mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-04 13:45:04 +08:00
318599ae3d
Closes: #84
80 lines
3.4 KiB
C#
80 lines
3.4 KiB
C#
/*
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* MIT License
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*
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* Copyright (c) 2022 bd_
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using VRC.SDK3.Avatars.Components;
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using VRC.SDKBase.Editor.BuildPipeline;
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namespace nadena.dev.modular_avatar.core.editor
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{
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[InitializeOnLoad]
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public static class ApplyOnPlay
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{
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private const string MENU_NAME = "Tools/Modular Avatar/Apply on Play";
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/**
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* We need to process avatars before lyuma's av3 emulator wakes up and processes avatars; it does this in Awake,
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* so we have to do our processing in Awake as well. This seems to work fine when first entering play mode, but
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* if you subsequently enable an initially-disabled avatar, processing from within Awake causes an editor crash.
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*
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* To workaround this, we initially process in awake; then, after OnPlayModeStateChanged is invoked (ie, after
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* all initially-enabled components have Awake called), we switch to processing from Start instead.
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*/
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private static RuntimeUtil.OnDemandSource armedSource = RuntimeUtil.OnDemandSource.Awake;
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static ApplyOnPlay()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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RuntimeUtil.OnDemandProcessAvatar = MaybeProcessAvatar;
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Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
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}
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private static void MaybeProcessAvatar(RuntimeUtil.OnDemandSource source, AvatarTagComponent component)
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{
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if (ModularAvatarSettings.applyOnPlay && source == armedSource && component != null)
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{
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var avatar = RuntimeUtil.FindAvatarInParents(component.transform);
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if (avatar == null) return;
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AvatarProcessor.ProcessAvatar(avatar.gameObject);
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}
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}
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[MenuItem(MENU_NAME)]
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private static void ToggleApplyOnPlay()
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{
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ModularAvatarSettings.applyOnPlay = !ModularAvatarSettings.applyOnPlay;
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Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange obj)
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{
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if (obj == PlayModeStateChange.EnteredPlayMode)
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{
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armedSource = RuntimeUtil.OnDemandSource.Start;
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}
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}
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}
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} |