Avoid exposing a bunch of internal APIs

This commit is contained in:
bd_ 2022-11-27 13:51:39 -08:00
parent 0a8272f017
commit ff313f33a9
16 changed files with 23 additions and 20 deletions

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@ -33,7 +33,7 @@ using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public class AnimatorCombiner internal class AnimatorCombiner
{ {
private readonly AnimatorController _combined; private readonly AnimatorController _combined;

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@ -23,15 +23,11 @@
*/ */
using UnityEditor; using UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using VRC.SDK3.Avatars.Components;
using VRC.SDKBase.Editor.BuildPipeline;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
[InitializeOnLoad] [InitializeOnLoad]
public static class ApplyOnPlay internal static class ApplyOnPlay
{ {
private const string MENU_NAME = "Tools/Modular Avatar/Apply on Play"; private const string MENU_NAME = "Tools/Modular Avatar/Apply on Play";

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@ -39,6 +39,9 @@ namespace nadena.dev.modular_avatar.core.editor
{ {
public delegate void AvatarProcessorCallback(GameObject obj); public delegate void AvatarProcessorCallback(GameObject obj);
/// <summary>
/// This API is NOT stable. Do not use it yet.
/// </summary>
public static event AvatarProcessorCallback AfterProcessing; public static event AvatarProcessorCallback AfterProcessing;
static AvatarProcessor() static AvatarProcessor()

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@ -5,7 +5,7 @@ using VRC.SDK3.Avatars.Components;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
[CustomPropertyDrawer(typeof(AvatarObjectReference))] [CustomPropertyDrawer(typeof(AvatarObjectReference))]
public class AvatarObjectReferenceDrawer : PropertyDrawer internal class AvatarObjectReferenceDrawer : PropertyDrawer
{ {
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{ {

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@ -3,7 +3,7 @@ using UnityEditor;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public class ZeroIndentScope : IDisposable internal class ZeroIndentScope : IDisposable
{ {
private int oldIndentLevel; private int oldIndentLevel;

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@ -9,7 +9,7 @@ using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public static class Localization internal static class Localization
{ {
private const string localizationPathGuid = "488c994003974b3ab2796371cf627bca"; private const string localizationPathGuid = "488c994003974b3ab2796371cf627bca";
private static string localizationPathRoot = AssetDatabase.GUIDToAssetPath(localizationPathGuid); private static string localizationPathRoot = AssetDatabase.GUIDToAssetPath(localizationPathGuid);

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@ -9,7 +9,7 @@ using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public class MenuInstallHook internal class MenuInstallHook
{ {
private static Texture2D _moreIcon = AssetDatabase.LoadAssetAtPath<Texture2D>( private static Texture2D _moreIcon = AssetDatabase.LoadAssetAtPath<Texture2D>(
"Packages/nadena.dev.modular-avatar/Runtime/Icons/Icon_More_A.png" "Packages/nadena.dev.modular-avatar/Runtime/Icons/Icon_More_A.png"

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@ -33,7 +33,7 @@ using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public class MergeArmatureHook internal class MergeArmatureHook
{ {
private Dictionary<Transform, Transform> BoneRemappings = new Dictionary<Transform, Transform>(); private Dictionary<Transform, Transform> BoneRemappings = new Dictionary<Transform, Transform>();
private HashSet<GameObject> ToDelete = new HashSet<GameObject>(); private HashSet<GameObject> ToDelete = new HashSet<GameObject>();

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@ -127,7 +127,7 @@ namespace nadena.dev.modular_avatar.core.editor
* This class processes a given mesh, adjusting the bind poses for any bones that are to be merged to instead match * This class processes a given mesh, adjusting the bind poses for any bones that are to be merged to instead match
* the bind pose of the original avatar's bone. * the bind pose of the original avatar's bone.
*/ */
public class MeshRetargeter internal class MeshRetargeter
{ {
private readonly SkinnedMeshRenderer renderer; private readonly SkinnedMeshRenderer renderer;
private Mesh src, dst; private Mesh src, dst;

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@ -27,7 +27,7 @@ using UnityEngine;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public static class ModularAvatarSettings internal static class ModularAvatarSettings
{ {
private const string PREFKEY_APPLY_ON_PLAY = "nadena.dev.modular-avatar.applyOnPlay"; private const string PREFKEY_APPLY_ON_PLAY = "nadena.dev.modular-avatar.applyOnPlay";
#if UNITY_EDITOR #if UNITY_EDITOR

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@ -11,7 +11,7 @@ using VRC.SDK3.Dynamics.PhysBone.Components;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public struct DetectedParameter internal struct DetectedParameter
{ {
public string OriginalName; public string OriginalName;
public bool IsPrefix; public bool IsPrefix;
@ -22,7 +22,7 @@ namespace nadena.dev.modular_avatar.core.editor
public string MapKey => IsPrefix ? OriginalName + "*" : OriginalName; public string MapKey => IsPrefix ? OriginalName + "*" : OriginalName;
} }
public static class ParameterPolicy internal static class ParameterPolicy
{ {
/// <summary> /// <summary>
/// Parameters predefined by the VRChat SDK which should not be offered as remappable. /// Parameters predefined by the VRChat SDK which should not be offered as remappable.

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@ -28,11 +28,11 @@ using VRC.SDKBase.Editor.BuildPipeline;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public static class PathMappings internal static class PathMappings
{ {
private static List<(string, MappingEntry)> Mappings = new List<(string, MappingEntry)>(); private static List<(string, MappingEntry)> Mappings = new List<(string, MappingEntry)>();
public struct MappingEntry internal struct MappingEntry
{ {
public string path; public string path;
public string transformPath; public string transformPath;

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@ -13,7 +13,7 @@ using Object = UnityEngine.Object;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
public class RenameParametersHook internal class RenameParametersHook
{ {
private const string DEFAULT_EXP_PARAMS_ASSET_GUID = "03a6d797deb62f0429471c4e17ea99a7"; private const string DEFAULT_EXP_PARAMS_ASSET_GUID = "03a6d797deb62f0429471c4e17ea99a7";

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@ -43,7 +43,7 @@ namespace nadena.dev.modular_avatar.core.editor
} }
[InitializeOnLoad] [InitializeOnLoad]
public static class Util internal static class Util
{ {
private const string generatedAssetsSubdirectory = "999_Modular_Avatar_Generated"; private const string generatedAssetsSubdirectory = "999_Modular_Avatar_Generated";
private const string generatedAssetsPath = "Assets/" + generatedAssetsSubdirectory; private const string generatedAssetsPath = "Assets/" + generatedAssetsSubdirectory;

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@ -27,7 +27,7 @@ using JetBrains.Annotations;
namespace nadena.dev.modular_avatar.core.editor namespace nadena.dev.modular_avatar.core.editor
{ {
[UsedImplicitly] [UsedImplicitly]
public static class Version internal static class Version
{ {
[UsedImplicitly] public const string VERSION = "0.0.1"; [UsedImplicitly] public const string VERSION = "0.0.1";
} }

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@ -33,6 +33,10 @@ using System.Reflection;
namespace nadena.dev.modular_avatar.core namespace nadena.dev.modular_avatar.core
{ {
/**
* This class is public for the benefit of the Editor namespace classes, but is not a stable API and may change
* on patch releases.
*/
public static class RuntimeUtil public static class RuntimeUtil
{ {
// Initialized in Util // Initialized in Util