SharedVRCStuff/AAC/AACShared/Layers/ChildToggle.cs
Lillith Rose 1d7052a258 Bring in AAC!
project ive been working on for a while, just felt confident enough to move it here
2025-12-09 21:40:28 -05:00

217 lines
No EOL
9.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using AnimatorAsCode.V1;
using gay.lilyy.aaccore;
using gay.lilyy.aacshared.runtimecomponents;
using UnityEditor;
using UnityEngine;
using VRC.SDK3.Avatars.ScriptableObjects;
using AnimatorAsCode.V1.ModularAvatar;
using nadena.dev.modular_avatar.core;
namespace gay.lilyy.aacshared.layers {
[InitializeOnLoad]
public class ChildToggle : LayerGroup
{
// remove when ready for uploaded
public override bool experimental => false;
public override bool shouldWarnIfNotApplicable => false;
private static readonly ChildToggle _instance = new();
static ChildToggle() {}
public override string DisplayName => "Child Toggle";
public override string SystemName => "childtoggle";
private static ChildToggleDefinition[] getDefinitions(AACAssets assets)
{
return assets.ctx.AvatarRootObject.GetComponentsInChildren<ChildToggleDefinition>();
}
public override bool IsApplicable(AACAssets assets)
{
return getDefinitions(assets).Length > 0;
}
private AacFlBoolParameter createLayer(AACAssets assets, ChildToggleDefinition definition, Transform transform)
{
var layer = assets.fx.NewLayer($"Child toggle {definition.name} {transform.name}");
var toggle = layer.BoolParameter($"child_{definition.name}_{transform.name}");
var idle = layer.NewState("Idle").WithAnimation(assets.emptyClip);
var flipped = layer.NewState("Flipped").WithAnimation(assets.aac.NewClip().Toggling(transform.gameObject, !transform.gameObject.activeSelf));
idle.TransitionsTo(flipped).When(toggle.IsEqualTo(true));
flipped.TransitionsTo(idle).When(toggle.IsEqualTo(false));
return toggle;
}
/**
<summary>
im gonna be so honest i got cursor to hack together my MusicPlayer's menu creator into this monstrosity. im so sorry.
</summary>
<param name="assets">The AACAssets instance.</param>
<param name="definition">The ChildToggleDefinition instance.</param>
<param name="childParameters">A dictionary of child transforms and their corresponding toggle parameters.</param>
<param name="sharedFolderHierarchy">A shared dictionary of folder paths to GameObjects across all definitions.</param>
*/
private GameObject FindOrCreateFolder(GameObject parent, string folderName, Dictionary<string, GameObject> sharedFolderHierarchy, string fullPath, Transform definitionTransform, HashSet<GameObject> allRootMenus)
{
// Check if folder already exists in shared hierarchy
if (sharedFolderHierarchy.ContainsKey(fullPath))
{
var existingFolder = sharedFolderHierarchy[fullPath];
// Verify it still exists and is accessible
if (existingFolder != null)
{
return existingFolder;
}
else
{
// Remove stale entry
sharedFolderHierarchy.Remove(fullPath);
}
}
// Check if a folder with the same name already exists as a sibling in current parent
foreach (Transform child in parent.transform)
{
var existingMenuItem = child.GetComponent<ModularAvatarMenuItem>();
if (existingMenuItem != null && existingMenuItem.label == folderName)
{
// Found existing folder, add it to shared hierarchy and return it
sharedFolderHierarchy[fullPath] = child.gameObject;
return child.gameObject;
}
}
// Check all other root menus for a folder with the same name at the same level
// This prevents duplicate folders when multiple definitions share the same MenuPath prefix
foreach (var rootMenu in allRootMenus)
{
if (rootMenu == parent) continue; // Skip current menu
// If we're at root level (parent is a Menu_*), check root level of other menus
// If we're in a nested folder, check the same nesting level
if (parent.name.StartsWith("Menu_") && rootMenu.name.StartsWith("Menu_"))
{
// Check root level folders
foreach (Transform child in rootMenu.transform)
{
var existingMenuItem = child.GetComponent<ModularAvatarMenuItem>();
if (existingMenuItem != null && existingMenuItem.label == folderName)
{
// Found existing folder in another root menu, reuse it
sharedFolderHierarchy[fullPath] = child.gameObject;
return child.gameObject;
}
}
}
}
// Create new folder
var folderGo = new GameObject($"Folder_{folderName}");
folderGo.transform.SetParent(parent.transform);
var folderMenuItem = folderGo.AddComponent<ModularAvatarMenuItem>();
folderMenuItem.label = folderName;
folderMenuItem.Control.type = VRCExpressionsMenu.Control.ControlType.SubMenu;
folderMenuItem.MenuSource = SubmenuSource.Children;
sharedFolderHierarchy[fullPath] = folderGo;
return folderGo;
}
private void CreateMenu(AACAssets assets, ChildToggleDefinition definition, Dictionary<Transform, AacFlBoolParameter> childParameters, Dictionary<string, GameObject> sharedFolderHierarchy, HashSet<GameObject> allRootMenus)
{
if (childParameters.Count == 0) return;
var menuGo = new GameObject($"Menu_{definition.name}");
menuGo.transform.SetParent(definition.transform);
var menuItem = menuGo.AddComponent<ModularAvatarMenuItem>();
menuItem.label = "Child Toggle";
menuItem.Control.type = VRCExpressionsMenu.Control.ControlType.SubMenu;
menuItem.MenuSource = SubmenuSource.Children;
allRootMenus.Add(menuGo);
GameObject firstFolder = null;
foreach (var kvp in childParameters)
{
var childTransform = kvp.Key;
var toggleParam = kvp.Value;
GameObject currentParent = menuGo;
// Create folder hierarchy if MenuPath is specified
if (!string.IsNullOrEmpty(definition.MenuPath))
{
string[] folderPath = definition.MenuPath.Split('/');
// Create nested folder structure
for (int i = 0; i < folderPath.Length; i++)
{
string folderName = folderPath[i];
string fullPath = string.Join("/", folderPath, 0, i + 1);
currentParent = FindOrCreateFolder(currentParent, folderName, sharedFolderHierarchy, fullPath, definition.transform, allRootMenus);
// Store the first folder for MenuInstaller
if (firstFolder == null && i == 0)
{
firstFolder = currentParent;
}
}
}
// Create the toggle menu item
var go = new GameObject($"Toggle_{childTransform.name}");
go.transform.SetParent(currentParent.transform);
assets.modularAvatar.EditMenuItem(go).Toggle(toggleParam).Name(childTransform.name);
}
// Place MenuInstaller on the first folder if it exists, otherwise on root menu
if (firstFolder != null)
{
// Only add MenuInstaller if it doesn't already exist
if (firstFolder.GetComponent<ModularAvatarMenuInstaller>() == null)
{
firstFolder.AddComponent<ModularAvatarMenuInstaller>();
}
}
else
{
menuGo.AddComponent<ModularAvatarMenuInstaller>();
}
}
private void runDefinition(AACAssets assets, ChildToggleDefinition definition, Dictionary<string, GameObject> sharedFolderHierarchy, HashSet<GameObject> allRootMenus)
{
var childParameters = new Dictionary<Transform, AacFlBoolParameter>();
foreach (Transform child in definition.transform)
{
var toggleParam = createLayer(assets, definition, child);
childParameters[child] = toggleParam;
}
CreateMenu(assets, definition, childParameters, sharedFolderHierarchy, allRootMenus);
}
public override void Run(AACAssets assets)
{
var definitions = getDefinitions(assets);
Logger.LogDebug($"Child Toggle system: Found {definitions.Length} child toggle definitions");
// Shared folder hierarchy across all definitions to prevent duplicates
var sharedFolderHierarchy = new Dictionary<string, GameObject>();
// Track all root menus to check for duplicate folders
var allRootMenus = new HashSet<GameObject>();
foreach (var definition in definitions)
{
runDefinition(assets, definition, sharedFolderHierarchy, allRootMenus);
}
}
}
}