modular-avatar/Editor/AvatarProcessor.cs
bd_ 648c9a9608
feat: improvements to armature tracking (#665)
* opti(armature-lock): parallelize burst jobs for armature lock processing

* feat: continue armature tracking when the MAMA GameObject is disabled

Closes: #500

* feat: add global toggle for armature locking

Closes: #484
2024-02-17 19:20:08 +09:00

75 lines
2.9 KiB
C#

/*
* MIT License
*
* Copyright (c) 2022 bd_
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
using System;
using System.Runtime.CompilerServices;
using nadena.dev.modular_avatar.ui;
using UnityEditor;
using UnityEngine;
[assembly: InternalsVisibleTo("Tests")]
namespace nadena.dev.modular_avatar.core.editor
{
public class AvatarProcessor
{
[MenuItem("GameObject/ModularAvatar/Manual bake avatar", true, 100)]
static bool ValidateApplyToCurrentAvatarGameobject()
{
return ValidateApplyToCurrentAvatar();
}
[MenuItem("GameObject/ModularAvatar/Manual bake avatar", false, 100)]
static void ApplyToCurrentAvatarGameobject()
{
ApplyToCurrentAvatar();
}
[MenuItem(UnityMenuItems.TopMenu_ManualBakeAvatar, true, UnityMenuItems.TopMenu_ManualBakeAvatarOrder)]
private static bool ValidateApplyToCurrentAvatar()
{
return ndmf.AvatarProcessor.CanProcessObject(Selection.activeGameObject);
}
[MenuItem("Tools/Modular Avatar/Manual bake avatar", false)]
private static void ApplyToCurrentAvatar()
{
ndmf.AvatarProcessor.ProcessAvatarUI(Selection.activeGameObject);
}
public static void ProcessAvatar(GameObject avatarGameObject)
{
ndmf.AvatarProcessor.ProcessAvatar(avatarGameObject);
}
// ReSharper disable once InconsistentNaming
// ReSharper disable once MemberCanBeMadeStatic.Global
[Obsolete("This is only for compile time compatibility with legacy AAO")]
public int callbackOrder => throw new NotImplementedException();
[Obsolete("This is only for compile time compatibility with legacy AAO")]
// ReSharper disable once MemberCanBeMadeStatic.Global
public bool OnPreprocessAvatar(GameObject avatarGameObject) => throw new NotImplementedException();
}
}