fix: simple asset-root toggles are not remapped correctly

This commit is contained in:
bd_ 2023-01-24 21:40:22 +09:00
parent 51b828d318
commit fb19fd6cc0
11 changed files with 1193 additions and 4 deletions

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using System.Collections;
using System.Collections.Generic;
using nadena.dev.modular_avatar.core;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
namespace modular_avatar_tests.SimpleArmatureToggle
{
public class SimpleArmatureToggle : TestBase
{
[Test]
public void ToplevelAssetTogglingWorks()
{
var prefab = CreatePrefab("SimpleArmatureToggle.prefab");
AvatarProcessor.ProcessAvatar(prefab);
var layerName = "merged";
var motion = findFxMotion(prefab, layerName);
var obj1 = prefab.transform.Find("Armature/Hips").GetChild(1);
var obj2 = prefab.transform.Find("Armature/Hips/Chest").GetChild(0);
var binding1 = EditorCurveBinding.FloatCurve(RuntimeUtil.AvatarRootPath(obj1.gameObject),
typeof(GameObject), "m_IsActive");
var binding2 = EditorCurveBinding.FloatCurve(RuntimeUtil.AvatarRootPath(obj2.gameObject),
typeof(GameObject), "m_IsActive");
Assert.NotNull(AnimationUtility.GetEditorCurve(motion, binding1));
Assert.NotNull(AnimationUtility.GetEditorCurve(motion, binding2));
}
}
}

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@ -169,7 +169,9 @@ namespace nadena.dev.modular_avatar.core.editor
}
private List<IntermediateObj> intermediateObjects = new List<IntermediateObj>();
private Dictionary<string, List<string>> activationPathMappings = new Dictionary<string, List<string>>();
private Dictionary<string, List<GameObject>>
activationPathMappings = new Dictionary<string, List<GameObject>>();
private void MergeArmature(ModularAvatarMergeArmature mergeArmature)
{
@ -211,7 +213,8 @@ namespace nadena.dev.modular_avatar.core.editor
{
foreach (var mapping in mappings)
{
clip.SetCurve(mapping, typeof(GameObject), "m_IsActive", curve);
clip.SetCurve(PathMappings.GetObjectIdentifier(mapping), typeof(GameObject), "m_IsActive",
curve);
}
}
}
@ -255,7 +258,7 @@ namespace nadena.dev.modular_avatar.core.editor
});
if (prefix.Length > 0) prefix += "/";
prefix += intermediate;
activationPathMappings[originPath] = new List<string>();
activationPathMappings[originPath] = new List<GameObject>();
}
}
}
@ -317,7 +320,7 @@ namespace nadena.dev.modular_avatar.core.editor
switchPath += intermediate.name;
activationPathMappings[intermediate.originPath].Add(RuntimeUtil.AvatarRootPath(switchObj));
activationPathMappings[intermediate.originPath].Add(switchObj);
mergedSrcBone = switchObj;

View File

@ -25,6 +25,7 @@
using System.Collections.Generic;
using System.Collections.Immutable;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using VRC.SDKBase.Editor.BuildPipeline;
@ -60,6 +61,27 @@ namespace nadena.dev.modular_avatar.core.editor
_originalPathToMappedPath = _transformOriginalPathToMappedPath = null;
}
/// <summary>
/// Returns a path identifying a given object. This can include objects not originally present; in this case,
/// they will be assigned a randomly-generated internal ID which will be replaced during path remapping with
/// the true path.
/// </summary>
/// <param name="obj">Object to map</param>
/// <returns></returns>
internal static string GetObjectIdentifier(GameObject obj)
{
if (_objectToOriginalPaths.TryGetValue(obj, out var paths))
{
return paths[0];
}
else
{
var internalPath = "_ModularAvatarInternal/" + GUID.Generate();
_objectToOriginalPaths.Add(obj, new List<string> {internalPath});
return internalPath;
}
}
/// <summary>
/// When animating a transform component on a merged bone, we want to make sure we manipulate the original
/// avatar's bone, not a stub bone attached underneath. By making an object as transform lookthrough, any