캐릭터 움직임 및 애니메이션
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466
Assets/External/Tools/SyntyPropBoneTool/Editor/Utils/PropBoneToolEditorUtil.cs
vendored
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466
Assets/External/Tools/SyntyPropBoneTool/Editor/Utils/PropBoneToolEditorUtil.cs
vendored
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// Copyright (c) 2024 Synty Studios Limited. All rights reserved.
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//
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// Use of this software is subject to the terms and conditions of the Synty Studios End User Licence Agreement (EULA)
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// available at: https://syntystore.com/pages/end-user-licence-agreement
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//
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// For additional details, see the LICENSE.MD file bundled with this software.
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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#if UNITY_2021_2_OR_NEWER
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using UnityEditor.SceneManagement;
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#else
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using UnityEditor.Experimental.SceneManagement;
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#endif
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namespace Synty.Tools.SyntyPropBoneTool
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{
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/// <summary>
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/// Utility class to help configure many characters with prop bone binders at once.
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/// </summary>
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public static class PropBoneBinderEditorUtil
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{
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// Path where the prop bone binder tool stores the default config file.
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private const string CONFIG_ASSET_NAME_DEFAULT = "Animation_PropBoneBindingConfig_Default.asset";
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private const string CONFIG_ASSET_PATH_DEFAULT = FOLDER_PATH_DEFAULT + CONFIG_ASSET_NAME_DEFAULT;
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// Folder path where the prop bone binder tool stores config files by default.
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private const string FOLDER_PATH_DEFAULT = "Assets/Synty/Tools/SyntyPropBoneTool/Configs/";
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/// <summary>
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/// Generates a file name based on the targetRigName and the defined config folder path.
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/// </summary>
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/// <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>
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private static string GenerateNewConfigFileName(string targetRigName)
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{
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PropBoneConfigAsset defaultAsset = GetDefaultConfigAsset();
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string targetFileName = targetRigName + "_PropBoneBindingConfig.asset";
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string targetPath = defaultAsset.path.Replace(CONFIG_ASSET_NAME_DEFAULT, targetFileName);
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return targetPath;
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}
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/// <summary>
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/// Class used to help manage config assets in the AssetDatabase.
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/// </summary>
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private class PropBoneConfigAsset
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{
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public bool savedInAssetDatabase; // is true when loaded from or saved to the AssetDatabase
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public PropBoneConfig config;
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public string path;
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}
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/// <summary>
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/// Returns true if the given PropBneBinder is part of a prefab asset.
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/// </summary>
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/// <param name="binder">The PropBoneBinder to test if it is part of a prefab asset.</param>
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/// <returns>A <c>bool</c>. True when the binder is part of a prefab asset.</returns>
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public static bool IsPrefabAsset(PropBoneBinder binder)
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{
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return PrefabUtility.IsPartOfPrefabAsset(binder);
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}
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/// <summary>
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/// Attemps to automatically configure all given PropBoneBinders.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to setup.</param>
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public static void AutomaticSetup(List<PropBoneBinder> binders)
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{
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SetupAnimatorReferences(binders);
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SetupPropBoneConfigs(binders);
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CreatePropBones(binders);
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BindPropBones(binders);
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}
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/// <summary>
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/// Attemps to reset all given PropBoneBinders.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to reset.</param>
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public static void AutomaticReset(List<PropBoneBinder> binders)
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{
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
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{
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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);
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continue;
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}
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binders[i].Reset();
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}
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}
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/// <summary>
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/// Attempts to find the first PropBoneConfigAsset with the given fileName.
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/// </summary>
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/// <param name="fileName">The file name of the config to find.</param>
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/// <returns>The first found <c>PropBoneConfigAsset</c> with file name matching the given fileName or null if none is found.</returns>
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private static PropBoneConfigAsset FindFirstConfig(string fileName)
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{
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string[] guids = AssetDatabase.FindAssets("t:PropBoneConfig");
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for (int i = 0; i < guids.Length; ++i)
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{
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string path = AssetDatabase.GUIDToAssetPath(guids[i]);
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if (path.Contains(fileName))
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{
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return LoadPropBoneConfig(path);
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}
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}
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return null;
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}
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/// <summary>
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/// Attempts to load the default PropBoneConfigAsset or if one is not found creates a new default PropBoneConfigAsset.
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/// </summary>
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/// <returns>A <c>PropBoneConfigAsset</c> that contains the default settings to use for PropBoneBingings.</returns>
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private static PropBoneConfigAsset GetDefaultConfigAsset()
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{
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PropBoneConfigAsset defaultConfigAsset = FindFirstConfig(CONFIG_ASSET_NAME_DEFAULT);
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if (defaultConfigAsset == null)
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{
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PropBoneConfig defaultConfig = CreatePropBoneConfig(PropBoneDefinitionPresets.PolygonBoneDefinition);
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defaultConfigAsset = CreatePropBoneConfigAsset(defaultConfig, CONFIG_ASSET_PATH_DEFAULT);
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SavePropBoneAssetToProject(defaultConfigAsset);
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}
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return defaultConfigAsset;
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}
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/// <summary>
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/// Attempts to load the default PropBoneConfig or if one is not found creates a new default PropBoneConfig.
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/// </summary>
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/// <returns>A <c>PropBoneConfig</c> that contains the default settings to use for PropBoneBingings.</returns>
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private static PropBoneConfig GetDefaultConfig()
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{
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return GetDefaultConfigAsset().config;
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}
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/// <summary>
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/// Attempts to find and load a config that matched the given sourceRig and targetRig.
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/// </summary>
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/// <param name="sourceRig">The source rig to match when finding the PropBoneConfig.</param>
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/// <param name="targetRig">The target rig to match when finding the PropBoneConfig.</param>
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/// <returns>A <c>PropBoneConfig</c> that matches the sourceRig and targetRig or returns the default PropBoneConfig if a match is not found.</returns>
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public static PropBoneConfig FindFirstMatchingConfig(GameObject sourceRig, GameObject targetRig)
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{
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string[] guids = AssetDatabase.FindAssets("t:PropBoneConfig");
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for (int i = 0; i < guids.Length; ++i)
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{
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string path = AssetDatabase.GUIDToAssetPath(guids[i]);
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PropBoneConfig config = LoadPropBoneConfig(path).config;
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if (config != null)
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{
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if (config.targetRig == targetRig && config.sourceRig == sourceRig)
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{
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return config;
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}
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}
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}
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return GetDefaultConfig();
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}
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/// <summary>
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/// Attempts to find matching PropBoneConfigs or creates a new ones and assigns them to all the given PropBoneBinders.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to setup.</param>
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public static void SetupPropBoneConfigs(List<PropBoneBinder> binders)
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{
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PropBoneConfig defaultConfig = GetDefaultConfig();
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
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{
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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);
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continue;
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}
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if (binders[i].propBoneConfig == null)
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{
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GameObject targetRig = null;
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if (binders[i].animator != null)
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{
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targetRig = binders[i].animator.gameObject;
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}
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if (PrefabUtility.IsPartOfPrefabInstance(targetRig))
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{
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string path = PrefabUtility.GetPrefabAssetPathOfNearestInstanceRoot(targetRig);
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if (path != null)
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{
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targetRig = AssetDatabase.LoadAssetAtPath<GameObject>(path);
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}
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}
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else if (PrefabStageUtility.GetCurrentPrefabStage() != null)
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{
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string path = PrefabStageUtility.GetCurrentPrefabStage().assetPath;
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if (path != null)
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{
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targetRig = AssetDatabase.LoadAssetAtPath<GameObject>(path);
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}
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}
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if (targetRig == null)
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{
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Debug.LogError($"Cannot locate target model asset for binder: {binders[i].gameObject.name}. You will need to set up the prop bone config for this character manually and then run setup again.", binders[i].gameObject);
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continue;
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}
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PropBoneConfig targetConfig = FindFirstMatchingConfig(defaultConfig.sourceRig, targetRig);
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if (targetConfig.targetRig != targetRig)
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{
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PropBoneConfig newConfig = ClonePropBoneConfig(defaultConfig);
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newConfig.targetRig = targetRig;
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newConfig.CalculateOffsetValues();
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Debug.Log($"Set up {targetRig.name} as target rig for {binders[i].gameObject.name}", targetRig);
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PropBoneConfigAsset configAsset = CreatePropBoneConfigAsset(newConfig, GenerateNewConfigFileName(targetRig.name));
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SavePropBoneAssetToProject(configAsset);
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targetConfig = configAsset.config;
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}
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binders[i].propBoneConfig = targetConfig;
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}
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}
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}
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/// <summary>
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/// 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.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to create new bone configs for.</param>
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public static void CreateNewBoneConfigs(List<PropBoneBinder> binders)
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{
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PropBoneConfig defaultConfig = GetDefaultConfig();
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
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{
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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);
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continue;
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}
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PropBoneConfig newConfigBase = binders[i].propBoneConfig != null ? binders[i].propBoneConfig : defaultConfig;
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PropBoneConfig newConfig = ClonePropBoneConfig(newConfigBase);
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PropBoneConfigAsset configAsset = CreatePropBoneConfigAsset(newConfig, GenerateNewConfigFileName(binders[i].name));
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SavePropBoneAssetToProject(configAsset);
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binders[i].propBoneConfig = configAsset.config;
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}
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}
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/// <summary>
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/// Attempts to assign the animator referenec on all the given binders.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to setup the animator references of.</param>
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public static void SetupAnimatorReferences(List<PropBoneBinder> binders)
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{
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for (int i = 0; i < binders.Count; ++i)
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{
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PropBoneBinder binder = binders[i];
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if (binder != null)
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{
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binder.SetupAnimatorReference();
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}
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}
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}
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/// <summary>
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/// Attempts to create all the prop bones for all the given binders.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to create prop bones for.</param>
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public static void CreatePropBones(List<PropBoneBinder> binders)
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{
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
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{
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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);
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continue;
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}
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PropBoneBinder binder = binders[i];
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if (binder != null)
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{
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binder.CreatePropBones();
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}
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}
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}
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/// <summary>
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/// Attempts to clear all the prop bone bindings for all the given binders.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to create prop bones bindings for.</param>
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public static void ClearPropBoneBindings(List<PropBoneBinder> binders)
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{
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
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{
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Debug.LogWarning($"Cannot edit prefab asset {binders[i].gameObject.name}. Open the asset in prefab edit mode or create a scene instance and try again.", binders[i].gameObject);
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continue;
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}
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PropBoneBinder binder = binders[i];
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if (binder != null)
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{
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binder.ClearPropBoneBindings();
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}
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}
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}
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/// <summary>
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/// Attempts to destroy all the prop bones on all the given bindings.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to destroy prop bones.</param>
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public static void DestroyPropBones(List<PropBoneBinder> binders)
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{
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
|
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{
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Debug.LogWarning($"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);
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continue;
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}
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PropBoneBinder binder = binders[i];
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if (binder != null)
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{
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binder.DestroyPropBones();
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}
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}
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}
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/// <summary>
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/// Attempts to bind all the prop bones on all the given bindings.
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/// </summary>
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/// <param name="binders">All the PropBoneBinder components to bind prop bones.</param>
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public static void BindPropBones(List<PropBoneBinder> binders)
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{
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for (int i = 0; i < binders.Count; ++i)
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{
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if (IsPrefabAsset(binders[i]))
|
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{
|
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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);
|
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continue;
|
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}
|
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|
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PropBoneBinder binder = binders[i];
|
||||
if (binder != null)
|
||||
{
|
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binder.BindPropBones();
|
||||
binder.UpdateBones();
|
||||
}
|
||||
}
|
||||
}
|
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|
||||
/// <summary>
|
||||
/// Loads a PropBoneConfig file at the given path.
|
||||
/// </summary>
|
||||
/// <param name="path">The path to load the PropBoneConfig.</param>
|
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/// <returns>A <c>PropBoneConfigAsset</c> found at the given path or null if no asset of type PropBoneConfigAsset exists at that path.</returns>
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private static PropBoneConfigAsset LoadPropBoneConfig(string path)
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{
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||||
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;
|
||||
}
|
||||
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||||
/// <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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
11
Assets/External/Tools/SyntyPropBoneTool/Editor/Utils/PropBoneToolEditorUtil.cs.meta
vendored
Normal file
11
Assets/External/Tools/SyntyPropBoneTool/Editor/Utils/PropBoneToolEditorUtil.cs.meta
vendored
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 90b961ac044ba451994111517672b3da
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user