modular-avatar/Packages/nadena.dev.modular-avatar/Editor/ApplyOnPlay.cs
2022-11-10 20:42:46 -08:00

80 lines
3.4 KiB
C#

/*
* 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 UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using VRC.SDK3.Avatars.Components;
using VRC.SDKBase.Editor.BuildPipeline;
namespace nadena.dev.modular_avatar.core.editor
{
[InitializeOnLoad]
public static class ApplyOnPlay
{
private const string MENU_NAME = "Tools/Modular Avatar/Apply on Play";
/**
* We need to process avatars before lyuma's av3 emulator wakes up and processes avatars; it does this in Awake,
* so we have to do our processing in Awake as well. This seems to work fine when first entering play mode, but
* if you subsequently enable an initially-disabled avatar, processing from within Awake causes an editor crash.
*
* To workaround this, we initially process in awake; then, after OnPlayModeStateChanged is invoked (ie, after
* all initially-enabled components have Awake called), we switch to processing from Start instead.
*/
private static RuntimeUtil.OnDemandSource armedSource = RuntimeUtil.OnDemandSource.Awake;
static ApplyOnPlay()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
RuntimeUtil.OnDemandProcessAvatar = MaybeProcessAvatar;
Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
}
private static void MaybeProcessAvatar(RuntimeUtil.OnDemandSource source, AvatarTagComponent component)
{
if (ModularAvatarSettings.applyOnPlay && source == armedSource && component != null)
{
var avatar = RuntimeUtil.FindAvatarInParents(component.transform);
if (avatar == null) return;
AvatarProcessor.ProcessAvatar(avatar.gameObject);
}
}
[MenuItem(MENU_NAME)]
private static void ToggleApplyOnPlay()
{
ModularAvatarSettings.applyOnPlay = !ModularAvatarSettings.applyOnPlay;
Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
}
private static void OnPlayModeStateChanged(PlayModeStateChange obj)
{
if (obj == PlayModeStateChange.EnteredPlayMode)
{
armedSource = RuntimeUtil.OnDemandSource.Start;
}
}
}
}