mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2024-12-29 18:55:06 +08:00
3667dc319a
* add version defines * refactor: prefer BuildContext.ctor() overload taking GameObject * wrap unit tests entirely with MA_VRCSDK3_AVATARS * wrap unit tests smart with MA_VRCSDK3_AVATARS * wrap runtime entirely with MA_VRCSDK3_AVATARS * wrap VRC.SDKBase.IEditorOnly with MA_VRCSDK3_AVATARS * wrap editor entirely with MA_VRCSDK3_AVATARS * fix AvatarObjectReference.Get(Component) * wrap editor smart with MA_VRCSDK3_AVATARS * wrap BuildContext smart with MA_VRCSDK3_AVATARS * wrap PluginDefinition smart with MA_VRCSDK3_AVATARS * style: move conditional compiles one step outside
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
#if UNITY_EDITOR
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using UnityEngine;
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#if MA_VRCSDK3_AVATARS
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using VRC.SDKBase;
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#endif
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namespace nadena.dev.modular_avatar.core
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{
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/// <summary>
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/// This component was previously used to trigger avatar processing when entering play mode. This functionality has
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/// moved to NDMF, so we leave here a stub to clean up detritus left behind from older versions of MA.
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/// We create it on a hidden object via AvatarTagObject's OnValidate, and it will proceed to add MAAvatarActivator
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/// components to all avatar roots which contain MA components. This MAAvatarActivator component then performs MA
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/// processing on Awake.
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///
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/// Note that we do not directly process the avatars from MAActivator. This is to avoid processing avatars that are
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/// initially inactive in the scene (which can have high overhead if the user has a lot of inactive avatars in the
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/// scene).
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/// </summary>
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[AddComponentMenu("")]
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[ExecuteInEditMode]
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[DefaultExecutionOrder(-9998)]
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public class Activator : MonoBehaviour, IEditorOnly
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{
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private void Update()
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{
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UnityEngine.Object.DestroyImmediate(gameObject);
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}
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}
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[AddComponentMenu("")]
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[ExecuteInEditMode]
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[DefaultExecutionOrder(-9997)]
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public class AvatarActivator : MonoBehaviour, IEditorOnly
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{
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private void Update()
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{
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DestroyImmediate(this);
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}
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}
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}
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#endif |