preset generator
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136
PresetGenerator/Editor/PresetGenerator.cs
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136
PresetGenerator/Editor/PresetGenerator.cs
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#if UNITY_EDITOR
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using UnityEngine;
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using System.Collections.Generic;
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using System.IO;
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using VRC.SDK3.Editor;
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using VRC.SDK3.Avatars.ScriptableObjects;
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using UnityEditor.Animations;
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using System;
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using VRC.SDKBase;
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using nadena.dev.ndmf;
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using gay.lilyy.PresetGenerator.Editor;
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using AnimatorAsCode.V1;
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using VRC.SDK3.Avatars.Components;
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using AnimatorAsCode.V1.ModularAvatar;
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using UnityEditor;
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using AnimatorAsCode.V1.VRC;
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using Mono.Cecil.Cil;
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using NUnit.Framework;
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[assembly: ExportsPlugin(typeof(ParameterPresetPlugin))]
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namespace gay.lilyy.PresetGenerator.Editor
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{
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public class ParameterPresetPlugin : Plugin<ParameterPresetPlugin>
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{
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public override string QualifiedName => "gay.lilyy.presetgenerator";
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public override string DisplayName => "Preset Generator";
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private const string SystemName = "PresetGenerator";
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private const bool UseWriteDefaults = true;
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protected override void Configure()
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{
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InPhase(BuildPhase.Generating).Run($"Generate {DisplayName}", Generate);
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}
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private void Generate(BuildContext ctx)
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{
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// Find all components of type ExampleToggle in this avatar.
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var presets = ctx.AvatarRootTransform.GetComponents<ParameterPreset>();
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if (presets.Length == 0) return; // If there are none in the avatar, skip this entirely.
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// Initialize Animator As Code.
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var aac = AacV1.Create(new AacConfiguration
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{
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SystemName = SystemName,
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AnimatorRoot = ctx.AvatarRootTransform,
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DefaultValueRoot = ctx.AvatarRootTransform,
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AssetKey = GUID.Generate().ToString(),
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AssetContainer = ctx.AssetContainer,
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ContainerMode = AacConfiguration.Container.OnlyWhenPersistenceRequired,
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// (For AAC 1.2.0 and above) The next line is recommended starting from NDMF 1.6.0.
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// If you use a lower version of NDMF or if you don't use it, remove that line.
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AssetContainerProvider = new NDMFContainerProvider(ctx),
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// States will be created with Write Defaults set to ON or OFF based on whether UseWriteDefaults is true or false.
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DefaultsProvider = new AacDefaultsProvider(UseWriteDefaults)
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});
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// Create a new animator controller.
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// This will be merged with the rest of the playable layer at the end of this function.
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var ctrl = aac.NewAnimatorController();
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var layer = ctrl.NewLayer("Presets");
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var presetParam = layer.IntParameter("Preset");
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Dictionary<string, AacFlParameter<int>> intParams = new();
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Dictionary<string, AacFlParameter<float>> floatParams = new();
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Dictionary<string, AacFlParameter<bool>> boolParams = new();
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var emptyClip = aac.NewClip();
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var idle = layer.NewState("Idle").WithAnimation(emptyClip);
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var presetIndex = 0;
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foreach (var preset in presets)
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{
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presetIndex++;
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var state = layer.NewState("Preset " + preset.Name)
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.WithAnimation(emptyClip);
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foreach (var param in preset.Parameters)
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{
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if (!param.shouldChange) continue;
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switch (param.valueType)
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{
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case VRCExpressionParameters.ValueType.Int:
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{
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if (!intParams.ContainsKey(param.name))
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{
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intParams[param.name] = layer.IntParameter(param.name);
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}
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var layerParam = intParams[param.name];
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state.Drives(layerParam, (int)param.setTo);
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break;
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}
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case VRCExpressionParameters.ValueType.Float:
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{
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if (!floatParams.ContainsKey(param.name))
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{
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floatParams[param.name] = layer.FloatParameter(param.name);
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}
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var layerParam = floatParams[param.name];
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state.Drives(layerParam, param.setTo);
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break;
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}
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case VRCExpressionParameters.ValueType.Bool:
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{
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if (!boolParams.ContainsKey(param.name))
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{
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boolParams[param.name] = layer.BoolParameter(param.name);
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}
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var layerParam = boolParams[param.name];
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state.Drives(layerParam, param.setTo > 0.5f);
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break;
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}
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}
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}
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idle.TransitionsTo(state).When(presetParam.IsEqualTo(presetIndex));
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state.TransitionsTo(idle).When(presetParam.IsEqualTo(0));
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}
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// Create a new object in the scene. We will add Modular Avatar components inside it.
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var modularAvatar = MaAc.Create(new GameObject(SystemName)
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{
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transform = { parent = ctx.AvatarRootTransform }
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});
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// By creating a Modular Avatar Merge Animator component,
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// our animator controller will be added to the avatar's FX layer.
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modularAvatar.NewMergeAnimator(ctrl.AnimatorController, VRCAvatarDescriptor.AnimLayerType.FX);
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}
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}
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internal class NDMFContainerProvider : IAacAssetContainerProvider
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{
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private readonly BuildContext _ctx;
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public NDMFContainerProvider(BuildContext ctx) => _ctx = ctx;
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public void SaveAsPersistenceRequired(UnityEngine.Object objectToAdd) => _ctx.AssetSaver.SaveAsset(objectToAdd);
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public void SaveAsRegular(UnityEngine.Object objectToAdd) { } // Let NDMF crawl our assets when it finishes
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public void ClearPreviousAssets() { } // ClearPreviousAssets is never used in non-destructive contexts
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}
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}
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#endif
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