preset generator
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8
PresetGenerator.meta
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8
PresetGenerator.meta
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fileFormatVersion: 2
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guid: b6821c8a35123384ea2040a70b8544c5
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
PresetGenerator/Editor.meta
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8
PresetGenerator/Editor.meta
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fileFormatVersion: 2
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guid: 6b73bb805dd5f4547b50c99d7eb519a0
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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25
PresetGenerator/Editor/PresetGenerator.asmdef
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25
PresetGenerator/Editor/PresetGenerator.asmdef
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{
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"name": "PresetGenerator",
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"rootNamespace": "",
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"references": [
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"VRC.SDK3A",
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"VRC.SDK3A.Editor",
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"PresetGeneratorRuntime",
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"AnimatorAsCode.V1",
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"AnimatorAsCode.V1.VRChat",
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"AnimatorAsCode.V1.ModularAvatar",
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"nadena.dev.ndmf",
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"nadena.dev.ndmf.vrchat"
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],
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"includePlatforms": [
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"Editor"
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],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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7
PresetGenerator/Editor/PresetGenerator.asmdef.meta
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7
PresetGenerator/Editor/PresetGenerator.asmdef.meta
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fileFormatVersion: 2
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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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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11
PresetGenerator/Editor/PresetGenerator.cs.meta
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11
PresetGenerator/Editor/PresetGenerator.cs.meta
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fileFormatVersion: 2
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guid: bee19258cf09a8b469dd38850dcb5138
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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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168
PresetGenerator/Editor/PresetGeneratorInspector.cs
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PresetGenerator/Editor/PresetGeneratorInspector.cs
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using UnityEditor;
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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using VRC.SDK3.Avatars.ScriptableObjects;
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using VRC.SDK3.Avatars.Components;
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namespace gay.lilyy.PresetGenerator
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{
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[CustomEditor(typeof(ParameterPreset))]
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public class ParameterPresetInspector : UnityEditor.Editor
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{
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private ParameterPreset preset;
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private bool parametersLoaded = false;
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private void OnEnable()
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{
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preset = (ParameterPreset)target;
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LoadMissingParameters();
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}
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private void LoadMissingParameters()
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{
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VRCAvatarDescriptor aviDesc = preset.gameObject.GetComponent<VRCAvatarDescriptor>();
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if (aviDesc.expressionParameters == null || parametersLoaded)
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return;
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// Initialize Parameters list if it's null
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if (preset.Parameters == null)
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preset.Parameters = new List<PresetParameter>();
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// Get parameters from the Group's ParametersFile
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var sourceParameters = aviDesc.expressionParameters.parameters;
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if (sourceParameters == null)
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return;
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// Create a dictionary of source parameters for quick lookup
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var sourceParamDict = sourceParameters.ToDictionary(p => p.name, p => p);
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// Create a set of source parameter names
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var sourceParameterNames = new HashSet<string>(sourceParamDict.Keys);
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// Remove parameters that exist in preset but not in source
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bool hasChanges = false;
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preset.Parameters.RemoveAll(presetParam =>
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{
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if (!sourceParameterNames.Contains(presetParam.name))
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{
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hasChanges = true;
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return true; // Remove this parameter
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}
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return false; // Keep this parameter
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});
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// Add missing parameters and update existing ones
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foreach (var sourceParam in sourceParameters)
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{
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var existingParam = preset.Parameters.FirstOrDefault(p => p.name == sourceParam.name);
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if (existingParam == null)
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{
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// Add new parameter
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var clonedParam = new PresetParameter
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{
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name = sourceParam.name,
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valueType = sourceParam.valueType,
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setTo = sourceParam.defaultValue,
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shouldChange = false,
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};
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preset.Parameters.Add(clonedParam);
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hasChanges = true;
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}
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else
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{
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// Update existing parameter to match source type
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if (existingParam.valueType != sourceParam.valueType)
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{
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existingParam.valueType = sourceParam.valueType;
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hasChanges = true;
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}
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}
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}
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if (hasChanges)
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{
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EditorUtility.SetDirty(preset);
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Debug.Log($"Updated parameters in preset '{preset.Name}' to match source parameters file");
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}
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parametersLoaded = true;
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}
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public override void OnInspectorGUI()
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{
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// Ensure parameters are loaded when inspector is drawn
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LoadMissingParameters();
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// Draw the default inspector
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DrawDefaultInspector();
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// Custom parameter list rendering
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if (preset.Parameters != null && preset.Parameters.Count > 0)
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{
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Parameters", EditorStyles.boldLabel);
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for (int i = 0; i < preset.Parameters.Count; i++)
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{
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var param = preset.Parameters[i];
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EditorGUILayout.BeginHorizontal();
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// Parameter name
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EditorGUILayout.LabelField(param.name, GUILayout.Width(150));
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// Parameter type (read-only)
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EditorGUILayout.LabelField($"Type: {param.valueType}", GUILayout.Width(100));
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// Should change toggle
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param.shouldChange = EditorGUILayout.Toggle(param.shouldChange, GUILayout.Width(60));
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// Set to value (only show if shouldChange is true)
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if (param.shouldChange)
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{
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switch (param.valueType)
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{
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case VRCExpressionParameters.ValueType.Bool:
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param.setTo = EditorGUILayout.Toggle(param.setTo > 0.5f) ? 1f : 0f;
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break;
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case VRCExpressionParameters.ValueType.Int:
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param.setTo = EditorGUILayout.IntField((int)param.setTo);
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break;
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case VRCExpressionParameters.ValueType.Float:
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param.setTo = EditorGUILayout.FloatField(param.setTo);
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break;
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}
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}
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else
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{
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EditorGUILayout.LabelField("(unchanged)", GUILayout.Width(80));
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}
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EditorGUILayout.EndHorizontal();
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}
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}
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// Add a button to manually reload parameters
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EditorGUILayout.Space();
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if (GUILayout.Button("Reload Parameters from Group"))
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{
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parametersLoaded = false;
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LoadMissingParameters();
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}
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// Add a button to clear all parameters
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if (GUILayout.Button("Clear All Parameters"))
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{
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if (EditorUtility.DisplayDialog("Clear Parameters",
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"Are you sure you want to clear all parameters from this preset?",
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"Yes", "No"))
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{
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preset.Parameters.Clear();
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EditorUtility.SetDirty(preset);
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}
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}
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}
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}
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}
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11
PresetGenerator/Editor/PresetGeneratorInspector.cs.meta
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11
PresetGenerator/Editor/PresetGeneratorInspector.cs.meta
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fileFormatVersion: 2
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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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8
PresetGenerator/Runtime.meta
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8
PresetGenerator/Runtime.meta
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 1a56a58893574df45b8e4032a47fbc13
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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21
PresetGenerator/Runtime/ParameterPreset.cs
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21
PresetGenerator/Runtime/ParameterPreset.cs
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using System.Collections.Generic;
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using UnityEngine;
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using VRC.SDK3.Avatars.ScriptableObjects;
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using VRC.SDKBase;
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namespace gay.lilyy.PresetGenerator
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{
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[System.Serializable]
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public class PresetParameter {
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public string name;
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public VRCExpressionParameters.ValueType valueType;
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public float setTo;
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public bool shouldChange = false;
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}
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public class ParameterPreset : MonoBehaviour, IEditorOnly {
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public string Name = "New Preset";
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[HideInInspector] // custom inspector
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public List<PresetParameter> Parameters;
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}
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}
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11
PresetGenerator/Runtime/ParameterPreset.cs.meta
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11
PresetGenerator/Runtime/ParameterPreset.cs.meta
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16
PresetGenerator/Runtime/PresetGeneratorRuntime.asmdef
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16
PresetGenerator/Runtime/PresetGeneratorRuntime.asmdef
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{
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"name": "PresetGeneratorRuntime",
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"rootNamespace": "",
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"references": [
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"VRC.SDK3A"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": true,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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