mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 02:35:06 +08:00
fix: simple asset-root toggles are not remapped correctly
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using nadena.dev.modular_avatar.core;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEditor;
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using UnityEngine;
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namespace modular_avatar_tests.SimpleArmatureToggle
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{
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public class SimpleArmatureToggle : TestBase
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{
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[Test]
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public void ToplevelAssetTogglingWorks()
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{
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var prefab = CreatePrefab("SimpleArmatureToggle.prefab");
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AvatarProcessor.ProcessAvatar(prefab);
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var layerName = "merged";
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var motion = findFxMotion(prefab, layerName);
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var obj1 = prefab.transform.Find("Armature/Hips").GetChild(1);
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var obj2 = prefab.transform.Find("Armature/Hips/Chest").GetChild(0);
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var binding1 = EditorCurveBinding.FloatCurve(RuntimeUtil.AvatarRootPath(obj1.gameObject),
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typeof(GameObject), "m_IsActive");
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var binding2 = EditorCurveBinding.FloatCurve(RuntimeUtil.AvatarRootPath(obj2.gameObject),
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typeof(GameObject), "m_IsActive");
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Assert.NotNull(AnimationUtility.GetEditorCurve(motion, binding1));
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Assert.NotNull(AnimationUtility.GetEditorCurve(motion, binding2));
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}
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}
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}
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limitRotationXCurve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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limitRotationYCurve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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limitRotationZCurve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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allowGrabbing: 1
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allowPosing: 1
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grabMovement: 0.5
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maxStretch: 0
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maxStretchCurve:
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serializedVersion: 2
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m_Curve: []
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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isAnimated: 0
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parameter:
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showGizmos: 1
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boneOpacity: 0.5
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limitOpacity: 0.5
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fileFormatVersion: 2
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guid: 9d94339e396fec24d90e4cad6a3a5582
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userData:
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assetBundleName:
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assetBundleVariant:
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m_PrefabAsset: {fileID: 0}
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m_Name: anim
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serializedVersion: 6
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m_Legacy: 0
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m_Compressed: 0
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m_UseHighQualityCurve: 1
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m_RotationCurves: []
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m_CompressedRotationCurves: []
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m_EulerCurves: []
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m_PositionCurves: []
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m_ScaleCurves: []
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m_FloatCurves:
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- curve:
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serializedVersion: 2
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m_Curve:
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- serializedVersion: 3
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time: 0
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value: 0
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inSlope: Infinity
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outSlope: Infinity
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tangentMode: 103
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inWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_IsActive
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path: Asset
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script: {fileID: 0}
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m_Center: {x: 0, y: 0, z: 0}
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m_Extent: {x: 0, y: 0, z: 0}
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genericBindings:
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m_Curve:
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time: 0
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value: 0
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inSlope: Infinity
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weightedMode: 0
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inWeight: 0
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outWeight: 0
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m_PreInfinity: 2
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m_PostInfinity: 2
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m_RotationOrder: 4
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attribute: m_IsActive
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path: Asset
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script: {fileID: 0}
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m_EulerEditorCurves: []
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AnimatorStateMachine:
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m_AnyStatePosition: {x: 50, y: 20, z: 0}
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--- !u!1102 &-1652702878797538620
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m_PrefabAsset: {fileID: 0}
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m_Name: anim
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m_Transitions: []
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m_Position: {x: 50, y: 50, z: 0}
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!91 &9100000
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AnimatorController:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: fx
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serializedVersion: 5
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m_AnimatorParameters: []
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m_AnimatorLayers:
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m_Name: merged
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m_StateMachine: {fileID: -6582034759237605643}
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m_Mask: {fileID: 0}
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m_Motions: []
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m_Behaviours: []
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@ -169,7 +169,9 @@ namespace nadena.dev.modular_avatar.core.editor
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}
|
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private List<IntermediateObj> intermediateObjects = new List<IntermediateObj>();
|
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private Dictionary<string, List<string>> activationPathMappings = new Dictionary<string, List<string>>();
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private Dictionary<string, List<GameObject>>
|
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activationPathMappings = new Dictionary<string, List<GameObject>>();
|
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|
||||
private void MergeArmature(ModularAvatarMergeArmature mergeArmature)
|
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{
|
||||
@ -211,7 +213,8 @@ namespace nadena.dev.modular_avatar.core.editor
|
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{
|
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foreach (var mapping in mappings)
|
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{
|
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clip.SetCurve(mapping, typeof(GameObject), "m_IsActive", curve);
|
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clip.SetCurve(PathMappings.GetObjectIdentifier(mapping), typeof(GameObject), "m_IsActive",
|
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curve);
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}
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}
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}
|
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@ -255,7 +258,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
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});
|
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if (prefix.Length > 0) prefix += "/";
|
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prefix += intermediate;
|
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activationPathMappings[originPath] = new List<string>();
|
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activationPathMappings[originPath] = new List<GameObject>();
|
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}
|
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}
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}
|
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@ -317,7 +320,7 @@ namespace nadena.dev.modular_avatar.core.editor
|
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|
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switchPath += intermediate.name;
|
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|
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activationPathMappings[intermediate.originPath].Add(RuntimeUtil.AvatarRootPath(switchObj));
|
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activationPathMappings[intermediate.originPath].Add(switchObj);
|
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|
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mergedSrcBone = switchObj;
|
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|
||||
|
@ -25,6 +25,7 @@
|
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using System.Collections.Generic;
|
||||
using System.Collections.Immutable;
|
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using NUnit.Framework;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using VRC.SDKBase.Editor.BuildPipeline;
|
||||
|
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@ -60,6 +61,27 @@ namespace nadena.dev.modular_avatar.core.editor
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_originalPathToMappedPath = _transformOriginalPathToMappedPath = null;
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}
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/// <summary>
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/// Returns a path identifying a given object. This can include objects not originally present; in this case,
|
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/// they will be assigned a randomly-generated internal ID which will be replaced during path remapping with
|
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/// the true path.
|
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/// </summary>
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/// <param name="obj">Object to map</param>
|
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/// <returns></returns>
|
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internal static string GetObjectIdentifier(GameObject obj)
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{
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if (_objectToOriginalPaths.TryGetValue(obj, out var paths))
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{
|
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return paths[0];
|
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}
|
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else
|
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{
|
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var internalPath = "_ModularAvatarInternal/" + GUID.Generate();
|
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_objectToOriginalPaths.Add(obj, new List<string> {internalPath});
|
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return internalPath;
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}
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}
|
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|
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/// <summary>
|
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/// When animating a transform component on a merged bone, we want to make sure we manipulate the original
|
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/// avatar's bone, not a stub bone attached underneath. By making an object as transform lookthrough, any
|
||||
|
Loading…
Reference in New Issue
Block a user