mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
195 lines
6.8 KiB
C#
195 lines
6.8 KiB
C#
#if MA_VRCSDK3_AVATARS
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using System.Linq;
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using nadena.dev.modular_avatar.core.menu;
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using UnityEngine;
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using VRC.SDK3.Avatars.ScriptableObjects;
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namespace nadena.dev.modular_avatar.core
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{
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public enum SubmenuSource
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{
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MenuAsset,
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Children,
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}
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[AddComponentMenu("Modular Avatar/MA Menu Item")]
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[HelpURL("https://modular-avatar.nadena.dev/docs/reference/menu-item?lang=auto")]
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public class ModularAvatarMenuItem : AvatarTagComponent, MenuSource
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{
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public VRCExpressionsMenu.Control Control;
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public SubmenuSource MenuSource;
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public GameObject menuSource_otherObjectChildren;
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/// <summary>
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/// If this MenuItem references a parameter that does not exist, it is created automatically.
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/// In this case, isSynced controls whether the parameter is network synced.
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/// </summary>
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public bool isSynced = true;
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/// <summary>
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/// If this MenuItem references a parameter that does not exist, it is created automatically.
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/// In this case, isSaved controls whether the parameter is saved across avatar changes.
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/// </summary>
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public bool isSaved = true;
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/// <summary>
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/// If this MenuItem references a parameter that does not exist, it is created automatically.
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/// In this case, isDefault controls whether the parameter is set, by default, to the value for this
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/// menu item. If multiple menu items reference the same parameter, the last menu item in hierarchy order
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/// with isDefault = true is selected.
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/// </summary>
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public bool isDefault;
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/// <summary>
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/// If true, the value for this toggle or button menu item will be automatically selected.
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/// Typically, this will be zero for the default menu item, then subsequent menu items will be allocated
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/// sequentially in hierarchy order.
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/// </summary>
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public bool automaticValue;
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/// <summary>
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/// Although unspecified, the label of a menu may contain rich text and line breaks.
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/// If label is not an empty string, this MenuItem will use that as its name.
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/// Otherwise, it will use the name of the containing game object as the label.
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/// </summary>
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[Multiline]
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public string label = "";
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private void Reset()
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{
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// Init settings only when added or reset manually from the Inspector.
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// Otherwise, some plugins that add this component may break in non-playmode builds.
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if (RuntimeUtil.IsResetFromInspector())
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{
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InitSettings();
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}
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}
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internal void InitSettings()
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{
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Control = new VRCExpressionsMenu.Control();
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Control.type = VRCExpressionsMenu.Control.ControlType.Toggle;
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Control.value = 1;
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isSaved = true;
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isSynced = true;
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isDefault = false;
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automaticValue = true;
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MenuSource = SubmenuSource.Children;
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}
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protected override void OnValidate()
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{
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base.OnValidate();
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RuntimeUtil.InvalidateMenu();
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if (Control == null)
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{
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Control = new VRCExpressionsMenu.Control();
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}
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}
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public override void ResolveReferences()
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{
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// no-op
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}
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public void Visit(NodeContext context)
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{
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if (Control == null)
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{
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Control = new VRCExpressionsMenu.Control();
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}
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var cloned = new VirtualControl(Control);
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cloned.subMenu = null;
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cloned.name = string.IsNullOrEmpty(label) ? gameObject.name : label;
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FilterSubParameters(cloned);
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if (cloned.type == VRCExpressionsMenu.Control.ControlType.SubMenu)
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{
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switch (this.MenuSource)
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{
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case SubmenuSource.MenuAsset:
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cloned.SubmenuNode = context.NodeFor(this.Control.subMenu);
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break;
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case SubmenuSource.Children:
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{
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var root = this.menuSource_otherObjectChildren != null
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? this.menuSource_otherObjectChildren
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: this.gameObject;
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cloned.SubmenuNode = context.NodeFor(new MenuNodesUnder(root));
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break;
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}
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}
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}
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context.PushControl(cloned);
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}
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private void FilterSubParameters(VirtualControl control)
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{
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var maxSubParams = 0;
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switch (control.type)
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{
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case VRCExpressionsMenu.Control.ControlType.Toggle:
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case VRCExpressionsMenu.Control.ControlType.Button:
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case VRCExpressionsMenu.Control.ControlType.SubMenu:
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default:
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maxSubParams = 0;
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break;
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case VRCExpressionsMenu.Control.ControlType.RadialPuppet:
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maxSubParams = 1;
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break;
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case VRCExpressionsMenu.Control.ControlType.TwoAxisPuppet:
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maxSubParams = 2;
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break;
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case VRCExpressionsMenu.Control.ControlType.FourAxisPuppet:
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maxSubParams = 4;
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break;
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}
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if (control.subParameters.Length > maxSubParams)
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control.subParameters = control.subParameters.Take(maxSubParams).ToArray();
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}
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internal VRCExpressionParameters.ValueType ExpressionParametersValueType
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{
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get
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{
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// 0, 1
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var type = VRCExpressionParameters.ValueType.Bool;
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// 2, 3, ..., (255)
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if (Control.value > 1)
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{
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type = VRCExpressionParameters.ValueType.Int;
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}
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// (-1.0), ..., -0.1, 0.1, ..., 0.9
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if (Control.value < 0 || Mathf.Abs(Control.value - Mathf.Round(Control.value)) > 0.01f)
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{
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type = VRCExpressionParameters.ValueType.Float;
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}
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return type;
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}
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}
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internal AnimatorControllerParameterType AnimatorControllerParameterType
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=> ExpressionParametersValueType switch
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{
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VRCExpressionParameters.ValueType.Bool => AnimatorControllerParameterType.Bool,
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VRCExpressionParameters.ValueType.Int => AnimatorControllerParameterType.Int,
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VRCExpressionParameters.ValueType.Float => AnimatorControllerParameterType.Float,
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_ => 0,
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};
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}
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}
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#endif |