SharedVRCStuff/AAC/AACShared/Layers/Floater.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

156 lines
No EOL
7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using gay.lilyy.aaccore;
using gay.lilyy.aacshared.runtimecomponents;
using UnityEditor;
using UnityEngine;
namespace gay.lilyy.aacshared.layers {
[InitializeOnLoad]
public class Floater : LayerGroup
{
// remove when ready for uploaded
public override bool experimental => false;
public override bool shouldWarnIfNotApplicable => false;
private static readonly Floater _instance = new();
static Floater() {}
public override string DisplayName => "Floater";
public override string SystemName => "floater";
private static FloaterDefinition[] getDefinitions(AACAssets assets)
{
return assets.ctx.AvatarRootObject.GetComponentsInChildren<FloaterDefinition>();
}
public override bool IsApplicable(AACAssets assets)
{
return getDefinitions(assets).Length > 0;
}
private void createLayer(AACAssets assets, MultiTransformDefinition multiDef)
{
var layer = assets.fx.NewLayer($"Floater {multiDef.Definition.name} and {multiDef.Transforms.Count - 1} more");
if (!new[] { "x", "y", "z" }.Contains(multiDef.Definition.spinAxis.ToLower()))
{
Logger.LogWarning($"Floater system: Invalid spin axis '{multiDef.Definition.spinAxis}' in definition '{multiDef.Definition.name}'. Must be one of 'x', 'y', or 'z'. Skipping.");
return;
}
var state = layer.NewState("Floater").WithAnimation(assets.aac.NewClip().Animating(action =>
{
Logger.LogInfo($"Floater system: Creating animation for definition '{multiDef.Definition.name}' with {multiDef.Transforms.Count} transforms");
foreach (var t in multiDef.Transforms)
{
if (multiDef.Definition.floatHeight != 0f)
{
action.Animates(t, "m_LocalPosition.y").WithSecondsUnit(unit =>
{
unit
.Easing(0, t.transform.localPosition.y);
unit
.Easing(multiDef.Definition.loopInSeconds / 2f, t.transform.localPosition.y + multiDef.Definition.floatHeight)
.Easing(multiDef.Definition.loopInSeconds, t.transform.localPosition.y);
});
}
if (multiDef.Definition.spinCycles > 0)
{
string axis = multiDef.Definition.spinAxis.ToLower();
string prop = $"m_LocalEulerAngles.{axis}";
float segment = multiDef.Definition.loopInSeconds / multiDef.Definition.spinCycles;
for (int cycle = 0; cycle < multiDef.Definition.spinCycles; cycle++)
{
action.Animates(t, prop).WithSecondsUnit(unit =>
{
float baseAngle = 0f; // ignore quaternion components entirely
float startTime = cycle * segment;
float endTime = (cycle + 1) * segment;
float startAngle = baseAngle + 360f * cycle;
float endAngle = baseAngle + 360f * (cycle + 1);
Logger.LogDebug($"Floater system: Animating {t.name} {prop} on cycle {cycle} from {startAngle} to {endAngle} between {startTime}s and {endTime}s");
unit
.Linear(startTime, startAngle)
.Linear(endTime, endAngle);
Logger.LogDebug($"unit.Linear({startTime}, {startAngle}).Linear({endTime}, {endAngle})");
});
}
// Fill OTHER Euler axes with constant values
foreach (var other in new[] { "x", "y", "z" })
{
if (other == axis) continue;
float current =
other == "x" ? t.transform.localEulerAngles.x :
other == "y" ? t.transform.localEulerAngles.y :
t.transform.localEulerAngles.z;
Logger.LogDebug($"Floater system: Setting constant {t.name} {other} to {current}");
action.Animates(t, $"m_LocalEulerAngles.{other}")
.WithSecondsUnit(unit =>
{
unit
.Linear(0f, current)
.Linear(multiDef.Definition.loopInSeconds, current);
});
}
}
}
}).Looping());
if (multiDef.Definition.toggleParamName != "")
{
var param = layer.BoolParameter(multiDef.Definition.toggleParamName);
var offState = layer.NewState("Floater Off").WithAnimation(assets.emptyClip);
layer.WithDefaultState(offState);
offState.TransitionsTo(state).When(param.IsTrue());
state.TransitionsTo(offState).When(param.IsFalse());
}
}
private struct MultiTransformDefinition
{
public List<Transform> Transforms { get; set; }
public FloaterDefinition Definition { get; set; }
}
public override void Run(AACAssets assets)
{
var definitions = getDefinitions(assets);
Logger.LogDebug($"Floater system: Found {definitions.Length} floater definitions");
var matchedDefinitions = new Dictionary<int, MultiTransformDefinition>();
foreach (var def in definitions)
{
if (!def.enabled) continue;
if (!def.enableOnPC && assets.isPC) continue;
if (!def.enableOnMobile && !assets.isPC) continue;
Logger.LogInfo($"Floater system: Found definition '{def.name}'");
var hash = def.GetHashCode();
if (!matchedDefinitions.ContainsKey(hash))
{
matchedDefinitions[hash] = new MultiTransformDefinition
{
Definition = def,
Transforms = new List<Transform>()
};
} else
{
Logger.LogInfo($"Floater system: Adding additional transform to definition '{def.name}'");
}
matchedDefinitions[hash].Transforms.Add(def.transform);
}
foreach (var multiDef in matchedDefinitions.Values)
{
createLayer(assets, multiDef);
}
}
}
}