modular-avatar/Packages/nadena.dev.modular-avatar/Runtime/ModularAvatarMenuItem.cs
bd_ a300622bb2
feat: support unsynced/saved toggles in new menu system (#276)
* chore: add support for synced/saved settings on menu actions

* feat: move action defaults to control group

* chore: finish the control group ui updates

* docs: update tutorial

* docs: update control group documentation

* docs/ui: menu install target UI and docs
2023-04-15 18:11:30 +09:00

81 lines
2.4 KiB
C#

using System.Collections.Generic;
using System.Linq;
using nadena.dev.modular_avatar.core.menu;
using UnityEngine;
using UnityEngine.Serialization;
using VRC.SDK3.Avatars.ScriptableObjects;
namespace nadena.dev.modular_avatar.core
{
public enum SubmenuSource
{
MenuAsset,
Children,
}
[AddComponentMenu("Modular Avatar/MA Menu Item")]
public class ModularAvatarMenuItem : ActionController, MenuSource
{
public VRCExpressionsMenu.Control Control;
public SubmenuSource MenuSource;
public GameObject menuSource_otherObjectChildren;
[FormerlySerializedAs("toggleGroup")] public ControlGroup controlGroup;
/// <summary>
/// If no control group is set (and an action is linked), this controls whether this control is synced.
/// </summary>
public bool isSynced = true;
public bool isSaved = true;
internal override bool isSyncedProp => isSynced;
internal override bool isSavedProp => isSaved;
protected override void OnValidate()
{
base.OnValidate();
RuntimeUtil.InvalidateMenu();
if (Control == null)
{
Control = new VRCExpressionsMenu.Control();
}
}
public void Visit(NodeContext context)
{
if (Control == null)
{
Control = new VRCExpressionsMenu.Control();
}
var cloned = new VirtualControl(Control);
cloned.subMenu = null;
cloned.name = gameObject.name;
if (cloned.type == VRCExpressionsMenu.Control.ControlType.SubMenu)
{
switch (this.MenuSource)
{
case SubmenuSource.MenuAsset:
cloned.SubmenuNode = context.NodeFor(this.Control.subMenu);
break;
case SubmenuSource.Children:
{
var root = this.menuSource_otherObjectChildren != null
? this.menuSource_otherObjectChildren
: this.gameObject;
cloned.SubmenuNode = context.NodeFor(new MenuNodesUnder(root));
break;
}
}
}
context.PushControl(cloned);
}
}
}