Bring in AAC!
project ive been working on for a while, just felt confident enough to move it here
This commit is contained in:
parent
e608e2a56b
commit
1d7052a258
209 changed files with 1561 additions and 74738 deletions
27
AAC/AACShared/Layers/AACSharedLayers.asmdef
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27
AAC/AACShared/Layers/AACSharedLayers.asmdef
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7
AAC/AACShared/Layers/AACSharedLayers.asmdef.meta
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7
AAC/AACShared/Layers/AACSharedLayers.asmdef.meta
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217
AAC/AACShared/Layers/ChildToggle.cs
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217
AAC/AACShared/Layers/ChildToggle.cs
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using System.Collections.Generic;
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using System.Linq;
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using AnimatorAsCode.V1;
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using gay.lilyy.aaccore;
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using gay.lilyy.aacshared.runtimecomponents;
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using UnityEditor;
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using UnityEngine;
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using VRC.SDK3.Avatars.ScriptableObjects;
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using AnimatorAsCode.V1.ModularAvatar;
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using nadena.dev.modular_avatar.core;
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namespace gay.lilyy.aacshared.layers {
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[InitializeOnLoad]
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public class ChildToggle : LayerGroup
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{
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// remove when ready for uploaded
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public override bool experimental => false;
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public override bool shouldWarnIfNotApplicable => false;
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private static readonly ChildToggle _instance = new();
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static ChildToggle() {}
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public override string DisplayName => "Child Toggle";
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public override string SystemName => "childtoggle";
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private static ChildToggleDefinition[] getDefinitions(AACAssets assets)
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{
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return assets.ctx.AvatarRootObject.GetComponentsInChildren<ChildToggleDefinition>();
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}
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public override bool IsApplicable(AACAssets assets)
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{
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return getDefinitions(assets).Length > 0;
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}
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private AacFlBoolParameter createLayer(AACAssets assets, ChildToggleDefinition definition, Transform transform)
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{
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var layer = assets.fx.NewLayer($"Child toggle {definition.name} {transform.name}");
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var toggle = layer.BoolParameter($"child_{definition.name}_{transform.name}");
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var idle = layer.NewState("Idle").WithAnimation(assets.emptyClip);
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var flipped = layer.NewState("Flipped").WithAnimation(assets.aac.NewClip().Toggling(transform.gameObject, !transform.gameObject.activeSelf));
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idle.TransitionsTo(flipped).When(toggle.IsEqualTo(true));
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flipped.TransitionsTo(idle).When(toggle.IsEqualTo(false));
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return toggle;
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}
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/**
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<summary>
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im gonna be so honest i got cursor to hack together my MusicPlayer's menu creator into this monstrosity. im so sorry.
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</summary>
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<param name="assets">The AACAssets instance.</param>
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<param name="definition">The ChildToggleDefinition instance.</param>
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<param name="childParameters">A dictionary of child transforms and their corresponding toggle parameters.</param>
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<param name="sharedFolderHierarchy">A shared dictionary of folder paths to GameObjects across all definitions.</param>
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*/
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private GameObject FindOrCreateFolder(GameObject parent, string folderName, Dictionary<string, GameObject> sharedFolderHierarchy, string fullPath, Transform definitionTransform, HashSet<GameObject> allRootMenus)
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{
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// Check if folder already exists in shared hierarchy
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if (sharedFolderHierarchy.ContainsKey(fullPath))
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{
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var existingFolder = sharedFolderHierarchy[fullPath];
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// Verify it still exists and is accessible
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if (existingFolder != null)
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{
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return existingFolder;
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}
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else
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{
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// Remove stale entry
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sharedFolderHierarchy.Remove(fullPath);
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}
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}
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// Check if a folder with the same name already exists as a sibling in current parent
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foreach (Transform child in parent.transform)
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{
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var existingMenuItem = child.GetComponent<ModularAvatarMenuItem>();
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if (existingMenuItem != null && existingMenuItem.label == folderName)
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{
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// Found existing folder, add it to shared hierarchy and return it
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sharedFolderHierarchy[fullPath] = child.gameObject;
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return child.gameObject;
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}
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}
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// Check all other root menus for a folder with the same name at the same level
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// This prevents duplicate folders when multiple definitions share the same MenuPath prefix
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foreach (var rootMenu in allRootMenus)
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{
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if (rootMenu == parent) continue; // Skip current menu
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// If we're at root level (parent is a Menu_*), check root level of other menus
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// If we're in a nested folder, check the same nesting level
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if (parent.name.StartsWith("Menu_") && rootMenu.name.StartsWith("Menu_"))
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{
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// Check root level folders
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foreach (Transform child in rootMenu.transform)
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{
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var existingMenuItem = child.GetComponent<ModularAvatarMenuItem>();
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if (existingMenuItem != null && existingMenuItem.label == folderName)
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{
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// Found existing folder in another root menu, reuse it
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sharedFolderHierarchy[fullPath] = child.gameObject;
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return child.gameObject;
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}
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}
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}
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}
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// Create new folder
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var folderGo = new GameObject($"Folder_{folderName}");
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folderGo.transform.SetParent(parent.transform);
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var folderMenuItem = folderGo.AddComponent<ModularAvatarMenuItem>();
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folderMenuItem.label = folderName;
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folderMenuItem.Control.type = VRCExpressionsMenu.Control.ControlType.SubMenu;
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folderMenuItem.MenuSource = SubmenuSource.Children;
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sharedFolderHierarchy[fullPath] = folderGo;
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return folderGo;
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}
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private void CreateMenu(AACAssets assets, ChildToggleDefinition definition, Dictionary<Transform, AacFlBoolParameter> childParameters, Dictionary<string, GameObject> sharedFolderHierarchy, HashSet<GameObject> allRootMenus)
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{
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if (childParameters.Count == 0) return;
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var menuGo = new GameObject($"Menu_{definition.name}");
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menuGo.transform.SetParent(definition.transform);
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var menuItem = menuGo.AddComponent<ModularAvatarMenuItem>();
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menuItem.label = "Child Toggle";
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menuItem.Control.type = VRCExpressionsMenu.Control.ControlType.SubMenu;
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menuItem.MenuSource = SubmenuSource.Children;
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allRootMenus.Add(menuGo);
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GameObject firstFolder = null;
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foreach (var kvp in childParameters)
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{
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var childTransform = kvp.Key;
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var toggleParam = kvp.Value;
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GameObject currentParent = menuGo;
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// Create folder hierarchy if MenuPath is specified
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if (!string.IsNullOrEmpty(definition.MenuPath))
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{
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string[] folderPath = definition.MenuPath.Split('/');
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// Create nested folder structure
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for (int i = 0; i < folderPath.Length; i++)
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{
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string folderName = folderPath[i];
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string fullPath = string.Join("/", folderPath, 0, i + 1);
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currentParent = FindOrCreateFolder(currentParent, folderName, sharedFolderHierarchy, fullPath, definition.transform, allRootMenus);
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// Store the first folder for MenuInstaller
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if (firstFolder == null && i == 0)
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{
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firstFolder = currentParent;
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}
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}
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}
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// Create the toggle menu item
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var go = new GameObject($"Toggle_{childTransform.name}");
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go.transform.SetParent(currentParent.transform);
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assets.modularAvatar.EditMenuItem(go).Toggle(toggleParam).Name(childTransform.name);
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}
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// Place MenuInstaller on the first folder if it exists, otherwise on root menu
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if (firstFolder != null)
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{
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// Only add MenuInstaller if it doesn't already exist
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if (firstFolder.GetComponent<ModularAvatarMenuInstaller>() == null)
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{
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firstFolder.AddComponent<ModularAvatarMenuInstaller>();
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}
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}
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else
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{
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menuGo.AddComponent<ModularAvatarMenuInstaller>();
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}
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}
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private void runDefinition(AACAssets assets, ChildToggleDefinition definition, Dictionary<string, GameObject> sharedFolderHierarchy, HashSet<GameObject> allRootMenus)
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{
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var childParameters = new Dictionary<Transform, AacFlBoolParameter>();
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foreach (Transform child in definition.transform)
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{
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var toggleParam = createLayer(assets, definition, child);
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childParameters[child] = toggleParam;
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}
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CreateMenu(assets, definition, childParameters, sharedFolderHierarchy, allRootMenus);
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}
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public override void Run(AACAssets assets)
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{
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var definitions = getDefinitions(assets);
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Logger.LogDebug($"Child Toggle system: Found {definitions.Length} child toggle definitions");
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// Shared folder hierarchy across all definitions to prevent duplicates
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var sharedFolderHierarchy = new Dictionary<string, GameObject>();
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// Track all root menus to check for duplicate folders
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var allRootMenus = new HashSet<GameObject>();
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foreach (var definition in definitions)
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{
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runDefinition(assets, definition, sharedFolderHierarchy, allRootMenus);
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}
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}
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}
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}
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11
AAC/AACShared/Layers/ChildToggle.cs.meta
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11
AAC/AACShared/Layers/ChildToggle.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
|
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assetBundleVariant:
|
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156
AAC/AACShared/Layers/Floater.cs
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156
AAC/AACShared/Layers/Floater.cs
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@ -0,0 +1,156 @@
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using System.Collections.Generic;
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using System.Linq;
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using gay.lilyy.aaccore;
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using gay.lilyy.aacshared.runtimecomponents;
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using UnityEditor;
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using UnityEngine;
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namespace gay.lilyy.aacshared.layers {
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[InitializeOnLoad]
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public class Floater : LayerGroup
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{
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// remove when ready for uploaded
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public override bool experimental => false;
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public override bool shouldWarnIfNotApplicable => false;
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private static readonly Floater _instance = new();
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static Floater() {}
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public override string DisplayName => "Floater";
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public override string SystemName => "floater";
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private static FloaterDefinition[] getDefinitions(AACAssets assets)
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{
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return assets.ctx.AvatarRootObject.GetComponentsInChildren<FloaterDefinition>();
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}
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public override bool IsApplicable(AACAssets assets)
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{
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return getDefinitions(assets).Length > 0;
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}
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private void createLayer(AACAssets assets, MultiTransformDefinition multiDef)
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{
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var layer = assets.fx.NewLayer($"Floater {multiDef.Definition.name} and {multiDef.Transforms.Count - 1} more");
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if (!new[] { "x", "y", "z" }.Contains(multiDef.Definition.spinAxis.ToLower()))
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{
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Logger.LogWarning($"Floater system: Invalid spin axis '{multiDef.Definition.spinAxis}' in definition '{multiDef.Definition.name}'. Must be one of 'x', 'y', or 'z'. Skipping.");
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return;
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}
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var state = layer.NewState("Floater").WithAnimation(assets.aac.NewClip().Animating(action =>
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{
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Logger.LogInfo($"Floater system: Creating animation for definition '{multiDef.Definition.name}' with {multiDef.Transforms.Count} transforms");
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foreach (var t in multiDef.Transforms)
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{
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if (multiDef.Definition.floatHeight != 0f)
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{
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action.Animates(t, "m_LocalPosition.y").WithSecondsUnit(unit =>
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{
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unit
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.Easing(0, t.transform.localPosition.y);
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unit
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.Easing(multiDef.Definition.loopInSeconds / 2f, t.transform.localPosition.y + multiDef.Definition.floatHeight)
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.Easing(multiDef.Definition.loopInSeconds, t.transform.localPosition.y);
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});
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}
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if (multiDef.Definition.spinCycles > 0)
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{
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string axis = multiDef.Definition.spinAxis.ToLower();
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string prop = $"m_LocalEulerAngles.{axis}";
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float segment = multiDef.Definition.loopInSeconds / multiDef.Definition.spinCycles;
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for (int cycle = 0; cycle < multiDef.Definition.spinCycles; cycle++)
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{
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action.Animates(t, prop).WithSecondsUnit(unit =>
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{
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float baseAngle = 0f; // ignore quaternion components entirely
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float startTime = cycle * segment;
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float endTime = (cycle + 1) * segment;
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float startAngle = baseAngle + 360f * cycle;
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float endAngle = baseAngle + 360f * (cycle + 1);
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Logger.LogDebug($"Floater system: Animating {t.name} {prop} on cycle {cycle} from {startAngle} to {endAngle} between {startTime}s and {endTime}s");
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unit
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.Linear(startTime, startAngle)
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.Linear(endTime, endAngle);
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Logger.LogDebug($"unit.Linear({startTime}, {startAngle}).Linear({endTime}, {endAngle})");
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});
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}
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// Fill OTHER Euler axes with constant values
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foreach (var other in new[] { "x", "y", "z" })
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{
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if (other == axis) continue;
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float current =
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other == "x" ? t.transform.localEulerAngles.x :
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other == "y" ? t.transform.localEulerAngles.y :
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t.transform.localEulerAngles.z;
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Logger.LogDebug($"Floater system: Setting constant {t.name} {other} to {current}");
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action.Animates(t, $"m_LocalEulerAngles.{other}")
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.WithSecondsUnit(unit =>
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{
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unit
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.Linear(0f, current)
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.Linear(multiDef.Definition.loopInSeconds, current);
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});
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}
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}
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}
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}).Looping());
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if (multiDef.Definition.toggleParamName != "")
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{
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var param = layer.BoolParameter(multiDef.Definition.toggleParamName);
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var offState = layer.NewState("Floater Off").WithAnimation(assets.emptyClip);
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layer.WithDefaultState(offState);
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offState.TransitionsTo(state).When(param.IsTrue());
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state.TransitionsTo(offState).When(param.IsFalse());
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}
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}
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private struct MultiTransformDefinition
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{
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public List<Transform> Transforms { get; set; }
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public FloaterDefinition Definition { get; set; }
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}
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|
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public override void Run(AACAssets assets)
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{
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var definitions = getDefinitions(assets);
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Logger.LogDebug($"Floater system: Found {definitions.Length} floater definitions");
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var matchedDefinitions = new Dictionary<int, MultiTransformDefinition>();
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foreach (var def in definitions)
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{
|
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if (!def.enabled) continue;
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if (!def.enableOnPC && assets.isPC) continue;
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if (!def.enableOnMobile && !assets.isPC) continue;
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Logger.LogInfo($"Floater system: Found definition '{def.name}'");
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var hash = def.GetHashCode();
|
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if (!matchedDefinitions.ContainsKey(hash))
|
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{
|
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matchedDefinitions[hash] = new MultiTransformDefinition
|
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{
|
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Definition = def,
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Transforms = new List<Transform>()
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};
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} else
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{
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Logger.LogInfo($"Floater system: Adding additional transform to definition '{def.name}'");
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}
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matchedDefinitions[hash].Transforms.Add(def.transform);
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}
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foreach (var multiDef in matchedDefinitions.Values)
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{
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createLayer(assets, multiDef);
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}
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}
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}
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}
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11
AAC/AACShared/Layers/Floater.cs.meta
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11
AAC/AACShared/Layers/Floater.cs.meta
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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187
AAC/AACShared/Layers/LanternFlicker.cs
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187
AAC/AACShared/Layers/LanternFlicker.cs
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@ -0,0 +1,187 @@
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using UnityEditor;
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using UnityEngine;
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using AnimatorAsCode.V1;
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using System.Collections.Generic;
|
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using gay.lilyy.aaccore;
|
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|
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namespace gay.lilyy.aacshared.layers
|
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{
|
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/**
|
||||
<summary>
|
||||
ported from v5
|
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</summary>
|
||||
*/
|
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[InitializeOnLoad]
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public class LanternFlicker : LayerGroup
|
||||
{
|
||||
private static readonly LanternFlicker _instance = new();
|
||||
|
||||
static LanternFlicker() { }
|
||||
|
||||
public override string DisplayName => "Lantern Flicker";
|
||||
public override string SystemName => "lantern_flicker";
|
||||
public override bool shouldWarnIfNotApplicable => false;
|
||||
|
||||
private Transform GetLantern(AACAssets assets)
|
||||
{
|
||||
return AACUtils.FindChildRecursive(assets.ctx.AvatarRootTransform, "Lantern Floater");
|
||||
}
|
||||
|
||||
public override bool IsApplicable(AACAssets assets)
|
||||
{
|
||||
var lamp = GetLantern(assets);
|
||||
if (lamp == null)
|
||||
{
|
||||
Logger.LogWarning("Lamp Light could not be found!");
|
||||
return false;
|
||||
}
|
||||
var light = lamp.GetComponentInChildren<Light>();
|
||||
return light != null;
|
||||
}
|
||||
|
||||
private void CreateFlickerLayer(AACAssets assets)
|
||||
{
|
||||
var lamp = GetLantern(assets);
|
||||
var light = lamp.GetComponentInChildren<Light>();
|
||||
|
||||
var layer = assets.fx.NewLayer("Lantern Flicker");
|
||||
var flickerParam = layer.BoolParameter("LanternFlicker");
|
||||
|
||||
var off = layer.NewState("Off").WithAnimation(
|
||||
assets.aac.NewClip().Animating(anim =>
|
||||
{
|
||||
if (light != null) {
|
||||
anim.Animates(light, "m_Enabled").WithFrameCountUnit(sec =>
|
||||
{
|
||||
sec.Constant(0, 0);
|
||||
});
|
||||
anim.Animates(light, "m_Intensity").WithFrameCountUnit(sec =>
|
||||
{
|
||||
sec.Constant(0, light.intensity);
|
||||
});
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
layer.WithDefaultState(off);
|
||||
|
||||
var on = layer.NewState("Flicker").WithAnimation(
|
||||
assets.aac.NewClip().Animating(anim =>
|
||||
{
|
||||
AnimateLantern(assets, anim, lamp);
|
||||
}).Looping()
|
||||
);
|
||||
|
||||
off.TransitionsTo(on).When(flickerParam.IsEqualTo(true));
|
||||
on.TransitionsTo(off).When(flickerParam.IsEqualTo(false));
|
||||
}
|
||||
|
||||
private void CreateBrightnessLayer(AACAssets assets)
|
||||
{
|
||||
var lamp = GetLantern(assets);
|
||||
var light = lamp.GetComponentInChildren<Light>();
|
||||
if (light == null) return;
|
||||
|
||||
var layer = assets.fx.NewLayer("Lantern Brightness");
|
||||
var brightnessParam = layer.FloatParameter("LanternBrightness");
|
||||
|
||||
var state = layer.NewState("Brightness").WithAnimation(
|
||||
assets.aac.NewClip().Animating(anim =>
|
||||
{
|
||||
anim.Animates(light, "m_Enabled").WithUnit(AacFlUnit.Frames, sec =>
|
||||
{
|
||||
sec.Linear(0, 0);
|
||||
sec.Linear(1, 1);
|
||||
});
|
||||
anim.AnimatesColor(light, "m_Color").WithUnit(AacFlUnit.Frames, sec =>
|
||||
{
|
||||
sec.Linear(0, light.color * 0);
|
||||
sec.Linear(100, light.color);
|
||||
});
|
||||
})
|
||||
).WithMotionTime(brightnessParam);
|
||||
}
|
||||
|
||||
private void AnimateLantern(AACAssets assets, AacFlEditClip anim, Transform lantern)
|
||||
{
|
||||
var renderer = lantern.GetComponent<MeshRenderer>();
|
||||
var light = lantern.GetComponentInChildren<Light>();
|
||||
if (renderer == null)
|
||||
{
|
||||
Logger.LogWarning("AnimateLantern: Missing renderer on lantern");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
var rng = new System.Random("lillithlanternrandomseed".GetHashCode());
|
||||
|
||||
var keyframes = new List<(float time, double value)>();
|
||||
float time = 0;
|
||||
while (time < 60)
|
||||
{
|
||||
double value = rng.NextDouble();
|
||||
keyframes.Add((time, value));
|
||||
|
||||
time += (float)(rng.NextDouble() * (0.3 - 0.05) + 0.05);
|
||||
}
|
||||
|
||||
if (keyframes.Count == 0)
|
||||
{
|
||||
Logger.LogWarning("AnimateLantern: No keyframes generated");
|
||||
}
|
||||
|
||||
if (light != null)
|
||||
{
|
||||
anim.Animates(light, "m_Intensity").WithSecondsUnit(sec =>
|
||||
{
|
||||
foreach (var (t, v) in keyframes)
|
||||
{
|
||||
sec.Easing(t, (float)v * light.intensity);
|
||||
}
|
||||
});
|
||||
}
|
||||
if (assets.isPC) {
|
||||
Logger.LogInfo("Using PC material for lantern flicker");
|
||||
Color initialColor = renderer.sharedMaterial.GetColor("_Emission_Color");
|
||||
// ValueFactory Orbits
|
||||
var prop = "material._Emission_Color";
|
||||
void animateChannel(string suffix, float initial)
|
||||
{
|
||||
anim.Animates(renderer, $"{prop}.{suffix}").WithSecondsUnit(sec =>
|
||||
{
|
||||
foreach (var (t, v) in keyframes)
|
||||
{
|
||||
sec.Easing(t, initial * (float)v);
|
||||
}
|
||||
});
|
||||
}
|
||||
animateChannel("x", initialColor.r);
|
||||
animateChannel("y", initialColor.g);
|
||||
animateChannel("z", initialColor.b);
|
||||
animateChannel("w", initialColor.a);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Toon Standard
|
||||
Logger.LogInfo("Using Non-PC material for lantern flicker");
|
||||
|
||||
// float initialStrength = renderer.sharedMaterial.GetFloat("_EmissionStrength");
|
||||
// this still isnt running before vqt for some cursed reason so im just gonna hardcode this
|
||||
var initialStrength = 2;
|
||||
anim.Animates(renderer, "material._EmissionStrength").WithSecondsUnit(sec =>
|
||||
{
|
||||
foreach (var (t, v) in keyframes)
|
||||
{
|
||||
sec.Easing(t, initialStrength * (float)v);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
public override void Run(AACAssets assets)
|
||||
{
|
||||
CreateFlickerLayer(assets);
|
||||
CreateBrightnessLayer(assets);
|
||||
}
|
||||
}
|
||||
}
|
||||
11
AAC/AACShared/Layers/LanternFlicker.cs.meta
Normal file
11
AAC/AACShared/Layers/LanternFlicker.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: b23933d2d4383264e8a63812c8580be2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
114
AAC/AACShared/Layers/ParameterPreset.cs
Normal file
114
AAC/AACShared/Layers/ParameterPreset.cs
Normal file
|
|
@ -0,0 +1,114 @@
|
|||
using System.Collections.Generic;
|
||||
using AnimatorAsCode.V1;
|
||||
using AnimatorAsCode.V1.VRC;
|
||||
using gay.lilyy.aaccore;
|
||||
using gay.lilyy.aacshared.runtimecomponents;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using VRC.SDK3.Avatars.ScriptableObjects;
|
||||
|
||||
namespace gay.lilyy.aacshared.layers
|
||||
{
|
||||
[InitializeOnLoad]
|
||||
public class ParameterPreset : LayerGroup
|
||||
{
|
||||
private static readonly ParameterPreset _instance = new();
|
||||
|
||||
static ParameterPreset() { }
|
||||
|
||||
public override string DisplayName => "Parameter Preset";
|
||||
public override string SystemName => "parameter_preset";
|
||||
public override bool shouldWarnIfNotApplicable => false;
|
||||
|
||||
private static ParameterPresetDefinition[] getDefinitions(AACAssets assets)
|
||||
{
|
||||
return assets.ctx.AvatarRootObject.GetComponents<ParameterPresetDefinition>();
|
||||
}
|
||||
|
||||
public override bool IsApplicable(AACAssets assets)
|
||||
{
|
||||
return getDefinitions(assets).Length > 0;
|
||||
}
|
||||
|
||||
private void RunGroup(AACAssets assets, List<ParameterPresetDefinition> presets)
|
||||
{
|
||||
if (presets.Count == 0) return; // If there are none in the avatar, skip this entirely.
|
||||
|
||||
var layer = assets.fx.NewLayer("Presets " + presets[0].Group);
|
||||
var presetParam = layer.IntParameter("Preset " + presets[0].Group);
|
||||
Dictionary<string, AacFlParameter<int>> intParams = new();
|
||||
Dictionary<string, AacFlParameter<float>> floatParams = new();
|
||||
Dictionary<string, AacFlParameter<bool>> boolParams = new();
|
||||
var idle = layer.NewState("Idle").WithAnimation(assets.emptyClip);
|
||||
layer.WithDefaultState(idle);
|
||||
|
||||
var presetIndex = 0;
|
||||
foreach (var preset in presets)
|
||||
{
|
||||
presetIndex++;
|
||||
var state = layer.NewState("Preset " + preset.Name)
|
||||
.WithAnimation(assets.emptyClip);
|
||||
|
||||
foreach (var param in preset.Parameters)
|
||||
{
|
||||
if (!param.shouldChange) continue;
|
||||
switch (param.valueType)
|
||||
{
|
||||
case VRCExpressionParameters.ValueType.Int:
|
||||
{
|
||||
if (!intParams.ContainsKey(param.name))
|
||||
{
|
||||
intParams[param.name] = layer.IntParameter(param.name);
|
||||
}
|
||||
var layerParam = intParams[param.name];
|
||||
state.Drives(layerParam, (int)param.setTo);
|
||||
break;
|
||||
}
|
||||
case VRCExpressionParameters.ValueType.Float:
|
||||
{
|
||||
if (!floatParams.ContainsKey(param.name))
|
||||
{
|
||||
floatParams[param.name] = layer.FloatParameter(param.name);
|
||||
}
|
||||
var layerParam = floatParams[param.name];
|
||||
state.Drives(layerParam, param.setTo);
|
||||
break;
|
||||
}
|
||||
case VRCExpressionParameters.ValueType.Bool:
|
||||
{
|
||||
if (!boolParams.ContainsKey(param.name))
|
||||
{
|
||||
boolParams[param.name] = layer.BoolParameter(param.name);
|
||||
}
|
||||
var layerParam = boolParams[param.name];
|
||||
state.Drives(layerParam, param.setTo > 0.5f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
idle.TransitionsTo(state).When(presetParam.IsEqualTo(presetIndex));
|
||||
state.TransitionsTo(idle).When(presetParam.IsEqualTo(0));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public override void Run(AACAssets assets)
|
||||
{
|
||||
var presets = getDefinitions(assets);
|
||||
Dictionary<string, List<ParameterPresetDefinition>> groupedPresets = new();
|
||||
foreach (var preset in presets)
|
||||
{
|
||||
if (!groupedPresets.ContainsKey(preset.Group))
|
||||
{
|
||||
groupedPresets[preset.Group] = new List<ParameterPresetDefinition>();
|
||||
}
|
||||
groupedPresets[preset.Group].Add(preset);
|
||||
}
|
||||
foreach (var group in groupedPresets)
|
||||
{
|
||||
RunGroup(assets, group.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
AAC/AACShared/Layers/ParameterPreset.cs.meta
Normal file
11
AAC/AACShared/Layers/ParameterPreset.cs.meta
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 35b03c4eb985a2a489054b0738690d57
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Loading…
Add table
Add a link
Reference in a new issue