/* * 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 System; using System.Collections.Generic; using UnityEngine; using UnityEngine.Animations; namespace net.fushizen.modular_avatar.core { public class ModularAvatarBoneProxy : AvatarTagComponent { public Transform target; public HumanBodyBones boneReference = HumanBodyBones.LastBone; public string subPath; [SerializeField] [HideInInspector] public ParentConstraint constraint; #if UNITY_EDITOR void OnValidate() { UnityEditor.EditorApplication.delayCall += CheckReferences; } void CheckReferences() { if (this == null) return; // post-destroy if (target == null && (boneReference != HumanBodyBones.LastBone || !string.IsNullOrWhiteSpace(subPath))) { UpdateDynamicMapping(); if (target != null) { RuntimeUtil.MarkDirty(this); } } else if (target != null) { var origBoneReference = boneReference; var origSubpath = subPath; UpdateStaticMapping(); if (origSubpath != subPath || origBoneReference != boneReference) { RuntimeUtil.MarkDirty(this); } } CheckConstraint(); } private void CheckConstraint() { if (target != null) { if (constraint == null) { constraint = gameObject.AddComponent(); constraint.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector; constraint.AddSource(new ConstraintSource() { weight = 1, sourceTransform = target }); constraint.translationOffsets = new Vector3[] {Vector3.zero}; constraint.rotationOffsets = new Vector3[] {Vector3.zero}; constraint.locked = true; constraint.constraintActive = true; } else { constraint.SetSource(0, new ConstraintSource() { weight = 1, sourceTransform = target }); } } } private void OnDestroy() { UnityEditor.EditorApplication.delayCall += () => { if (constraint != null) DestroyImmediate(constraint); }; } private void UpdateDynamicMapping() { var avatar = RuntimeUtil.FindAvatarInParents(transform); if (avatar == null) return; if (subPath == "$$AVATAR") { target = avatar.transform; return; } if (boneReference == HumanBodyBones.LastBone) { target = avatar.transform.Find(subPath); return; } var animator = avatar.GetComponent(); if (animator == null) return; var bone = animator.GetBoneTransform(boneReference); if (bone == null) return; if (string.IsNullOrWhiteSpace(subPath)) target = bone; else target = bone.Find(subPath); } private void UpdateStaticMapping() { var avatar = RuntimeUtil.FindAvatarInParents(transform); var humanBones = new Dictionary(); var animator = avatar.GetComponent(); if (animator == null) { return; } foreach (var boneTypeObj in Enum.GetValues(typeof(HumanBodyBones))) { var boneType = (HumanBodyBones) boneTypeObj; if (boneType == HumanBodyBones.LastBone) continue; var bone = animator.GetBoneTransform(boneType); if (bone != null) humanBones[bone] = boneType; } Transform iter = target; Transform avatarTransform = avatar.transform; if (target == avatarTransform) { boneReference = HumanBodyBones.LastBone; subPath = "$$AVATAR"; return; } while (iter != avatarTransform && !humanBones.ContainsKey(iter)) { iter = iter.parent; } if (iter == avatarTransform) { boneReference = HumanBodyBones.LastBone; } else { boneReference = humanBones[iter]; } subPath = RuntimeUtil.RelativePath(iter.gameObject, target.gameObject); } #endif } }