mirror of
https://github.com/bdunderscore/modular-avatar.git
synced 2025-04-30 08:19:01 +08:00
318 lines
12 KiB
C#
318 lines
12 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 nadena.dev.modular_avatar.editor.ErrorReporting;
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using UnityEditor;
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using UnityEditor.Animations;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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using VRC.SDK3.Avatars.ScriptableObjects;
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using VRC.SDKBase;
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using Object = UnityEngine.Object;
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namespace nadena.dev.modular_avatar.core.editor
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{
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internal class ActionGenerator
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{
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private const string DIRECT_BLEND_TREE_PARAM = "_MA/ONE";
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private readonly BuildContext _context;
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public ActionGenerator(BuildContext context)
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{
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_context = context;
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}
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public void OnPreprocessAvatar(VRCAvatarDescriptor avatar)
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{
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// Locate MenuActions
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var actionMenus = avatar.GetComponentsInChildren<MenuAction>(true)
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.Select(a => ((Component) a).gameObject.GetComponent<ModularAvatarMenuItem>())
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.Where(item => item != null)
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.ToImmutableHashSet();
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// Generate the root blendtree and animation; insert into the FX layer
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var animLayers = avatar.baseAnimationLayers;
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int fxLayerIndex = -1;
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AnimatorController controller = null;
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// TODO: refactor out layer manipulation here (+ the base state generator)
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for (int i = 0; i < animLayers.Length; i++)
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{
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if (animLayers[i].type == VRCAvatarDescriptor.AnimLayerType.FX)
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{
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fxLayerIndex = i;
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controller = _context.DeepCloneAnimator(animLayers[i].animatorController);
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break;
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}
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}
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if (controller == null)
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{
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controller = new AnimatorController();
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controller.name = "FX Controller";
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_context.SaveAsset(controller);
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}
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animLayers[fxLayerIndex].animatorController = controller;
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avatar.baseAnimationLayers = animLayers;
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var parameters = controller.parameters.ToList();
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parameters.Add(new AnimatorControllerParameter()
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{
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name = DIRECT_BLEND_TREE_PARAM,
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type = AnimatorControllerParameterType.Float,
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defaultFloat = 1,
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});
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var actions = GenerateActions(avatar, actionMenus, parameters);
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controller.parameters = parameters.ToArray();
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int layersToInsert = 2; // TODO
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var rootBlendTree = GenerateRootBlendLayer(actions);
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AdjustAllBehaviors(controller, b =>
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{
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if (b is VRCAnimatorLayerControl lc && lc.playable == VRC_AnimatorLayerControl.BlendableLayer.FX)
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{
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lc.layer += layersToInsert;
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}
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});
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foreach (var layer in controller.layers)
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{
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layer.syncedLayerIndex += layersToInsert;
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}
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var layerList = controller.layers.ToList();
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layerList.Insert(0, GenerateBlendshapeBaseLayer(avatar));
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rootBlendTree.defaultWeight = 1;
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layerList.Insert(0, rootBlendTree);
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layerList[2].defaultWeight = 1;
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controller.layers = layerList.ToArray();
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foreach (var action in avatar.GetComponentsInChildren<MenuAction>(true))
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{
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Object.DestroyImmediate((UnityEngine.Object) action);
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}
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}
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private AnimatorControllerLayer GenerateBlendshapeBaseLayer(VRCAvatarDescriptor avatar)
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{
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AnimatorControllerLayer layer = new AnimatorControllerLayer();
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AnimationClip clip = new AnimationClip();
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foreach (var renderer in avatar.GetComponentsInChildren<SkinnedMeshRenderer>())
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{
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int nShapes = renderer.sharedMesh.blendShapeCount;
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for (int i = 0; i < nShapes; i++)
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{
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float value = renderer.GetBlendShapeWeight(i);
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if (value > 0.000001f)
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{
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clip.SetCurve(
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RuntimeUtil.AvatarRootPath(renderer.gameObject),
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typeof(SkinnedMeshRenderer),
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"blendShape." + renderer.sharedMesh.GetBlendShapeName(i),
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AnimationCurve.Constant(0, 1, value)
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);
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}
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}
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}
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layer.stateMachine = new AnimatorStateMachine();
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_context.SaveAsset(layer.stateMachine);
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var state = layer.stateMachine.AddState("Base");
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state.motion = clip;
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state.writeDefaultValues = false;
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layer.defaultWeight = 1;
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return layer;
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}
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private void AdjustAllBehaviors(AnimatorController controller, Action<StateMachineBehaviour> action)
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{
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HashSet<object> visited = new HashSet<object>();
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foreach (var layer in controller.layers)
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{
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VisitStateMachine(layer.stateMachine);
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}
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void VisitStateMachine(AnimatorStateMachine layerStateMachine)
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{
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if (!visited.Add(layerStateMachine)) return;
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foreach (var state in layerStateMachine.states)
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{
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foreach (var behaviour in state.state.behaviours)
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{
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action(behaviour);
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}
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}
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foreach (var child in layerStateMachine.stateMachines)
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{
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VisitStateMachine(child.stateMachine);
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}
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}
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}
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private AnimatorControllerLayer GenerateRootBlendLayer(List<BlendTree> actions)
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{
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var motion = new BlendTree();
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motion.name = "Menu Actions (generated)";
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motion.blendParameter = DIRECT_BLEND_TREE_PARAM;
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motion.blendType = BlendTreeType.Direct;
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motion.children = actions.Select(a => new ChildMotion()
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{
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motion = a,
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directBlendParameter = DIRECT_BLEND_TREE_PARAM,
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timeScale = 1,
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}).ToArray();
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var layer = new AnimatorControllerLayer();
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layer.name = "Menu Actions (generated)";
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layer.defaultWeight = 1;
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layer.blendingMode = AnimatorLayerBlendingMode.Override;
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layer.stateMachine = new AnimatorStateMachine();
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layer.stateMachine.name = "Menu Actions (generated)";
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//layer.stateMachine.hideFlags = HideFlags.HideInHierarchy;
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_context.SaveAsset(layer.stateMachine);
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var rootState = layer.stateMachine.AddState("Root");
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rootState.motion = motion;
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return layer;
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}
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private List<BlendTree> GenerateActions(
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VRCAvatarDescriptor descriptor,
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IEnumerable<ModularAvatarMenuItem> items,
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List<AnimatorControllerParameter> acParameters)
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{
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var expParams = descriptor.expressionParameters;
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if (expParams != null)
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{
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expParams = Object.Instantiate(expParams);
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_context.SaveAsset(expParams);
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}
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else
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{
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expParams = ScriptableObject.CreateInstance<VRCExpressionParameters>();
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expParams.name = "Expression Parameters";
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_context.SaveAsset(expParams);
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descriptor.expressionParameters = expParams;
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}
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List<VRCExpressionParameters.Parameter> expParameters = expParams.parameters.ToList();
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List<BlendTree> blendTrees = new List<BlendTree>();
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int index = 0;
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foreach (var item in items)
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{
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var paramname = "_MA/A/" + item.gameObject.name + "/" + (index++);
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// TODO toggle group handling
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expParameters.Add(new VRCExpressionParameters.Parameter()
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{
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name = paramname,
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defaultValue = 0, // TODO
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valueType = VRCExpressionParameters.ValueType.Bool,
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saved = false, // TODO
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});
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acParameters.Add(new AnimatorControllerParameter()
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{
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name = paramname,
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type = AnimatorControllerParameterType.Float,
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defaultFloat = 0, // TODO
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});
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item.Control.parameter = new VRCExpressionsMenu.Control.Parameter() {name = paramname};
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item.Control.value = 1;
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var blendTree = new BlendTree();
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blendTree.name = paramname;
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blendTree.blendParameter = paramname;
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blendTree.blendType = BlendTreeType.Simple1D;
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blendTree.useAutomaticThresholds = false;
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blendTree.children = new[]
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{
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new ChildMotion()
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{
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motion = GenerateMotion(item, false),
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position = new Vector2(0, 0),
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threshold = 0.25f,
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timeScale = 1,
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},
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new ChildMotion()
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{
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motion = GenerateMotion(item, true),
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position = new Vector2(1, 0),
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threshold = 0.75f,
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timeScale = 1,
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},
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};
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_context.SaveAsset(blendTree);
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blendTrees.Add(blendTree);
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}
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expParams.parameters = expParameters.ToArray();
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descriptor.expressionParameters = expParams;
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return blendTrees;
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}
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private Motion GenerateMotion(ModularAvatarMenuItem item, bool active)
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{
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AnimationClip clip = new AnimationClip();
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_context.SaveAsset(clip);
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clip.name = item.gameObject.name + (active ? " (On)" : " (Off)");
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Dictionary<MenuCurveBinding, (Component, AnimationCurve)> curves =
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new Dictionary<MenuCurveBinding, (Component, AnimationCurve)>();
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foreach (var action in item.GetComponents<MenuAction>())
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{
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var newCurves = active ? action.GetCurves() : action.GetDefaultCurves();
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foreach (var curvePair in newCurves)
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{
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var binding = curvePair.Key;
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var curve = curvePair.Value;
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if (curves.TryGetValue(binding, out var existing))
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{
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if (active)
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{
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BuildReport.LogFatal("animation_gen.conflict", new object[]
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{
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binding,
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existing.Item1.gameObject.name,
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existing.Item1.GetType().Name,
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item.gameObject.name,
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item.GetType().Name
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}, binding.target, existing.Item1, item);
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}
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}
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else
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{
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curves.Add(binding, (item, curve));
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}
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}
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}
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foreach (var entry in curves)
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{
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clip.SetCurve(
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RuntimeUtil.AvatarRootPath(entry.Key.target),
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entry.Key.type,
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entry.Key.property,
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entry.Value.Item2 // curve
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);
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}
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return clip;
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}
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}
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} |