ensure that MA processing runs even if all MA components are inactive

This commit is contained in:
bd_ 2022-12-18 14:05:19 +09:00
parent ab2761a30f
commit f49c6a0d2e
6 changed files with 147 additions and 4 deletions

View File

@ -23,6 +23,9 @@
*/
using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using VRC.SDK3.Avatars.Components;
namespace nadena.dev.modular_avatar.core.editor
{
@ -45,10 +48,10 @@ namespace nadena.dev.modular_avatar.core.editor
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
RuntimeUtil.OnDemandProcessAvatar = MaybeProcessAvatar;
Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
EditorApplication.delayCall += () => Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
}
private static void MaybeProcessAvatar(RuntimeUtil.OnDemandSource source, AvatarTagComponent component)
private static void MaybeProcessAvatar(RuntimeUtil.OnDemandSource source, MonoBehaviour component)
{
if (ModularAvatarSettings.applyOnPlay && source == armedSource && component != null)
{

View File

@ -172,6 +172,12 @@ namespace nadena.dev.modular_avatar.core.editor
{
UnityEngine.Object.DestroyImmediate(component);
}
var activator = avatarGameObject.GetComponent<AvatarActivator>();
if (activator != null)
{
UnityEngine.Object.DestroyImmediate(activator);
}
}
}

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@ -0,0 +1,119 @@
#if UNITY_EDITOR
using System;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using UnityEngine.SceneManagement;
using VRC.SDK3.Avatars.Components;
namespace nadena.dev.modular_avatar.core
{
/// <summary>
/// This component is used to trigger MA processing upon entering play mode (prior to Av3Emu running).
/// We create it on a hidden object via AvatarTagObject's OnValidate, and it will proceed to add MAAvatarActivator
/// components to all avatar roots which contain MA components. This MAAvatarActivator component then performs MA
/// processing on Awake.
///
/// Note that we do not directly process the avatars from MAActivator. This is to avoid processing avatars that are
/// initially inactive in the scene (which can have high overhead if the user has a lot of inactive avatars in the
/// scene).
/// </summary>
[AddComponentMenu("")]
[ExecuteInEditMode]
[DefaultExecutionOrder(-9998)]
public class Activator : MonoBehaviour
{
private const string TAG_OBJECT_NAME = "ModularAvatarInternal_Activator";
private void Awake()
{
if (!RuntimeUtil.isPlaying || this == null) return;
var scene = gameObject.scene;
foreach (var root in scene.GetRootGameObjects())
{
foreach (var avatar in root.GetComponentsInChildren<VRCAvatarDescriptor>())
{
if (avatar.GetComponentInChildren<AvatarTagComponent>(true) != null)
{
avatar.gameObject.GetOrAddComponent<AvatarActivator>().hideFlags = HideFlags.HideInInspector;
}
}
}
}
private bool HasMAComponentsInScene()
{
var scene = gameObject.scene;
foreach (var root in scene.GetRootGameObjects())
{
if (root.GetComponentInChildren<AvatarTagComponent>(true) != null) return true;
}
return false;
}
private void OnValidate()
{
EditorApplication.delayCall += () =>
{
gameObject.hideFlags = HideFlags.HideInHierarchy;
if (!HasMAComponentsInScene())
{
var scene = gameObject.scene;
DestroyImmediate(gameObject);
EditorSceneManager.MarkSceneDirty(scene);
}
};
}
internal static void CreateIfNotPresent(Scene scene)
{
if (!scene.IsValid() || EditorSceneManager.IsPreviewScene(scene)) return;
if (EditorApplication.isPlayingOrWillChangePlaymode) return;
foreach (var root in scene.GetRootGameObjects())
{
if (root.GetComponent<Activator>() != null) return;
}
var oldActiveScene = SceneManager.GetActiveScene();
try
{
SceneManager.SetActiveScene(scene);
var gameObject = new GameObject(TAG_OBJECT_NAME);
gameObject.AddComponent<Activator>();
gameObject.hideFlags = HideFlags.HideInHierarchy;
}
finally
{
SceneManager.SetActiveScene(oldActiveScene);
}
}
}
[AddComponentMenu("")]
[ExecuteInEditMode]
[DefaultExecutionOrder(-9997)]
public class AvatarActivator : MonoBehaviour
{
private void Awake()
{
if (!RuntimeUtil.isPlaying || this == null) return;
RuntimeUtil.OnDemandProcessAvatar(RuntimeUtil.OnDemandSource.Awake, this);
}
private void Start()
{
if (!RuntimeUtil.isPlaying || this == null) return;
RuntimeUtil.OnDemandProcessAvatar(RuntimeUtil.OnDemandSource.Start, this);
}
private void Update()
{
DestroyImmediate(this);
}
}
}
#endif

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@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e41c5d0c41074360bc33887977722a4d
timeCreated: 1671337621

View File

@ -22,7 +22,6 @@
* SOFTWARE.
*/
using System;
using UnityEngine;
namespace nadena.dev.modular_avatar.core
@ -44,5 +43,18 @@ namespace nadena.dev.modular_avatar.core
if (!RuntimeUtil.isPlaying || this == null) return;
RuntimeUtil.OnDemandProcessAvatar(RuntimeUtil.OnDemandSource.Start, this);
}
private void OnValidate()
{
if (RuntimeUtil.isPlaying) return;
RuntimeUtil.delayCall(() =>
{
if (this == null) return;
#if UNITY_EDITOR
Activator.CreateIfNotPresent(gameObject.scene);
#endif
});
}
}
}

View File

@ -49,7 +49,7 @@ namespace nadena.dev.modular_avatar.core
Start
}
public delegate void OnDemandProcessAvatarDelegate(OnDemandSource source, AvatarTagComponent component);
public delegate void OnDemandProcessAvatarDelegate(OnDemandSource source, MonoBehaviour component);
public static OnDemandProcessAvatarDelegate OnDemandProcessAvatar = (_m, _c) => { };