modular-avatar/Packages/nadena.dev.modular-avatar/Runtime/RuntimeUtil.cs
bd_ d39e17a8f6 feat: add object-based menu system (#218)
This adds a GameObject/Component based menu editing system, heavily inspired by Hai's Expressions Menu Hierarchy editor (https://github.com/hai-vr/av3-expressions-menu-hierarchy-editor)
2023-03-04 14:15:27 +09:00

162 lines
5.2 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.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
#if UNITY_EDITOR
using System.Reflection;
#endif
namespace nadena.dev.modular_avatar.core
{
internal static class RuntimeUtil
{
// Initialized in Util
public static Action<Action> delayCall = (_) => { };
public static event Action OnHierarchyChanged;
internal static event Action OnMenuInvalidate;
internal static void InvalidateMenu()
{
OnMenuInvalidate?.Invoke();
}
public enum OnDemandSource
{
Awake,
Start
}
public delegate void OnDemandProcessAvatarDelegate(OnDemandSource source, MonoBehaviour component);
public static OnDemandProcessAvatarDelegate OnDemandProcessAvatar = (_m, _c) => { };
[CanBeNull]
public static string RelativePath(GameObject root, GameObject child)
{
if (root == child) return "";
List<string> pathSegments = new List<string>();
while (child != root && child != null)
{
pathSegments.Add(child.name);
child = child.transform.parent?.gameObject;
}
if (child == null && root != null) return null;
pathSegments.Reverse();
return String.Join("/", pathSegments);
}
[CanBeNull]
public static string AvatarRootPath(GameObject child)
{
var avatar = FindAvatarInParents(child.transform);
if (avatar == null) return null;
return RelativePath(avatar.gameObject, child);
}
public static VRCAvatarDescriptor FindAvatarInParents(Transform target)
{
while (target != null)
{
var av = target.GetComponent<VRCAvatarDescriptor>();
if (av != null) return av;
target = target.parent;
}
return null;
}
public static void MarkDirty(UnityEngine.Object obj)
{
#if UNITY_EDITOR
if (UnityEditor.PrefabUtility.IsPartOfPrefabInstance(obj))
{
UnityEditor.PrefabUtility.RecordPrefabInstancePropertyModifications(obj);
}
UnityEditor.EditorUtility.SetDirty(obj);
#endif
}
#if UNITY_EDITOR
private static UnityEngine.Object cachedAnimationWindowState;
private static readonly Type animationWindowStateType
= typeof(UnityEditor.Editor).Assembly.GetType("UnityEditorInternal.AnimationWindowState");
private static readonly PropertyInfo recordingProp = animationWindowStateType.GetProperty(
"recording",
BindingFlags.Instance | BindingFlags.Public
);
private static readonly PropertyInfo previewingProp = animationWindowStateType.GetProperty(
"previewing",
BindingFlags.Instance | BindingFlags.Public
);
private static readonly PropertyInfo playingProp = animationWindowStateType.GetProperty(
"playing",
BindingFlags.Instance | BindingFlags.Public
);
#endif
public static bool IsAnimationEditMode()
{
#if !UNITY_EDITOR
return false;
#else
if (cachedAnimationWindowState == null)
{
foreach (var obj in Resources.FindObjectsOfTypeAll(animationWindowStateType))
{
cachedAnimationWindowState = obj;
}
}
if (cachedAnimationWindowState == null) return false;
return (bool) recordingProp.GetValue(cachedAnimationWindowState, null)
|| (bool) previewingProp.GetValue(cachedAnimationWindowState, null)
|| (bool) playingProp.GetValue(cachedAnimationWindowState, null);
#endif
}
#if UNITY_EDITOR
public static bool isPlaying => UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode;
#else
public static bool isPlaying => true;
#endif
public static void InvokeHierarchyChanged()
{
OnHierarchyChanged?.Invoke();
}
}
}