modular-avatar/Packages/nadena.dev.modular-avatar/Editor/AvatarProcessor.cs
2023-09-04 23:18:23 +09:00

64 lines
2.3 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.Runtime.CompilerServices;
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("Tools/Modular Avatar/Manual bake avatar", true)]
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);
}
}
}