SharedVRCStuff/PresetGenerator/Editor/PresetGenerator.cs

136 lines
6.2 KiB
C#

#if UNITY_EDITOR
using UnityEngine;
using System.Collections.Generic;
using System.IO;
using VRC.SDK3.Editor;
using VRC.SDK3.Avatars.ScriptableObjects;
using UnityEditor.Animations;
using System;
using VRC.SDKBase;
using nadena.dev.ndmf;
using gay.lilyy.PresetGenerator.Editor;
using AnimatorAsCode.V1;
using VRC.SDK3.Avatars.Components;
using AnimatorAsCode.V1.ModularAvatar;
using UnityEditor;
using AnimatorAsCode.V1.VRC;
using Mono.Cecil.Cil;
using NUnit.Framework;
[assembly: ExportsPlugin(typeof(ParameterPresetPlugin))]
namespace gay.lilyy.PresetGenerator.Editor
{
public class ParameterPresetPlugin : Plugin<ParameterPresetPlugin>
{
public override string QualifiedName => "gay.lilyy.presetgenerator";
public override string DisplayName => "Preset Generator";
private const string SystemName = "PresetGenerator";
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 presets = ctx.AvatarRootTransform.GetComponents<ParameterPreset>();
if (presets.Length == 0) return; // If there are none in the avatar, skip this entirely.
// Initialize Animator As Code.
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 ctrl = aac.NewAnimatorController();
var layer = ctrl.NewLayer("Presets");
var presetParam = layer.IntParameter("Preset");
Dictionary<string, AacFlParameter<int>> intParams = new();
Dictionary<string, AacFlParameter<float>> floatParams = new();
Dictionary<string, AacFlParameter<bool>> boolParams = new();
var emptyClip = aac.NewClip();
var idle = layer.NewState("Idle").WithAnimation(emptyClip);
var presetIndex = 0;
foreach (var preset in presets)
{
presetIndex++;
var state = layer.NewState("Preset " + preset.Name)
.WithAnimation(emptyClip);
foreach (var param in preset.Parameters)
{
if (!param.shouldChange) continue;
switch (param.valueType)
{
case VRCExpressionParameters.ValueType.Int:
{
if (!intParams.ContainsKey(param.name))
{
intParams[param.name] = layer.IntParameter(param.name);
}
var layerParam = intParams[param.name];
state.Drives(layerParam, (int)param.setTo);
break;
}
case VRCExpressionParameters.ValueType.Float:
{
if (!floatParams.ContainsKey(param.name))
{
floatParams[param.name] = layer.FloatParameter(param.name);
}
var layerParam = floatParams[param.name];
state.Drives(layerParam, param.setTo);
break;
}
case VRCExpressionParameters.ValueType.Bool:
{
if (!boolParams.ContainsKey(param.name))
{
boolParams[param.name] = layer.BoolParameter(param.name);
}
var layerParam = boolParams[param.name];
state.Drives(layerParam, param.setTo > 0.5f);
break;
}
}
}
idle.TransitionsTo(state).When(presetParam.IsEqualTo(presetIndex));
state.TransitionsTo(idle).When(presetParam.IsEqualTo(0));
}
// Create a new object in the scene. We will add Modular Avatar components inside it.
var modularAvatar = MaAc.Create(new GameObject(SystemName)
{
transform = { parent = ctx.AvatarRootTransform }
});
// By creating a Modular Avatar Merge Animator component,
// our animator controller will be added to the avatar's FX layer.
modularAvatar.NewMergeAnimator(ctrl.AnimatorController, VRCAvatarDescriptor.AnimLayerType.FX);
}
}
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