mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-01 20:25:07 +08:00
cb2afcc3d5
Changes to pass ordering caused Merge Armature to destroy menus before being processed by Menu Installer; fix this by hoisting menu generation to occur within the animation services context, before Merge Armature runs. This is safe because the menu installer pass does not interact with the avatar's animator controllers directly.
265 lines
9.5 KiB
C#
265 lines
9.5 KiB
C#
#region
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using System;
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using nadena.dev.modular_avatar.animation;
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using nadena.dev.modular_avatar.core.ArmatureAwase;
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using nadena.dev.modular_avatar.core.editor.plugin;
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using nadena.dev.modular_avatar.editor.ErrorReporting;
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using nadena.dev.ndmf;
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using nadena.dev.ndmf.fluent;
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using UnityEngine;
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using Object = UnityEngine.Object;
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#endregion
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[assembly: ExportsPlugin(
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typeof(PluginDefinition)
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)]
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namespace nadena.dev.modular_avatar.core.editor.plugin
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{
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class PluginDefinition : Plugin<PluginDefinition>
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{
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public override string QualifiedName => "nadena.dev.modular-avatar";
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public override string DisplayName => "Modular Avatar";
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public override Texture2D LogoTexture => LogoDisplay.LOGO_ASSET;
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// 00a0e9
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public override Color? ThemeColor => new Color(0x00 / 255f, 0xa0 / 255f, 0xe9 / 255f, 1);
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protected override void OnUnhandledException(Exception e)
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{
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BuildReport.LogException(e);
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}
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protected override void Configure()
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{
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Sequence seq = InPhase(BuildPhase.Resolving);
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seq.Run(ResolveObjectReferences.Instance);
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// Protect against accidental destructive edits by cloning the input controllers ASAP
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seq.Run("Clone animators", AnimationUtil.CloneAllControllers);
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seq = InPhase(BuildPhase.Transforming);
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seq.Run("Validate configuration",
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context => ComponentValidation.ValidateAll(context.AvatarRootObject));
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seq.WithRequiredExtension(typeof(ModularAvatarContext), _s1 =>
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{
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seq.Run(ClearEditorOnlyTags.Instance);
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seq.Run(MeshSettingsPluginPass.Instance);
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seq.Run(ScaleAdjusterPass.Instance).PreviewingWith(new ScaleAdjusterPreview());
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#if MA_VRCSDK3_AVATARS
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seq.Run(ReactiveObjectPrepass.Instance);
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seq.Run(RenameParametersPluginPass.Instance);
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seq.Run(ParameterAssignerPass.Instance);
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seq.Run(MergeBlendTreePass.Instance);
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seq.Run(MergeAnimatorPluginPass.Instance);
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seq.Run(ApplyAnimatorDefaultValuesPass.Instance);
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#endif
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seq.WithRequiredExtension(typeof(AnimationServicesContext), _s2 =>
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{
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seq.Run("Shape Changer", ctx => new ReactiveObjectPass(ctx).Execute())
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.PreviewingWith(new ShapeChangerPreview(), new ObjectSwitcherPreview(), new MaterialSetterPreview());
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#if MA_VRCSDK3_AVATARS
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// TODO: We currently run this above MergeArmaturePlugin, because Merge Armature might destroy
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// game objects which contain Menu Installers. It'd probably be better however to teach Merge Armature
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// to retain those objects? maybe?
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seq.Run(MenuInstallPluginPass.Instance);
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#endif
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seq.Run(MergeArmaturePluginPass.Instance);
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seq.Run(BoneProxyPluginPass.Instance);
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seq.Run(VisibleHeadAccessoryPluginPass.Instance);
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seq.Run("World Fixed Object",
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ctx => new WorldFixedObjectProcessor().Process(ctx)
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);
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seq.Run(ReplaceObjectPluginPass.Instance);
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#if MA_VRCSDK3_AVATARS
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seq.Run(BlendshapeSyncAnimationPluginPass.Instance);
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#endif
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seq.Run(GameObjectDelayDisablePass.Instance);
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seq.Run(ConstraintConverterPass.Instance);
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});
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#if MA_VRCSDK3_AVATARS
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seq.Run(PhysbonesBlockerPluginPass.Instance);
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seq.Run("Fixup Expressions Menu", ctx =>
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{
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var maContext = ctx.Extension<ModularAvatarContext>().BuildContext;
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FixupExpressionsMenuPass.FixupExpressionsMenu(maContext);
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});
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#endif
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seq.Run(RebindHumanoidAvatarPass.Instance);
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seq.Run("Purge ModularAvatar components", ctx =>
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{
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foreach (var component in ctx.AvatarRootTransform.GetComponentsInChildren<AvatarTagComponent>(true))
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{
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Object.DestroyImmediate(component);
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}
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foreach (var component in ctx.AvatarRootTransform.GetComponentsInChildren<MAMoveIndependently>(true))
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{
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Object.DestroyImmediate(component);
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}
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});
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#if MA_VRCSDK3_AVATARS
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seq.Run(PruneParametersPass.Instance);
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#endif
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});
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InPhase(BuildPhase.Optimizing)
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.WithRequiredExtension(typeof(ModularAvatarContext),
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s => s.Run(GCGameObjectsPluginPass.Instance));
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}
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}
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/// <summary>
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/// This plugin runs very early in order to resolve all AvatarObjectReferences to their
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/// referent before any other plugins perform heirarchy manipulations.
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/// </summary>
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internal class ResolveObjectReferences : Pass<ResolveObjectReferences>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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foreach (var obj in context.AvatarRootObject.GetComponentsInChildren<AvatarTagComponent>())
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{
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obj.ResolveReferences();
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}
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}
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}
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abstract class MAPass<T> : Pass<T> where T : Pass<T>, new()
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{
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protected BuildContext MAContext(ndmf.BuildContext context)
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{
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return context.Extension<ModularAvatarContext>().BuildContext;
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}
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}
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class ClearEditorOnlyTags : MAPass<ClearEditorOnlyTags>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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Traverse(context.AvatarRootTransform);
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}
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void Traverse(Transform obj)
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{
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// EditorOnly objects can be used for multiple purposes - users might want a camera rig to be available in
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// play mode, for example. For now, we'll prune MA components from EditorOnly objects, but otherwise leave
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// them in place when in play mode.
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if (obj.CompareTag("EditorOnly"))
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{
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foreach (var component in obj.GetComponentsInChildren<AvatarTagComponent>(true))
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{
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Object.DestroyImmediate(component);
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}
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}
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else
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{
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foreach (Transform transform in obj)
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{
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Traverse(transform);
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}
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}
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}
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}
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class MeshSettingsPluginPass : MAPass<MeshSettingsPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new MeshSettingsPass(MAContext(context)).OnPreprocessAvatar();
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}
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}
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#if MA_VRCSDK3_AVATARS
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class RenameParametersPluginPass : MAPass<RenameParametersPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new RenameParametersHook().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
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}
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}
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class MergeAnimatorPluginPass : MAPass<MergeAnimatorPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new MergeAnimatorProcessor().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
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}
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}
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class MenuInstallPluginPass : MAPass<MenuInstallPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new MenuInstallHook().OnPreprocessAvatar(context.AvatarRootObject, MAContext(context));
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}
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}
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#endif
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class MergeArmaturePluginPass : MAPass<MergeArmaturePluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new MergeArmatureHook().OnPreprocessAvatar(context, context.AvatarRootObject);
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}
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}
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class BoneProxyPluginPass : MAPass<BoneProxyPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new BoneProxyProcessor().OnPreprocessAvatar(context.AvatarRootObject);
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}
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}
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class VisibleHeadAccessoryPluginPass : MAPass<VisibleHeadAccessoryPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new VisibleHeadAccessoryProcessor(MAContext(context)).Process();
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}
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}
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class ReplaceObjectPluginPass : MAPass<ReplaceObjectPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new ReplaceObjectPass(context).Process();
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}
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}
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#if MA_VRCSDK3_AVATARS
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class BlendshapeSyncAnimationPluginPass : MAPass<BlendshapeSyncAnimationPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new BlendshapeSyncAnimationProcessor().OnPreprocessAvatar(MAContext(context));
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}
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}
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class PhysbonesBlockerPluginPass : MAPass<PhysbonesBlockerPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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PhysboneBlockerPass.Process(context.AvatarRootObject);
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}
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}
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#endif
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class RebindHumanoidAvatarPass : MAPass<RebindHumanoidAvatarPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new RebindHumanoidAvatar(context).Process();
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}
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}
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class GCGameObjectsPluginPass : MAPass<GCGameObjectsPluginPass>
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{
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protected override void Execute(ndmf.BuildContext context)
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{
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new GCGameObjectsPass(MAContext(context), context.AvatarRootObject).OnPreprocessAvatar();
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}
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}
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} |