mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-01 12:15:05 +08:00
ensure that MA processing runs even if all MA components are inactive
This commit is contained in:
parent
ab2761a30f
commit
f49c6a0d2e
@ -23,6 +23,9 @@
|
|||||||
*/
|
*/
|
||||||
|
|
||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
using VRC.SDK3.Avatars.Components;
|
||||||
|
|
||||||
namespace nadena.dev.modular_avatar.core.editor
|
namespace nadena.dev.modular_avatar.core.editor
|
||||||
{
|
{
|
||||||
@ -45,10 +48,10 @@ namespace nadena.dev.modular_avatar.core.editor
|
|||||||
{
|
{
|
||||||
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
|
||||||
RuntimeUtil.OnDemandProcessAvatar = MaybeProcessAvatar;
|
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)
|
if (ModularAvatarSettings.applyOnPlay && source == armedSource && component != null)
|
||||||
{
|
{
|
||||||
|
@ -172,6 +172,12 @@ namespace nadena.dev.modular_avatar.core.editor
|
|||||||
{
|
{
|
||||||
UnityEngine.Object.DestroyImmediate(component);
|
UnityEngine.Object.DestroyImmediate(component);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
var activator = avatarGameObject.GetComponent<AvatarActivator>();
|
||||||
|
if (activator != null)
|
||||||
|
{
|
||||||
|
UnityEngine.Object.DestroyImmediate(activator);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
119
Packages/nadena.dev.modular-avatar/Runtime/Activator.cs
Normal file
119
Packages/nadena.dev.modular-avatar/Runtime/Activator.cs
Normal file
@ -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
|
@ -0,0 +1,3 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e41c5d0c41074360bc33887977722a4d
|
||||||
|
timeCreated: 1671337621
|
@ -22,7 +22,6 @@
|
|||||||
* SOFTWARE.
|
* SOFTWARE.
|
||||||
*/
|
*/
|
||||||
|
|
||||||
using System;
|
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
namespace nadena.dev.modular_avatar.core
|
namespace nadena.dev.modular_avatar.core
|
||||||
@ -44,5 +43,18 @@ namespace nadena.dev.modular_avatar.core
|
|||||||
if (!RuntimeUtil.isPlaying || this == null) return;
|
if (!RuntimeUtil.isPlaying || this == null) return;
|
||||||
RuntimeUtil.OnDemandProcessAvatar(RuntimeUtil.OnDemandSource.Start, this);
|
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
|
||||||
|
});
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -49,7 +49,7 @@ namespace nadena.dev.modular_avatar.core
|
|||||||
Start
|
Start
|
||||||
}
|
}
|
||||||
|
|
||||||
public delegate void OnDemandProcessAvatarDelegate(OnDemandSource source, AvatarTagComponent component);
|
public delegate void OnDemandProcessAvatarDelegate(OnDemandSource source, MonoBehaviour component);
|
||||||
|
|
||||||
public static OnDemandProcessAvatarDelegate OnDemandProcessAvatar = (_m, _c) => { };
|
public static OnDemandProcessAvatarDelegate OnDemandProcessAvatar = (_m, _c) => { };
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user