mirror of
https://github.com/bdunderscore/modular-avatar.git
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5359e3b006
* add referenced assembly * remove unused usings * MA Merge Blend Tree is VRC specific because it expects VRC style Animator Layer setup * PruneParametersPass is VRChat specific * fix: use FindAvatarTransformInParents() to be more cross platform * fix MergeArmatureHook: nop logic for PhysBones if we do not dedup PhysBones * fix AnimatorCombiner: ignore VRC components when non-VRC btw, is AnimatorCombiner VRC specific? * conditional compile some VRChat specific tests
31 lines
1.2 KiB
C#
31 lines
1.2 KiB
C#
using System.Reflection;
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using modular_avatar_tests;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEngine;
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public class PreferFirstHipsMatch : TestBase
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{
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[Test]
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public void SetupHeuristicPrefersFirstHipsMatch()
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{
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var root = CreateCommonPrefab("shapell.fbx");
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#if MA_VRCSDK3_AVATARS
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root.AddComponent<VRC.SDK3.Avatars.Components.VRCAvatarDescriptor>();
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#endif
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var root_hips = root.GetComponent<Animator>().GetBoneTransform(HumanBodyBones.Hips).gameObject;
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var root_armature = root_hips.transform.parent.gameObject;
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var root_secondary = CreateChild(root, "PBC");
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var root_alt_hips = CreateChild(root_secondary, "Hips");
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var outfit = CreateChild(root, "Outfit");
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var outfit_armature = CreateChild(outfit, "Armature");
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var outfit_hips = CreateChild(outfit_armature, "Hips");
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Assert.IsTrue(EasySetupOutfit.FindBones(outfit, out var det_av_root, out var det_av_hips, out var det_outfit_hips));
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Assert.AreSame(root, det_av_root);
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Assert.AreSame(root_hips, det_av_hips);
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Assert.AreSame(outfit_hips, det_outfit_hips);
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}
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}
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