SharedVRCStuff/Music Player/Editor/MusicPlayer.cs
2025-08-30 14:36:48 -04:00

172 lines
7.7 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using System.Collections.Generic;
using VRC.SDK3.Avatars.ScriptableObjects;
using nadena.dev.ndmf;
using gay.lilyy.MusicPlayer.Editor;
using AnimatorAsCode.V1;
using VRC.SDK3.Avatars.Components;
using AnimatorAsCode.V1.ModularAvatar;
using UnityEditor;
using AnimatorAsCode.V1.VRC;
using NUnit.Framework.Constraints;
using System.Linq;
using System.Threading.Tasks;
[assembly: ExportsPlugin(typeof(MusicPlayerPlugin))]
namespace gay.lilyy.MusicPlayer.Editor
{
public class MusicPlayerPlugin : Plugin<MusicPlayerPlugin>
{
public override string QualifiedName => "gay.lilyy.MusicPlayer";
public override string DisplayName => "Music Player";
private const string SystemName = "MusicPlayer";
private const bool UseWriteDefaults = true;
protected override void Configure()
{
InPhase(BuildPhase.Generating).Run($"Generate {DisplayName}", Generate);
}
private void Generate(BuildContext ctx)
{
// Find all components of type ExampleToggle in this avatar.
var songs = ctx.AvatarRootTransform.GetComponentsInChildren<MusicPlayerSong>();
if (songs.Length == 0) return; // If there are none in the avatar, skip this entirely.
var songGo = songs[0].gameObject;
List<int> usedIndexes = new List<int>();
foreach (var song in songs)
{
if (song.gameObject != songGo)
{
throw new System.Exception("All MusicPlayerSong components must be on the same GameObject.");
}
if (usedIndexes.Contains(song.TrackNumber))
{
throw new System.Exception($"${song.Name} is using a duplicate track number: ${song.TrackNumber}");
}
}
var audioSource = songGo.GetComponent<AudioSource>();
// INSERT_YOUR_CODE
// Ensure all track numbers from 1 to max are present
int minTrackNumber = songs.Min(song => song.TrackNumber);
if (minTrackNumber < 1) {
throw new System.Exception("Track numbers are 1 and up");
}
int maxTrackNumber = songs.Max(song => song.TrackNumber);
HashSet<int> trackNumbers = new HashSet<int>(songs.Select(song => song.TrackNumber));
for (int i = 1; i <= maxTrackNumber; i++)
{
if (!trackNumbers.Contains(i))
{
throw new System.Exception($"Missing track number: {i}. All track numbers from 1 to {maxTrackNumber} must be filled.");
}
}
// Initialize Animator As Code.
var modularAvatar = MaAc.Create(new GameObject(SystemName)
{
transform = { parent = ctx.AvatarRootTransform }
});
var controller = CreateController(ctx, modularAvatar, songs, audioSource);
// Create a new object in the scene. We will add Modular Avatar components inside it.
// By creating a Modular Avatar Merge Animator component,
// our animator controller will be added to the avatar's FX layer.
modularAvatar.NewMergeAnimator(controller.AnimatorController, VRCAvatarDescriptor.AnimLayerType.FX);
Debug.Log("Added music player");
}
private AacFlController CreateController(BuildContext ctx, MaAc modularAvatar, MusicPlayerSong[] songs, AudioSource audioSource)
{
var aac = AacV1.Create(new AacConfiguration
{
SystemName = SystemName,
AnimatorRoot = ctx.AvatarRootTransform,
DefaultValueRoot = ctx.AvatarRootTransform,
AssetKey = GUID.Generate().ToString(),
AssetContainer = ctx.AssetContainer,
ContainerMode = AacConfiguration.Container.OnlyWhenPersistenceRequired,
// (For AAC 1.2.0 and above) The next line is recommended starting from NDMF 1.6.0.
// If you use a lower version of NDMF or if you don't use it, remove that line.
AssetContainerProvider = new NDMFContainerProvider(ctx),
// States will be created with Write Defaults set to ON or OFF based on whether UseWriteDefaults is true or false.
DefaultsProvider = new AacDefaultsProvider(UseWriteDefaults)
});
// Create a new animator controller.
// This will be merged with the rest of the playable layer at the end of this function.
var controller = aac.NewAnimatorController();
CreatePlayerLayer(controller, modularAvatar, songs, audioSource);
CreateVolumeLayer(aac, controller, modularAvatar, audioSource);
return controller;
}
private void CreatePlayerLayer(AacFlController controller, MaAc modularAvatar, MusicPlayerSong[] songs, AudioSource audioSource)
{
var playerLayer = controller.NewLayer("Player");
var songIndexParam = playerLayer.IntParameter("SongIndex");
modularAvatar.NewParameter(songIndexParam).NotSaved();
var isLocal = playerLayer.BoolParameter("IsLocal");
var nonLocalState = playerLayer.NewState("NonLocal");
var idleState = playerLayer.NewState("Idle");
nonLocalState.TransitionsTo(idleState).When(isLocal.IsEqualTo(true));
// will never appear ingame, useful for testing
idleState.TransitionsTo(nonLocalState).When(isLocal.IsEqualTo(false));
foreach (var song in songs)
{
var songState = playerLayer.NewState($"Song ${song.Name}");
songState.TransitionsTo(idleState).When(songIndexParam.IsNotEqualTo(song.TrackNumber));
// again, will never happen ingame. still useful
songState.TransitionsTo(nonLocalState).When(isLocal.IsEqualTo(false));
idleState.TransitionsTo(songState).When(songIndexParam.IsEqualTo(song.TrackNumber));
songState.Audio(audioSource, (audio) =>
{
audio.SelectsClip(0, new List<AudioClip> { song.song }.ToArray() );
audio.StopsPlayingOnExit();
audio.StartsPlayingOnEnter();
});
}
}
private void CreateVolumeLayer(AacFlBase aac, AacFlController controller, MaAc modularAvatar, AudioSource audioSource) {
var songVolumeLayer = controller.NewLayer("Volume");
var volumeParam = songVolumeLayer.FloatParameter("volume");
modularAvatar.NewParameter(volumeParam).WithDefaultValue(0.01f);
var clip = aac.NewClip().Animating((action) => {
var animate = action.Animates(audioSource, "m_Volume");
animate.WithSecondsUnit((seconds) => {
seconds.Linear(0, 0);
seconds.Linear(1, 1);
});
});
var state = songVolumeLayer.NewState("Volume");
state.WithAnimation(clip).WithMotionTime(volumeParam);
}
}
internal class NDMFContainerProvider : IAacAssetContainerProvider
{
private readonly BuildContext _ctx;
public NDMFContainerProvider(BuildContext ctx) => _ctx = ctx;
public void SaveAsPersistenceRequired(UnityEngine.Object objectToAdd) => _ctx.AssetSaver.SaveAsset(objectToAdd);
public void SaveAsRegular(UnityEngine.Object objectToAdd) { } // Let NDMF crawl our assets when it finishes
public void ClearPreviousAssets() { } // ClearPreviousAssets is never used in non-destructive contexts
}
}
#endif