캐릭터 움직임 및 애니메이션

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2026-03-09 15:31:30 +09:00
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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
//
// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
// available at: https://syntystore.com/pages/end-user-licence-agreement
//
// For additional details, see the LICENSE.MD file bundled with this software.
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
#if UNITY_2021_2_OR_NEWER
using UnityEditor.SceneManagement;
#else
using UnityEditor.Experimental.SceneManagement;
#endif
namespace Synty.Tools.SyntyPropBoneTool
{
/// <summary>
/// Utility class to help configure many characters with prop bone binders at once.
/// </summary>
public static class PropBoneBinderEditorUtil
{
// Path where the prop bone binder tool stores the default config file.
private const string CONFIG_ASSET_NAME_DEFAULT = "Animation_PropBoneBindingConfig_Default.asset";
private const string CONFIG_ASSET_PATH_DEFAULT = FOLDER_PATH_DEFAULT + CONFIG_ASSET_NAME_DEFAULT;
// Folder path where the prop bone binder tool stores config files by default.
private const string FOLDER_PATH_DEFAULT = "Assets/Synty/Tools/SyntyPropBoneTool/Configs/";
/// <summary>
/// Generates a file name based on the targetRigName and the defined config folder path.
/// </summary>
/// <returns>A <c>string</c> that can be used as a file path for a config asset. This path is not gauranteed to be unique.</returns>
private static string GenerateNewConfigFileName(string targetRigName)
{
PropBoneConfigAsset defaultAsset = GetDefaultConfigAsset();
string targetFileName = targetRigName + "_PropBoneBindingConfig.asset";
string targetPath = defaultAsset.path.Replace(CONFIG_ASSET_NAME_DEFAULT, targetFileName);
return targetPath;
}
/// <summary>
/// Class used to help manage config assets in the AssetDatabase.
/// </summary>
private class PropBoneConfigAsset
{
public bool savedInAssetDatabase; // is true when loaded from or saved to the AssetDatabase
public PropBoneConfig config;
public string path;
}
/// <summary>
/// Returns true if the given PropBneBinder is part of a prefab asset.
/// </summary>
/// <param name="binder">The PropBoneBinder to test if it is part of a prefab asset.</param>
/// <returns>A <c>bool</c>. True when the binder is part of a prefab asset.</returns>
public static bool IsPrefabAsset(PropBoneBinder binder)
{
return PrefabUtility.IsPartOfPrefabAsset(binder);
}
/// <summary>
/// Attemps to automatically configure all given PropBoneBinders.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to setup.</param>
public static void AutomaticSetup(List<PropBoneBinder> binders)
{
SetupAnimatorReferences(binders);
SetupPropBoneConfigs(binders);
CreatePropBones(binders);
BindPropBones(binders);
}
/// <summary>
/// Attemps to reset all given PropBoneBinders.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to reset.</param>
public static void AutomaticReset(List<PropBoneBinder> binders)
{
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
binders[i].Reset();
}
}
/// <summary>
/// Attempts to find the first PropBoneConfigAsset with the given fileName.
/// </summary>
/// <param name="fileName">The file name of the config to find.</param>
/// <returns>The first found <c>PropBoneConfigAsset</c> with file name matching the given fileName or null if none is found.</returns>
private static PropBoneConfigAsset FindFirstConfig(string fileName)
{
string[] guids = AssetDatabase.FindAssets("t:PropBoneConfig");
for (int i = 0; i < guids.Length; ++i)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
if (path.Contains(fileName))
{
return LoadPropBoneConfig(path);
}
}
return null;
}
/// <summary>
/// Attempts to load the default PropBoneConfigAsset or if one is not found creates a new default PropBoneConfigAsset.
/// </summary>
/// <returns>A <c>PropBoneConfigAsset</c> that contains the default settings to use for PropBoneBingings.</returns>
private static PropBoneConfigAsset GetDefaultConfigAsset()
{
PropBoneConfigAsset defaultConfigAsset = FindFirstConfig(CONFIG_ASSET_NAME_DEFAULT);
if (defaultConfigAsset == null)
{
PropBoneConfig defaultConfig = CreatePropBoneConfig(PropBoneDefinitionPresets.PolygonBoneDefinition);
defaultConfigAsset = CreatePropBoneConfigAsset(defaultConfig, CONFIG_ASSET_PATH_DEFAULT);
SavePropBoneAssetToProject(defaultConfigAsset);
}
return defaultConfigAsset;
}
/// <summary>
/// Attempts to load the default PropBoneConfig or if one is not found creates a new default PropBoneConfig.
/// </summary>
/// <returns>A <c>PropBoneConfig</c> that contains the default settings to use for PropBoneBingings.</returns>
private static PropBoneConfig GetDefaultConfig()
{
return GetDefaultConfigAsset().config;
}
/// <summary>
/// Attempts to find and load a config that matched the given sourceRig and targetRig.
/// </summary>
/// <param name="sourceRig">The source rig to match when finding the PropBoneConfig.</param>
/// <param name="targetRig">The target rig to match when finding the PropBoneConfig.</param>
/// <returns>A <c>PropBoneConfig</c> that matches the sourceRig and targetRig or returns the default PropBoneConfig if a match is not found.</returns>
public static PropBoneConfig FindFirstMatchingConfig(GameObject sourceRig, GameObject targetRig)
{
string[] guids = AssetDatabase.FindAssets("t:PropBoneConfig");
for (int i = 0; i < guids.Length; ++i)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
PropBoneConfig config = LoadPropBoneConfig(path).config;
if (config != null)
{
if (config.targetRig == targetRig && config.sourceRig == sourceRig)
{
return config;
}
}
}
return GetDefaultConfig();
}
/// <summary>
/// Attempts to find matching PropBoneConfigs or creates a new ones and assigns them to all the given PropBoneBinders.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to setup.</param>
public static void SetupPropBoneConfigs(List<PropBoneBinder> binders)
{
PropBoneConfig defaultConfig = GetDefaultConfig();
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
if (binders[i].propBoneConfig == null)
{
GameObject targetRig = null;
if (binders[i].animator != null)
{
targetRig = binders[i].animator.gameObject;
}
if (PrefabUtility.IsPartOfPrefabInstance(targetRig))
{
string path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(targetRig);
if (path != null)
{
targetRig = AssetDatabase.LoadAssetAtPath<GameObject>(path);
}
}
else if (PrefabStageUtility.GetCurrentPrefabStage() != null)
{
string path = PrefabStageUtility.GetCurrentPrefabStage().assetPath;
if (path != null)
{
targetRig = AssetDatabase.LoadAssetAtPath<GameObject>(path);
}
}
if (targetRig == null)
{
Debug.LogError($"Cannot locate target model asset for binder: {binders[i].gameObject.name}. You will need to set up the prop bone config for this character manually and then run setup again.", binders[i].gameObject);
continue;
}
PropBoneConfig targetConfig = FindFirstMatchingConfig(defaultConfig.sourceRig, targetRig);
if (targetConfig.targetRig != targetRig)
{
PropBoneConfig newConfig = ClonePropBoneConfig(defaultConfig);
newConfig.targetRig = targetRig;
newConfig.CalculateOffsetValues();
Debug.Log($"Set up {targetRig.name} as target rig for {binders[i].gameObject.name}", targetRig);
PropBoneConfigAsset configAsset = CreatePropBoneConfigAsset(newConfig, GenerateNewConfigFileName(targetRig.name));
SavePropBoneAssetToProject(configAsset);
targetConfig = configAsset.config;
}
binders[i].propBoneConfig = targetConfig;
}
}
}
/// <summary>
/// Creates new PropBoneConfig files based on the ones assigned to the given binders or bases new configs on the default PropBoneConfig if none are assigned.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to create new bone configs for.</param>
public static void CreateNewBoneConfigs(List<PropBoneBinder> binders)
{
PropBoneConfig defaultConfig = GetDefaultConfig();
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
PropBoneConfig newConfigBase = binders[i].propBoneConfig != null ? binders[i].propBoneConfig : defaultConfig;
PropBoneConfig newConfig = ClonePropBoneConfig(newConfigBase);
PropBoneConfigAsset configAsset = CreatePropBoneConfigAsset(newConfig, GenerateNewConfigFileName(binders[i].name));
SavePropBoneAssetToProject(configAsset);
binders[i].propBoneConfig = configAsset.config;
}
}
/// <summary>
/// Attempts to assign the animator referenec on all the given binders.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to setup the animator references of.</param>
public static void SetupAnimatorReferences(List<PropBoneBinder> binders)
{
for (int i = 0; i < binders.Count; ++i)
{
PropBoneBinder binder = binders[i];
if (binder != null)
{
binder.SetupAnimatorReference();
}
}
}
/// <summary>
/// Attempts to create all the prop bones for all the given binders.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to create prop bones for.</param>
public static void CreatePropBones(List<PropBoneBinder> binders)
{
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
PropBoneBinder binder = binders[i];
if (binder != null)
{
binder.CreatePropBones();
}
}
}
/// <summary>
/// Attempts to clear all the prop bone bindings for all the given binders.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to create prop bones bindings for.</param>
public static void ClearPropBoneBindings(List<PropBoneBinder> binders)
{
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
PropBoneBinder binder = binders[i];
if (binder != null)
{
binder.ClearPropBoneBindings();
}
}
}
/// <summary>
/// Attempts to destroy all the prop bones on all the given bindings.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to destroy prop bones.</param>
public static void DestroyPropBones(List<PropBoneBinder> binders)
{
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
PropBoneBinder binder = binders[i];
if (binder != null)
{
binder.DestroyPropBones();
}
}
}
/// <summary>
/// Attempts to bind all the prop bones on all the given bindings.
/// </summary>
/// <param name="binders">All the PropBoneBinder components to bind prop bones.</param>
public static void BindPropBones(List<PropBoneBinder> binders)
{
for (int i = 0; i < binders.Count; ++i)
{
if (IsPrefabAsset(binders[i]))
{
Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
continue;
}
PropBoneBinder binder = binders[i];
if (binder != null)
{
binder.BindPropBones();
binder.UpdateBones();
}
}
}
/// <summary>
/// Loads a PropBoneConfig file at the given path.
/// </summary>
/// <param name="path">The path to load the PropBoneConfig.</param>
/// <returns>A <c>PropBoneConfigAsset</c> found at the given path or null if no asset of type PropBoneConfigAsset exists at that path.</returns>
private static PropBoneConfigAsset LoadPropBoneConfig(string path)
{
PropBoneConfig config = AssetDatabase.LoadAssetAtPath<PropBoneConfig>(path);
if (config != null)
{
PropBoneConfigAsset configAsset = new PropBoneConfigAsset();
configAsset.config = config;
configAsset.savedInAssetDatabase = true;
configAsset.path = path;
return configAsset;
}
return null;
}
/// <summary>
/// Creates a new PropBoneConfig based on the given source config.
/// </summary>
/// <param name="source">The PropBoneConfig to clone.</param>
/// <returns>A new <c>PropBoneConfig</c> clones from the source PropBoneConfig.</returns>
private static PropBoneConfig ClonePropBoneConfig(PropBoneConfig source)
{
PropBoneConfig newPropBoneConfig = ScriptableObject.CreateInstance<PropBoneConfig>();
newPropBoneConfig.propBoneDefinitions = source.propBoneDefinitions;
newPropBoneConfig.sourceRig = source.sourceRig;
newPropBoneConfig.targetRig = source.targetRig;
return newPropBoneConfig;
}
/// <summary>
/// Creates a new PropBoneConfig containing the given PropBoneDefinitions.
/// </summary>
/// <param name="definitions">The prop bone definitions to be used by the new PropBoneConfig.</param>
/// <returns>A <c>PropBoneConfig</c> with the given PropBoneDefinitions.</returns>
private static PropBoneConfig CreatePropBoneConfig(PropBoneDefinition[] definitions)
{
PropBoneConfig newPropBoneConfig = ScriptableObject.CreateInstance<PropBoneConfig>();
newPropBoneConfig.propBoneDefinitions = definitions;
return newPropBoneConfig;
}
/// <summary>
/// Creates a new PropBoneConfigAsset of the given PropBoneConfig and with the given path.
/// </summary>
/// <param name="config">The config of the config asset.</param>
/// <param name="path">The desired path for the config asset. The path used ma.</param>
/// <param name="ensureUniquePath">When true the path is altered as necessary to ensure it is unique.</param>
/// <returns>A new <c>PropBoneConfigAsset</c> based on the given parameters.</returns>
private static PropBoneConfigAsset CreatePropBoneConfigAsset(PropBoneConfig config, string path, bool ensureUniquePath = true)
{
PropBoneConfigAsset result = new PropBoneConfigAsset();
result.savedInAssetDatabase = false;
result.path = path;
if (ensureUniquePath)
{
result.path = AssetDatabase.GenerateUniqueAssetPath(result.path);
if (string.IsNullOrEmpty(result.path))
{
// AssetDatabase.GenerateUniqueAssetPath(result.path); returns an empty path if the folder structure in the file path does not exist.
result.path = path;
}
}
result.config = config;
return result;
}
/// <summary>
/// Saves the given PropBoneConfigAsset to the AssetDatabase.
/// </summary>
/// <param name="asset">The PropBoneConfigAsset to save.</param>
private static void SavePropBoneAssetToProject(PropBoneConfigAsset asset)
{
EnsureFolderExists(asset.path);
AssetDatabase.CreateAsset(asset.config, asset.path);
AssetDatabase.SaveAssets();
asset.savedInAssetDatabase = true;
Debug.Log($"Successfully created prop bone config asset at path: {asset.path}.", asset.config);
}
/// <summary>
/// Checks if the folder at the given path exists, if not then the folder and all parent folders in the hierarchy are created.
/// </summary>
/// <param name="path">The folder path.</param>
private static void EnsureFolderExists(string path)
{
string[] split = path.Split('/');
string parentPath = split[0];
for (int i = 1; i < split.Length - 1; ++i)
{
string head = split[i];
if (!AssetDatabase.IsValidFolder(parentPath + "/" + head))
{
AssetDatabase.CreateFolder(parentPath, head);
}
parentPath += "/" + head;
}
}
}
}

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