modular-avatar/Packages/nadena.dev.modular-avatar/Runtime/Menu/Actions/ActionToggleObject.cs
bd_ 76edc43aca
feat: menu actions (#231)
Add a new feature to generate animations for menu items automatically.
Currently this only supports generating blend-tree based GameObject toggles.
2023-03-04 14:31:23 +09:00

68 lines
2.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using UnityEngine;
using Object = System.Object;
namespace nadena.dev.modular_avatar.core
{
[RequireComponent(typeof(ModularAvatarMenuItem))]
[AddComponentMenu("Modular Avatar/MA Action Toggle Object")]
public class ActionToggleObject : AvatarTagComponent, SwitchedMenuAction
{
[Serializable]
public class ObjectEntry
{
public GameObject target;
public bool Active;
}
public List<ObjectEntry> Objects;
protected override void OnValidate()
{
base.OnValidate();
if (Objects == null)
{
Objects = new List<ObjectEntry>();
}
}
public ImmutableDictionary<MenuCurveBinding, AnimationCurve> GetCurves()
{
return Objects.Select(obj =>
new KeyValuePair<MenuCurveBinding, AnimationCurve>(
new MenuCurveBinding(obj.target, typeof(GameObject), "m_IsActive"),
AnimationCurve.Constant(0, 1, obj.Active ? 1 : 0))
).ToImmutableDictionary();
}
public ImmutableDictionary<MenuCurveBinding, AnimationCurve> GetInactiveCurves(bool isDefault)
{
return Objects.Select(obj =>
{
bool active;
if (isDefault)
{
active = !obj.Active; // inactive state is the opposite of the default state
}
else
{
active = obj.target.activeSelf; // inactive state is the current state
}
return new KeyValuePair<MenuCurveBinding, AnimationCurve>(
new MenuCurveBinding(obj.target, typeof(GameObject), "m_IsActive"),
AnimationCurve.Constant(0, 1, active ? 1 : 0));
}
).ToImmutableDictionary();
}
public bool BindsParameter(TargetParameter parameter)
{
return parameter == TargetParameter.BaseParameter;
}
}
}