Bring in AAC!
project ive been working on for a while, just felt confident enough to move it here
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209 changed files with 1561 additions and 74738 deletions
156
AAC/AACShared/Layers/Floater.cs
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156
AAC/AACShared/Layers/Floater.cs
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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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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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