mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-02-11 00:02:48 +08:00
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.
135 lines
4.0 KiB
C#
135 lines
4.0 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Animations;
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using Object = System.Object;
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namespace net.fushizen.modular_avatar.core
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{
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public class ModularAvatarBoneProxy : AvatarTagComponent
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{
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public Transform target;
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public HumanBodyBones boneReference = HumanBodyBones.LastBone;
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public string subPath;
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[SerializeField] [HideInInspector] public ParentConstraint constraint;
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#if UNITY_EDITOR
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void OnValidate()
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{
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UnityEditor.EditorApplication.delayCall += CheckReferences;
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}
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void CheckReferences() {
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if (this == null) return; // post-destroy
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if (target == null && (boneReference != HumanBodyBones.LastBone || !string.IsNullOrWhiteSpace(subPath)))
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{
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UpdateDynamicMapping();
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if (target != null)
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{
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RuntimeUtil.MarkDirty(this);
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}
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} else if (target != null)
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{
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var origBoneReference = boneReference;
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var origSubpath = subPath;
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UpdateStaticMapping();
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if (origSubpath != subPath || origBoneReference != boneReference)
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{
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RuntimeUtil.MarkDirty(this);
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}
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}
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CheckConstraint();
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}
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private void CheckConstraint()
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{
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if (constraint != null)
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{
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if (!UnityEditor.PrefabUtility.IsPartOfPrefabAsset(constraint))
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{
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UnityEngine.Object.DestroyImmediate(constraint);
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}
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}
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}
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private void OnDestroy()
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{
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if (constraint != null) DestroyImmediate(constraint);
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}
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private void UpdateDynamicMapping()
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{
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var avatar = RuntimeUtil.FindAvatarInParents(transform);
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if (avatar == null) return;
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if (subPath == "$$AVATAR")
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{
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target = avatar.transform;
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return;
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}
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if (boneReference == HumanBodyBones.LastBone)
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{
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target = avatar.transform.Find(subPath);
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return;
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}
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var animator = avatar.GetComponent<Animator>();
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if (animator == null) return;
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var bone = animator.GetBoneTransform(boneReference);
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if (bone == null) return;
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if (string.IsNullOrWhiteSpace(subPath)) target = bone;
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else target = bone.Find(subPath);
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}
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private void UpdateStaticMapping()
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{
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var avatar = RuntimeUtil.FindAvatarInParents(transform);
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var humanBones = new Dictionary<Transform, HumanBodyBones>();
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var animator = avatar.GetComponent<Animator>();
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if (animator == null)
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{
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return;
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}
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foreach (var boneTypeObj in Enum.GetValues(typeof(HumanBodyBones)))
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{
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var boneType = (HumanBodyBones) boneTypeObj;
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if (boneType == HumanBodyBones.LastBone) continue;
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var bone = animator.GetBoneTransform(boneType);
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if (bone != null) humanBones[bone] = boneType;
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}
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Transform iter = target;
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Transform avatarTransform = avatar.transform;
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if (target == avatarTransform)
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{
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boneReference = HumanBodyBones.LastBone;
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subPath = "$$AVATAR";
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return;
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}
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while (iter != avatarTransform && !humanBones.ContainsKey(iter))
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{
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iter = iter.parent;
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}
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if (iter == avatarTransform)
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{
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boneReference = HumanBodyBones.LastBone;
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}
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else
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{
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boneReference = humanBones[iter];
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}
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subPath = RuntimeUtil.RelativePath(iter.gameObject, target.gameObject);
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}
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#endif
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}
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} |