modular-avatar/Runtime/Activator.cs
bd_ ddbc3b164b
chore: restructure repository to put package at top-level (#477)
* chore: rearrange package structure to have the package at the root

* ci: update CI workflows

* ci: fixing workflow bugs

* ci: recurse building .zip package

* ci: more fixes

* ci: add back in the nadena.dev VPM repo

* ci: fix tests
2023-10-08 15:39:57 +09:00

41 lines
1.4 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using VRC.SDKBase;
namespace nadena.dev.modular_avatar.core
{
/// <summary>
/// This component was previously used to trigger avatar processing when entering play mode. This functionality has
/// moved to NDMF, so we leave here a stub to clean up detritus left behind from older versions of MA.
/// We create it on a hidden object via AvatarTagObject's OnValidate, and it will proceed to add MAAvatarActivator
/// components to all avatar roots which contain MA components. This MAAvatarActivator component then performs MA
/// processing on Awake.
///
/// Note that we do not directly process the avatars from MAActivator. This is to avoid processing avatars that are
/// initially inactive in the scene (which can have high overhead if the user has a lot of inactive avatars in the
/// scene).
/// </summary>
[AddComponentMenu("")]
[ExecuteInEditMode]
[DefaultExecutionOrder(-9998)]
public class Activator : MonoBehaviour, IEditorOnly
{
private void Update()
{
UnityEngine.Object.DestroyImmediate(gameObject);
}
}
[AddComponentMenu("")]
[ExecuteInEditMode]
[DefaultExecutionOrder(-9997)]
public class AvatarActivator : MonoBehaviour, IEditorOnly
{
private void Update()
{
DestroyImmediate(this);
}
}
}
#endif