shapes.Remove(key);
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if (OptimizeShapes) shapes.Remove(key);
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continue;
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}
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@ -297,7 +299,7 @@ namespace nadena.dev.modular_avatar.core.editor
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// If we're now constant-on, we can skip animation generation
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if (info.actionGroups[^1].IsConstant)
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{
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shapes.Remove(key);
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if (OptimizeShapes) shapes.Remove(key);
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}
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}
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}
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@ -264,6 +264,7 @@ namespace nadena.dev.modular_avatar.core.editor.Simulator
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_lastComputeContext.InvokeOnInvalidate(this, MaybeRefreshUI);
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var analysis = new ReactiveObjectAnalyzer(_lastComputeContext);
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analysis.OptimizeShapes = false;
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analysis.ForcePropertyOverrides = PropertyOverrides.Value;
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analysis.ForceMenuItems = MenuItemOverrides.Value;
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var result = analysis.Analyze(avatar.gameObject);
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