using System; #if UNITY_EDITOR using UnityEditor; #endif using UnityEngine; namespace nadena.dev.modular_avatar.core { [Serializable] public class AvatarObjectReference { private long ReferencesLockedAtFrame = long.MinValue; public static string AVATAR_ROOT = "$$$AVATAR_ROOT$$$"; public string referencePath; [SerializeField] internal GameObject targetObject; private bool _cacheValid; private string _cachedPath; private GameObject _cachedReference; #if UNITY_EDITOR public static GameObject Get(SerializedProperty prop) { var rootObject = prop.serializedObject.targetObject; if (rootObject == null) return null; var avatarRoot = RuntimeUtil.FindAvatarTransformInParents((rootObject as Component)?.transform ?? (rootObject as GameObject)?.transform); if (avatarRoot == null) return null; var referencePath = prop.FindPropertyRelative("referencePath").stringValue; var targetObject = prop.FindPropertyRelative("targetObject").objectReferenceValue as GameObject; if (targetObject != null && targetObject.transform.IsChildOf(avatarRoot)) return targetObject; if (referencePath == AVATAR_ROOT) return avatarRoot.gameObject; return avatarRoot.Find(referencePath)?.gameObject; } #endif public GameObject Get(Component container) { bool cacheValid = _cacheValid || ReferencesLockedAtFrame == Time.frameCount; if (cacheValid && _cachedPath == referencePath && _cachedReference != null) return _cachedReference; _cacheValid = true; _cachedPath = referencePath; if (string.IsNullOrEmpty(referencePath)) { _cachedReference = null; return _cachedReference; } RuntimeUtil.OnHierarchyChanged -= InvalidateCache; RuntimeUtil.OnHierarchyChanged += InvalidateCache; var avatarTransform = RuntimeUtil.FindAvatarTransformInParents(container.transform); if (avatarTransform == null) return (_cachedReference = null); if (targetObject != null && targetObject.transform.IsChildOf(avatarTransform)) return _cachedReference = targetObject; if (referencePath == AVATAR_ROOT) { _cachedReference = avatarTransform.gameObject; return _cachedReference; } _cachedReference = avatarTransform.Find(referencePath)?.gameObject; if (_cachedReference == null) return null; // https://github.com/bdunderscore/modular-avatar/issues/308 // Some avatars have multiple "Armature" objects in order to confuse VRChat into changing the avatar eye // position. We need to be smarter than VRChat and find the "true" armature in this case. var targetName = _cachedReference.name; var parent = _cachedReference.transform.parent; if (targetName == "Armature" && parent != null && _cachedReference.transform.childCount == 0) { foreach (Transform possibleTarget in parent) { if (possibleTarget.gameObject.name == targetName && possibleTarget.childCount > 0) { _cachedReference = possibleTarget.gameObject; break; } } } return _cachedReference; } public void Set(GameObject target) { if (target == null) { referencePath = ""; } else if (RuntimeUtil.IsAvatarRoot(target.transform)) { referencePath = AVATAR_ROOT; } else { referencePath = RuntimeUtil.AvatarRootPath(target); } _cachedReference = target; _cacheValid = true; targetObject = target; } private void InvalidateCache() { RuntimeUtil.OnHierarchyChanged -= InvalidateCache; _cacheValid = false; } protected bool Equals(AvatarObjectReference other) { return GetDirectTarget() == other.GetDirectTarget() && referencePath == other.referencePath; } private GameObject GetDirectTarget() { return targetObject != null ? targetObject : null; } public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; if (ReferenceEquals(this, obj)) return true; if (obj.GetType() != this.GetType()) return false; return Equals((AvatarObjectReference) obj); } public override int GetHashCode() { return (referencePath != null ? referencePath.GetHashCode() : 0); } } }