mirror of
https://github.com/bdunderscore/modular-avatar.git
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3b067e4664
* Disable compilation for use in Unity 6 (6000.0.20f1): - Do not compile some classes and code paths in non-VRChat projects. - This has been tested in Unity 6 (6000.0.20f1). * Fix hide internal components in Unity 6: - [AddComponentMenu("")] does not work in Unity 6. - Replace it with [AddComponentMenu("/")] - This alternative is confirmed to also work in Unity 2022. --------- Co-authored-by: Haï~ <hai-vr@users.noreply.github.com> Co-authored-by: bd_ <bd_@nadena.dev>
109 lines
3.6 KiB
C#
109 lines
3.6 KiB
C#
#if MA_VRCSDK3_AVATARS
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Threading.Tasks;
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using nadena.dev.modular_avatar.core.editor.Simulator;
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using nadena.dev.ndmf.preview;
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using UnityEngine;
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namespace nadena.dev.modular_avatar.core.editor
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{
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internal class ObjectSwitcherPreview : IRenderFilter
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{
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public bool CanEnableRenderers => true;
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static TogglablePreviewNode EnableNode = TogglablePreviewNode.Create(
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() => "Object Switcher",
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qualifiedName: "nadena.dev.modular-avatar/ObjectSwitcherPreview",
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true
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);
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public IEnumerable<TogglablePreviewNode> GetPreviewControlNodes()
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{
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yield return EnableNode;
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}
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public bool IsEnabled(ComputeContext context)
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{
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return context.Observe(EnableNode.IsEnabled);
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}
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private IEnumerable<RenderGroup> RootsForAvatar(ComputeContext context, GameObject avatarRoot)
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{
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if (!context.ActiveInHierarchy(avatarRoot))
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{
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yield break;
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}
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var analysis = ReactiveObjectAnalyzer.CachedAnalyze(context, avatarRoot);
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var initialStates = analysis.InitialStates;
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var renderers = context.GetComponentsInChildren<Renderer>(avatarRoot, true);
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foreach (var renderer in renderers)
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{
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// For now, the preview system only supports MeshRenderer and SkinnedMeshRenderer
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if (renderer is not MeshRenderer and not SkinnedMeshRenderer) continue;
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bool currentlyEnabled = context.ActiveInHierarchy(renderer.gameObject);
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bool overrideEnabled = true;
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Transform cursor = renderer.transform;
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while (cursor != null && !RuntimeUtil.IsAvatarRoot(cursor))
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{
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if (initialStates.TryGetValue(TargetProp.ForObjectActive(cursor.gameObject), out var initialState) && initialState is float f)
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{
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if (f < 0.5f)
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{
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overrideEnabled = false;
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break;
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}
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}
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else if (!cursor.gameObject.activeSelf)
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{
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overrideEnabled = false;
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break;
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}
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cursor = cursor.parent;
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}
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if (overrideEnabled != currentlyEnabled)
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{
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yield return RenderGroup.For(renderer).WithData(overrideEnabled);
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}
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}
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}
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public ImmutableList<RenderGroup> GetTargetGroups(ComputeContext context)
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{
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var roots = context.GetAvatarRoots();
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return roots.SelectMany(av => RootsForAvatar(context, av)).ToImmutableList();
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}
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public Task<IRenderFilterNode> Instantiate(RenderGroup group, IEnumerable<(Renderer, Renderer)> proxyPairs,
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ComputeContext context)
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{
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return Task.FromResult<IRenderFilterNode>(new Node(group.GetData<bool>()));
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}
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private class Node : IRenderFilterNode
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{
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public RenderAspects WhatChanged => 0;
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private readonly bool _shouldEnable;
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public Node(bool shouldEnable)
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{
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_shouldEnable = shouldEnable;
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}
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public void OnFrame(Renderer original, Renderer proxy)
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{
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proxy.enabled = _shouldEnable;
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}
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}
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}
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}
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#endif |