mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-01-19 12:50:08 +08:00
76 lines
2.3 KiB
C#
76 lines
2.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using UnityEngine;
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using Object = System.Object;
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namespace nadena.dev.modular_avatar.core
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{
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[AddComponentMenu("Modular Avatar/MA Action Toggle Object")]
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[RequireComponent(typeof(ActionController))]
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public class ActionToggleObject : AvatarTagComponent, SwitchedMenuAction
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{
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[Serializable]
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public class ObjectEntry
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{
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public AvatarObjectReference target;
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public bool Active;
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}
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public List<ObjectEntry> Objects;
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protected override void OnValidate()
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{
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base.OnValidate();
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if (Objects == null)
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{
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Objects = new List<ObjectEntry>();
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}
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}
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public ImmutableDictionary<MenuCurveBinding, AnimationCurve> GetCurves()
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{
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return Objects.Select(obj =>
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new KeyValuePair<MenuCurveBinding, AnimationCurve>(
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new MenuCurveBinding(obj.target.Get(this), typeof(GameObject), "m_IsActive"),
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AnimationCurve.Constant(0, 1, obj.Active ? 1 : 0))
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).ToImmutableDictionary();
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}
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public ImmutableDictionary<MenuCurveBinding, AnimationCurve> GetInactiveCurves(bool isDefault)
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{
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var builder = ImmutableDictionary<MenuCurveBinding, AnimationCurve>.Empty.ToBuilder();
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foreach (var obj in Objects)
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{
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var target = obj.target?.Get(this);
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if (target == null) continue;
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bool active;
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if (isDefault)
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{
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active = !obj.Active; // inactive state is the opposite of the default state
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}
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else
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{
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active = target.activeSelf; // inactive state is the current state
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}
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builder.Add(
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new MenuCurveBinding(target, typeof(GameObject), "m_IsActive"),
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AnimationCurve.Constant(0, 1, active ? 1 : 0)
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);
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}
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return builder.ToImmutable();
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}
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public bool BindsParameter(TargetParameter parameter)
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{
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return parameter == TargetParameter.BaseParameter;
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}
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}
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} |