Bring in AAC!

project ive been working on for a while, just felt confident enough to move it here
This commit is contained in:
Lillith Rose 2025-12-09 21:40:28 -05:00
parent e608e2a56b
commit 1d7052a258
209 changed files with 1561 additions and 74738 deletions

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"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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using System;
using UnityEngine;
using VRC.SDKBase;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace gay.lilyy.aacshared.runtimecomponents
{
public class ChildToggleDefinition : MonoBehaviour, IEditorOnly {
// unity needs this to show the enable/disable box
void Start(){}
public string MenuPath = "";
}
#if UNITY_EDITOR
[CustomEditor(typeof(ChildToggleDefinition))]
public class ChildToggleDefinitionInspector : Editor
{
public override void OnInspectorGUI()
{
EditorGUILayout.HelpBox(
"Any direct children of this object will have a toggle in the menu",
MessageType.Info
);
EditorGUILayout.Space();
// Draw the default inspector to show the 'enable' field
DrawDefaultInspector();
}
}
#endif
}

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using System;
using UnityEngine;
using VRC.SDKBase;
namespace gay.lilyy.aacshared.runtimecomponents
{
public class FloaterDefinition: MonoBehaviour, IEditorOnly {
// unity needs this to show the enable/disable box
void Start(){}
public float floatHeight = 0;
[Tooltip("Time in seconds for one full spin cycle")]
public float loopInSeconds = 10f;
[Tooltip("Number of times object spins in one loop")]
public int spinCycles = 2;
[Tooltip("Axis to spin around (x, y, or z)")]
public string spinAxis = "z";
public bool enableOnPC = true;
[Tooltip("Quest, Pico, Android/iOS Mobile, etc.")]
public bool enableOnMobile = true;
[Tooltip("If set, this parameter will toggle the floater on/off")]
public string toggleParamName = "";
/** <summary>
Compares two FloaterDefinitions for equality based on their properties.
Used for chunking similar floaters into one animation layer
</summary> */
public override int GetHashCode()
{
return HashCode.Combine(floatHeight, loopInSeconds, spinCycles, enableOnPC, enableOnMobile, toggleParamName);
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using VRC.SDK3.Avatars.ScriptableObjects;
using VRC.SDKBase;
#if UNITY_EDITOR
using UnityEditor;
using System.Linq;
using VRC.SDK3.Avatars.Components;
#endif
namespace gay.lilyy.aacshared.runtimecomponents
{
[System.Serializable]
public class PresetParameter
{
public string name;
public VRCExpressionParameters.ValueType valueType;
public float setTo;
public bool shouldChange = false;
}
[AddComponentMenu("LillithRosePup/Parameter Preset")]
public class ParameterPresetDefinition : MonoBehaviour, IEditorOnly
{
public string Name = "New Preset";
public string Group = "Default";
[HideInInspector] // custom inspector
public List<PresetParameter> Parameters;
// unity needs this to show the enable/disable box
void Start() { }
}
#if UNITY_EDITOR
[CustomEditor(typeof(ParameterPresetDefinition))]
public class ParameterPresetDefinitionInspector : Editor
{
private ParameterPresetDefinition preset;
private bool parametersLoaded = false;
private void OnEnable()
{
preset = (ParameterPresetDefinition)target;
LoadMissingParameters();
}
private void LoadMissingParameters()
{
VRCAvatarDescriptor aviDesc = preset.gameObject.GetComponent<VRCAvatarDescriptor>();
if (aviDesc == null || aviDesc.expressionParameters == null || parametersLoaded)
return;
// Initialize Parameters list if it's null
if (preset.Parameters == null)
preset.Parameters = new List<PresetParameter>();
// Get parameters from the Group's ParametersFile
var sourceParameters = aviDesc.expressionParameters.parameters;
if (sourceParameters == null)
return;
// Create a dictionary of source parameters for quick lookup
var sourceParamDict = sourceParameters.ToDictionary(p => p.name, p => p);
// Create a set of source parameter names
var sourceParameterNames = new HashSet<string>(sourceParamDict.Keys);
// Remove parameters that exist in preset but not in source
bool hasChanges = false;
preset.Parameters.RemoveAll(presetParam =>
{
if (!sourceParameterNames.Contains(presetParam.name))
{
hasChanges = true;
return true; // Remove this parameter
}
return false; // Keep this parameter
});
// Add missing parameters and update existing ones
foreach (var sourceParam in sourceParameters)
{
var existingParam = preset.Parameters.FirstOrDefault(p => p.name == sourceParam.name);
if (existingParam == null)
{
// Add new parameter
var clonedParam = new PresetParameter
{
name = sourceParam.name,
valueType = sourceParam.valueType,
setTo = sourceParam.defaultValue,
shouldChange = false,
};
preset.Parameters.Add(clonedParam);
hasChanges = true;
}
else
{
// Update existing parameter to match source type
if (existingParam.valueType != sourceParam.valueType)
{
existingParam.valueType = sourceParam.valueType;
hasChanges = true;
}
}
}
if (hasChanges)
{
EditorUtility.SetDirty(preset);
Debug.Log($"Updated parameters in preset '{preset.Name}' to match source parameters file");
}
parametersLoaded = true;
}
private int GetPresetIndex()
{
VRCAvatarDescriptor aviDesc = preset.gameObject.GetComponent<VRCAvatarDescriptor>();
if (aviDesc == null)
return -1;
var presets = aviDesc.GetComponentsInChildren<ParameterPresetDefinition>().ToList().Where(p => p.Group == preset.Group).ToList();
for (int i = 0; i < presets.Count; i++)
{
if (presets[i] == preset)
{
return i + 1; // 1-based index matching ParameterPreset.cs
}
}
return -1;
}
public override void OnInspectorGUI()
{
// Ensure parameters are loaded when inspector is drawn
LoadMissingParameters();
// Draw the default inspector
DrawDefaultInspector();
// Display preset index
int presetIndex = GetPresetIndex();
if (presetIndex > 0)
{
EditorGUILayout.Space();
EditorGUILayout.HelpBox($"Preset Index: {presetIndex}\n(This preset will be activated when the 'Preset {preset.Group}' parameter equals {presetIndex})", MessageType.Info);
}
if (GUILayout.Button("Copy Parameter Name")) {
GUIUtility.systemCopyBuffer = "Preset " + preset.Group;
EditorGUILayout.LabelField("Parameter Name Copied to Clipboard", EditorStyles.boldLabel);
}
// Custom parameter list rendering
if (preset.Parameters != null && preset.Parameters.Count > 0)
{
EditorGUILayout.Space();
EditorGUILayout.LabelField("Parameters", EditorStyles.boldLabel);
for (int i = 0; i < preset.Parameters.Count; i++)
{
var param = preset.Parameters[i];
EditorGUILayout.BeginHorizontal();
// Parameter name
EditorGUILayout.LabelField(param.name, GUILayout.Width(150));
// Parameter type (read-only)
EditorGUILayout.LabelField($"Type: {param.valueType}", GUILayout.Width(100));
// Should change toggle
param.shouldChange = EditorGUILayout.Toggle(param.shouldChange, GUILayout.Width(60));
// Set to value (only show if shouldChange is true)
if (param.shouldChange)
{
switch (param.valueType)
{
case VRCExpressionParameters.ValueType.Bool:
param.setTo = EditorGUILayout.Toggle(param.setTo > 0.5f) ? 1f : 0f;
break;
case VRCExpressionParameters.ValueType.Int:
param.setTo = EditorGUILayout.IntField((int)param.setTo);
break;
case VRCExpressionParameters.ValueType.Float:
param.setTo = EditorGUILayout.FloatField(param.setTo);
break;
}
}
else
{
EditorGUILayout.LabelField("(unchanged)", GUILayout.Width(80));
}
EditorGUILayout.EndHorizontal();
}
}
// Add a button to manually reload parameters
EditorGUILayout.Space();
if (GUILayout.Button("Reload Parameters from Group"))
{
parametersLoaded = false;
LoadMissingParameters();
}
// Add a button to clear all parameters
if (GUILayout.Button("Clear All Parameters"))
{
if (EditorUtility.DisplayDialog("Clear Parameters",
"Are you sure you want to clear all parameters from this preset?",
"Yes", "No"))
{
preset.Parameters.Clear();
EditorUtility.SetDirty(preset);
}
}
}
}
#endif
}

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