/* * 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 nadena.dev.modular_avatar.editor.ErrorReporting; using UnityEngine; namespace nadena.dev.modular_avatar.core.editor { internal class ProbeAnchorProcessor { internal enum ValidationResult { OK, NotInAvatar } internal void OnPreprocessAvatar(GameObject avatarGameObject) { var boneProxies = avatarGameObject.GetComponentsInChildren(true); foreach (var proxy in boneProxies) { BuildReport.ReportingObject(proxy, () => ProcessAnchor(avatarGameObject, proxy)); } } private void ProcessAnchor(GameObject avatarGameObject, ModularAvatarProbeAnchor proxy) { if (proxy.probeTarget.Get(proxy) != null && ValidateTarget(avatarGameObject, proxy.probeTarget.Get(proxy).transform) == ValidationResult.OK) { foreach (Renderer r in proxy.GetComponentsInChildren(true)) { r.probeAnchor = proxy.probeTarget.Get(proxy).transform; } } Object.DestroyImmediate(proxy); } internal static ValidationResult ValidateTarget(GameObject avatarGameObject, Transform proxyTarget) { var avatar = avatarGameObject.transform; var node = proxyTarget; while (node != null && node != avatar) { node = node.parent; } if (node == null) return ValidationResult.NotInAvatar; else return ValidationResult.OK; } } }