/* * MIT License * * Copyright (c) 2022 bd_ * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ using UnityEditor; using UnityEngine; using UnityEngine.SceneManagement; using VRC.SDK3.Avatars.Components; using VRC.SDKBase.Editor.BuildPipeline; namespace nadena.dev.modular_avatar.core.editor { [InitializeOnLoad] public static class ApplyOnPlay { private const string MENU_NAME = "Tools/Modular Avatar/Apply on Play"; /** * We need to process avatars before lyuma's av3 emulator wakes up and processes avatars; it does this in Awake, * so we have to do our processing in Awake as well. This seems to work fine when first entering play mode, but * if you subsequently enable an initially-disabled avatar, processing from within Awake causes an editor crash. * * To workaround this, we initially process in awake; then, after OnPlayModeStateChanged is invoked (ie, after * all initially-enabled components have Awake called), we switch to processing from Start instead. */ private static RuntimeUtil.OnDemandSource armedSource = RuntimeUtil.OnDemandSource.Awake; static ApplyOnPlay() { EditorApplication.playModeStateChanged += OnPlayModeStateChanged; RuntimeUtil.OnDemandProcessAvatar = MaybeProcessAvatar; Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay); } private static void MaybeProcessAvatar(RuntimeUtil.OnDemandSource source, AvatarTagComponent component) { if (ModularAvatarSettings.applyOnPlay && source == armedSource && component != null) { var avatar = RuntimeUtil.FindAvatarInParents(component.transform); if (avatar == null) return; AvatarProcessor.ProcessAvatar(avatar.gameObject); } } [MenuItem(MENU_NAME)] private static void ToggleApplyOnPlay() { ModularAvatarSettings.applyOnPlay = !ModularAvatarSettings.applyOnPlay; Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay); } private static void OnPlayModeStateChanged(PlayModeStateChange obj) { if (obj == PlayModeStateChange.EnteredPlayMode) { armedSource = RuntimeUtil.OnDemandSource.Start; } } } }