public void SetAvatar(GameObject newAvatarObject)
 {
     if (guideUMA != null)
     {
         if (newAvatarObject == guideUMA.gameObject)
         {
             //reset guide transparency one we have sussed out how to do this
             guideUMA = null;
         }
     }
     if (targetUMA == null || newAvatarObject != targetUMA.gameObject)
     {
         if (newAvatarObject.GetComponent <UMAAvatarBase>() != null)
         {
             targetUMA = newAvatarObject.GetComponent <UMAAvatarBase>();
             activeUMA = newAvatarObject.GetComponent <UMAAvatarBase>();
             SetAvailableConverters(activeUMA.umaData);
             selectedConverter = null;
         }
         else
         {
             targetUMA = null;
             activeUMA = null;
             availableConverters.Clear();
             selectedConverter = null;
         }
     }
 }
 /// <summary>
 /// Makes a backup of the currently selected converter whose values are restored to the current converter when the Application stops playing (unless you Save the changes)
 /// </summary>
 /// <param name="converterToBU"></param>
 public void BackupConverter(DynamicDNAConverterBehaviour converterToBU = null)
 {
     if (converterToBU == null)
     {
         converterToBU = selectedConverter;
     }
     if (converterBackupsFolder == null)
     {
         converterBackupsFolder      = new GameObject();
         converterBackupsFolder.name = "CONVERTER BACKUPS DO NOT DELETE";
     }
     if (converterToBU != null)
     {
         if (!converterBackups.ContainsKey(converterToBU.name))
         {
             var thisConverterBackup = Instantiate <DynamicDNAConverterBehaviour>(converterToBU);
             thisConverterBackup.transform.parent = converterBackupsFolder.transform;
             converterBackups[converterToBU.name] = thisConverterBackup;
         }
         if (converterToBU.dnaAsset != null)
         {
             dnaAssetNamesBackups[converterToBU.dnaAsset.name] = (string[])converterToBU.dnaAsset.Names.Clone();
         }
         if (converterToBU.startingPose != null)
         {
             poseBonesBackups[converterToBU.startingPose.name] = DeepPoseBoneClone(converterToBU.startingPose.poses);
         }
     }
 }
Пример #3
0
        private void CreateBonePoseCallback(UMAData umaData)
        {
            UMA.PoseTools.UMABonePose bonePose = CreatePoseAsset("", bonePoseSaveName);
            //I dont think this should have ever overwritten the existing one

            /*if (selectedConverter.startingPose == null)
             * {
             *      bonePose = CreatePoseAsset("", bonePoseSaveName);
             * }
             * else
             * {
             *      bonePose = selectedConverter.startingPose;
             *      bonePose.poses = new UMABonePose.PoseBone[1];
             * }*/

            UMASkeleton skeletonPreDNA  = tempAvatarPreDNA.GetComponent <UMADynamicAvatar>().umaData.skeleton;
            UMASkeleton skeletonPostDNA = tempAvatarPostDNA.GetComponent <UMADynamicAvatar>().umaData.skeleton;

            Transform transformPreDNA;
            Transform transformPostDNA;
            bool      transformDirty;
            int       parentHash;

            foreach (int boneHash in skeletonPreDNA.BoneHashes)
            {
                skeletonPreDNA.TryGetBoneTransform(boneHash, out transformPreDNA, out transformDirty, out parentHash);
                skeletonPostDNA.TryGetBoneTransform(boneHash, out transformPostDNA, out transformDirty, out parentHash);

                if ((transformPreDNA == null) || (transformPostDNA == null))
                {
                    Debug.LogWarning("Bad bone hash in skeleton: " + boneHash);
                    continue;
                }

                if (!LocalTransformsMatch(transformPreDNA, transformPostDNA))
                {
                    bonePose.AddBone(transformPreDNA, transformPostDNA.localPosition, transformPostDNA.localRotation, transformPostDNA.localScale);
                }
            }

            UMAUtils.DestroySceneObject(tempAvatarPreDNA);
            UMAUtils.DestroySceneObject(tempAvatarPostDNA);


            // This can be very helpful for testing

            /*
             * bonePose.ApplyPose(skeletonPreDNA, 1.0f);
             */

            EditorUtility.SetDirty(bonePose);
            AssetDatabase.SaveAssets();

            if (_applyAndResetOnCreateBP)
            {
                DynamicDNAConverterController converterController = (selectedConverter is DynamicDNAConverterController) ? (selectedConverter as DynamicDNAConverterController) : null;
                DynamicDNAConverterBehaviour  converterBehaviour  = (selectedConverter is DynamicDNAConverterBehaviour) ? (selectedConverter as DynamicDNAConverterBehaviour) : null;
                //UMA2.8+ fixDNAPrefabs Removed the converterBehaviour.ConverterController field, it should be directly assigned to the Races/Slots now
                //if (converterBehaviour.ConverterController != null)
                //	converterController = converterBehaviour.ConverterController;
                if (converterController != null)
                {
                    //find the first BonePoseDNAConverterPlugin and add the pose to it
                    var existingBPCPs = converterController.GetPlugins(typeof(BonePoseDNAConverterPlugin));
                    BonePoseDNAConverterPlugin thisBPCP;
                    if (existingBPCPs.Count > 0)
                    {
                        thisBPCP = existingBPCPs[0] as BonePoseDNAConverterPlugin;
                        //Turn off any other starting poses?
                        for (int i = 0; i < existingBPCPs.Count; i++)
                        {
                            for (int bi = 0; bi < (existingBPCPs[i] as BonePoseDNAConverterPlugin).poseDNAConverters.Count; bi++)
                            {
                                (existingBPCPs[i] as BonePoseDNAConverterPlugin).poseDNAConverters[bi].startingPoseWeight = 0f;
                            }
                        }
                    }
                    else
                    {
                        //if there isn't one create it
                        thisBPCP = converterController.AddPlugin(typeof(BonePoseDNAConverterPlugin)) as BonePoseDNAConverterPlugin;
                    }
                    thisBPCP.poseDNAConverters.Add(new BonePoseDNAConverterPlugin.BonePoseDNAConverter(bonePose, 1f));
                    Debug.Log(bonePose.name + " added as a starting pose to " + thisBPCP.name);
                }
                else if (converterBehaviour != null)
                {
                    // Set this asset as the converters pose asset
                    converterBehaviour.startingPose = bonePose;
                    //make sure its fully applied
                    converterBehaviour.startingPoseWeight = 1f;
                }

                // Reset all the DNA values for target Avatar to default
                UMADnaBase[] targetDNA = activeUMA.umaData.GetAllDna();
                foreach (UMADnaBase dnaEntry in targetDNA)
                {
                    for (int i = 0; i < dnaEntry.Values.Length; i++)
                    {
                        dnaEntry.SetValue(i, 0.5f);
                    }
                }

                // Optionally clear the DNA from the base recipe,
                // since it's now included in the new starting pose
                UMARecipeBase baseRaceRecipe = activeUMA.umaData.umaRecipe.GetRace().baseRaceRecipe;
                if (baseRaceRecipe != null)
                {
                    if (EditorUtility.DisplayDialog("Base Recipe Cleanup", "Starting Pose created. Remove DNA from base recipe of active race? Choose 'RemoveDNA' if your intention is to replace modifications made by a recipes starting DNA values with the created pose.", "Remove DNA", "Keep DNA"))
                    {
                        UMAData.UMARecipe baseRecipeData = new UMAData.UMARecipe();
                        baseRaceRecipe.Load(baseRecipeData, activeUMA.context);
                        baseRecipeData.ClearDna();
                        baseRaceRecipe.Save(baseRecipeData, activeUMA.context);
                    }
                }
            }
        }