modular-avatar/Packages/net.fushizen.modular-avatar/Runtime/ModularAvatarBoneProxy.cs
bd_ b154b01e45 Support editing original bone animations in modular components
This adds support for animation mapping for MergeArmature components, as well as supporting locking the position of
MergeArmature-controlled transforms to their original counterparts, to ease animation editing.

With this change it might be best to eliminate the bone proxy component, as it's a bit redundant now.
2022-08-29 15:13:26 -07:00

135 lines
4.0 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using Object = System.Object;
namespace net.fushizen.modular_avatar.core
{
public class ModularAvatarBoneProxy : AvatarTagComponent
{
public Transform target;
public HumanBodyBones boneReference = HumanBodyBones.LastBone;
public string subPath;
[SerializeField] [HideInInspector] public ParentConstraint constraint;
#if UNITY_EDITOR
void OnValidate()
{
UnityEditor.EditorApplication.delayCall += CheckReferences;
}
void CheckReferences() {
if (this == null) return; // post-destroy
if (target == null && (boneReference != HumanBodyBones.LastBone || !string.IsNullOrWhiteSpace(subPath)))
{
UpdateDynamicMapping();
if (target != null)
{
RuntimeUtil.MarkDirty(this);
}
} else if (target != null)
{
var origBoneReference = boneReference;
var origSubpath = subPath;
UpdateStaticMapping();
if (origSubpath != subPath || origBoneReference != boneReference)
{
RuntimeUtil.MarkDirty(this);
}
}
CheckConstraint();
}
private void CheckConstraint()
{
if (constraint != null)
{
if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(constraint))
{
UnityEngine.Object.DestroyImmediate(constraint);
}
}
}
private void OnDestroy()
{
if (constraint != null) DestroyImmediate(constraint);
}
private void UpdateDynamicMapping()
{
var avatar = RuntimeUtil.FindAvatarInParents(transform);
if (avatar == null) return;
if (subPath == "$$AVATAR")
{
target = avatar.transform;
return;
}
if (boneReference == HumanBodyBones.LastBone)
{
target = avatar.transform.Find(subPath);
return;
}
var animator = avatar.GetComponent<Animator>();
if (animator == null) return;
var bone = animator.GetBoneTransform(boneReference);
if (bone == null) return;
if (string.IsNullOrWhiteSpace(subPath)) target = bone;
else target = bone.Find(subPath);
}
private void UpdateStaticMapping()
{
var avatar = RuntimeUtil.FindAvatarInParents(transform);
var humanBones = new Dictionary<Transform, HumanBodyBones>();
var animator = avatar.GetComponent<Animator>();
if (animator == null)
{
return;
}
foreach (var boneTypeObj in Enum.GetValues(typeof(HumanBodyBones)))
{
var boneType = (HumanBodyBones) boneTypeObj;
if (boneType == HumanBodyBones.LastBone) continue;
var bone = animator.GetBoneTransform(boneType);
if (bone != null) humanBones[bone] = boneType;
}
Transform iter = target;
Transform avatarTransform = avatar.transform;
if (target == avatarTransform)
{
boneReference = HumanBodyBones.LastBone;
subPath = "$$AVATAR";
return;
}
while (iter != avatarTransform && !humanBones.ContainsKey(iter))
{
iter = iter.parent;
}
if (iter == avatarTransform)
{
boneReference = HumanBodyBones.LastBone;
}
else
{
boneReference = humanBones[iter];
}
subPath = RuntimeUtil.RelativePath(iter.gameObject, target.gameObject);
}
#endif
}
}