modular-avatar/Packages/net.fushizen.modular-avatar/Editor/ApplyOnPlay.cs
bd_ 1c6db2a01f Avoid scary errors when entering play mode
As part of our hook processing, we destroy modular-avatar components;
however, when entering play mode (without av3emu), these components
might be prefab assets. To avoid scary unity errors, unpack these prefabs
when entering play mode.
2022-09-10 09:10:15 -07:00

85 lines
3.2 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 UnityEditor;
using UnityEngine;
using UnityEngine.SceneManagement;
using VRC.SDK3.Avatars.Components;
using VRC.SDKBase.Editor.BuildPipeline;
namespace net.fushizen.modular_avatar.core.editor
{
[InitializeOnLoad]
public static class ApplyOnPlay
{
private const string MENU_NAME = "Tools/Modular Avatar/Apply on Play";
static ApplyOnPlay()
{
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
}
[MenuItem(MENU_NAME)]
private static void ToggleApplyOnPlay()
{
ModularAvatarSettings.applyOnPlay = !ModularAvatarSettings.applyOnPlay;
Menu.SetChecked(MENU_NAME, ModularAvatarSettings.applyOnPlay);
}
private static void OnPlayModeStateChanged(PlayModeStateChange obj)
{
if (obj == PlayModeStateChange.EnteredPlayMode && ModularAvatarSettings.applyOnPlay)
{
// TODO - only apply modular avatar changes?
foreach (var root in SceneManager.GetActiveScene().GetRootGameObjects())
{
foreach (var avatar in root.GetComponentsInChildren<VRCAvatarDescriptor>(true))
{
if (avatar.GetComponentsInChildren<AvatarTagComponent>(true).Length > 0)
{
UnpackPrefabsCompletely(avatar.gameObject);
VRCBuildPipelineCallbacks.OnPreprocessAvatar(avatar.gameObject);
}
}
}
}
}
private static void UnpackPrefabsCompletely(GameObject obj)
{
if (PrefabUtility.IsAnyPrefabInstanceRoot(obj))
{
PrefabUtility.UnpackPrefabInstance(obj, PrefabUnpackMode.Completely, InteractionMode.AutomatedAction);
}
else
{
foreach (Transform child in obj.transform)
{
UnpackPrefabsCompletely(child.gameObject);
}
}
}
}
}