Files
UmaViewer/Assets/Scripts/UmaContainerCharacter.cs
T
CroakFang 009f142f5b Fix some VMD export issues and some other changes (#100)
* Bug fix, improved UI layout and live vocals

* Bug Fixes, New Live Compatibility

* Android build support

* Update build.yml

* Fix issues with the new version of the game

* bug fix

* add config button

* Improve performance

* Sync fork

* bug fix, new uma compatibility

* Add /UserSettings to gitignore

* bug fix, add live characher shader control

* fix compilation errors

* fix compilation errors 2

* fix the live lighting calculation logic

* bug fix, add editor layout settings to gitignore

* bug fix, add editor layout settings to gitignore

* Add time scale keys for live

* live camera bug fix

* add live stage control, optimize live performance

* fix build error

* add uma head custom

* Add tiptoes rotation for VMD export

* Add a save path prompt when exporting VMD files.

* Remove the debug code for body dragging.

* Remove unused physics components to improve performance.

* Fix incorrect VMD exports for loop animations
Fix VMD motion errors during repeated recordings
Fix ghost bone persistence after multiple recordings

* Revert "Remove unused physics components to improve performance."

This reverts commit 7a1ae7f7d13d05380f9215b653d1c6719303a458.

* Reapply "Remove unused physics components to improve performance."

This reverts commit fe4c05f6942198864ca06e25f17a11440961040d.

* fix https://github.com/katboi01/UmaViewer/issues/95

* live timescale bug fix

* bug fix for skin and tail textures in live

* bug fix for skin and tail textures in live (2)

* fix https://github.com/katboi01/UmaViewer/issues/108

* message ui bug fix
2025-07-31 20:43:45 +02:00

1610 lines
64 KiB
C#

using Gallop;
using RootMotion;
using RootMotion.Dynamics;
using RootMotion.FinalIK;
using System;
using System.Collections.Generic;
using System.Data;
using System.IO;
using System.Linq;
using UnityEngine;
using static SerializableBone;
public class UmaContainerCharacter : UmaContainer
{
public CharaEntry CharaEntry;
public DataRow CharaData;
public GameObject Body;
public GameObject Tail;
public GameObject Head;
public GameObject Hair;
public List<Texture2D> TailTextures = new List<Texture2D>();
[Header("Animator")]
public Animator UmaAnimator;
public AnimatorOverrideController OverrideController;
public Animator UmaFaceAnimator;
public AnimatorOverrideController FaceOverrideController;
public bool isAnimatorControl;
[Header("Body")]
public GameObject UpBodyBone;
public Vector3 UpBodyPosition;
public Quaternion UpBodyRotation;
public Dictionary<Transform, (Vector3 pos, Quaternion rot)> InitBoneTransform;
[Header("Face")]
public FaceDrivenKeyTarget FaceDrivenKeyTarget;
public FaceEmotionKeyTarget FaceEmotionKeyTarget;
public FaceOverrideData FaceOverrideData;
public GameObject HeadBone;
public Transform TrackTarget;
public float EyeHeight;
public bool EnableEyeTracking = true;
public Material FaceMaterial;
[Header("Cheek")]
public Texture CheekTex_0;
public Texture CheekTex_1;
public Texture CheekTex_2;
[Header("Manga")]
public List<GameObject> LeftMangaObject = new List<GameObject>();
public List<GameObject> RightMangaObject = new List<GameObject>();
[Header("Tear")]
public GameObject StaticTear_L;
public GameObject StaticTear_R;
public GameObject TearPrefab_0;
public GameObject TearPrefab_1;
public List<TearController> TearControllers = new List<TearController>();
[Header("Generic")]
public bool IsGeneric = false;
public string VarCostumeIdShort, VarCostumeIdLong, VarSkin, VarHeight, VarSocks, VarBust;
public List<Texture2D> GenericBodyTextures = new List<Texture2D>();
[Header("Mini")]
public bool IsMini = false;
public List<Texture2D> MiniHeadTextures = new List<Texture2D>();
[Header("Mob")]
public bool IsMob = false;
public DataRow MobDressColor;
public DataRow MobHeadColor;
public List<Texture2D> MobHeadTextures = new List<Texture2D>();
[Header("Physics")]
public bool EnablePhysics = true;
public List<CySpringDataContainer> cySpringDataContainers;
public GameObject PhysicsContainer;
public float BodyScale = 1;
private BipedIK IK;
private List<Transform> _humanoidBones;
private UIHandleCharacterRoot handleRoot;
public void Initialize(bool smile)
{
TrackTarget = new GameObject("TrackTarget").transform;
TrackTarget.SetParent(transform);
TrackTarget.position = HeadBone.transform.TransformPoint(0, 0, 10);
UpBodyPosition = UpBodyBone.transform.localPosition;
UpBodyRotation = UpBodyBone.transform.localRotation;
//Models must be merged before handling extra morphs
if (FaceDrivenKeyTarget && smile)
FaceDrivenKeyTarget.ChangeMorphWeight(FaceDrivenKeyTarget.MouthMorphs[3], 1);
CreateIK();
}
public void MergeModel()
{
if (!Body) return;
var bodySkinnedMeshRenderer = Body.GetComponentInChildren<SkinnedMeshRenderer>();
var bodyBones = bodySkinnedMeshRenderer.bones.ToDictionary(bone => bone.name, bone => bone.transform);
List<Transform> emptyBones = new List<Transform>();
emptyBones.Add(Body.transform.Find("Position/Hip/Tail_Ctrl"));
while (Body.transform.childCount > 0)
{
Body.transform.GetChild(0).SetParent(transform);
}
Body.SetActive(false); //for debugging
//MergeHead
if (Head)
{
var headskins = Head.GetComponentsInChildren<SkinnedMeshRenderer>(true);
foreach (SkinnedMeshRenderer headskin in headskins)
{
MergeBone(headskin, bodyBones, ref emptyBones);
}
var eyes = new GameObject("Eyes");
eyes.transform.SetParent(transform);
while (Head.transform.childCount > 0)
{
var child = Head.transform.GetChild(0);
child.SetParent(child.name.Contains("info") ? eyes.transform : transform);
}
Head.SetActive(false); //for debugging
}
//MergeHair
if (IsMini && Hair)
{
var hairskin = Hair.GetComponentInChildren<SkinnedMeshRenderer>();
MergeBone(hairskin, bodyBones, ref emptyBones);
while (Hair.transform.childCount > 0)
{
var child = Hair.transform.GetChild(0);
child.SetParent(transform);
}
Hair.SetActive(false); //for debugging
}
//MergeTail
if (Tail)
{
var tailskin = Tail.GetComponentInChildren<SkinnedMeshRenderer>();
MergeBone(tailskin, bodyBones, ref emptyBones);
while (Tail.transform.childCount > 0)
{
var child = Tail.transform.GetChild(0);
child.SetParent(transform);
}
Tail.SetActive(false); //for debugging
}
emptyBones.ForEach(a => { if (a) Destroy(a.gameObject); });
//MergeAvatar
UmaAnimator = gameObject.AddComponent<Animator>();
UmaAnimator.avatar = AvatarBuilder.BuildGenericAvatar(gameObject, gameObject.name);
OverrideController = Instantiate(UmaViewerBuilder.Instance.OverrideController);
UmaAnimator.runtimeAnimatorController = OverrideController;
//Materials
Renderers = gameObject.GetComponentsInChildren<Renderer>().ToList();
foreach (var rend in Renderers)
{
for (int i = 0; i < rend.sharedMaterials.Length; i++)
{
Material mat = rend.sharedMaterials[i];
var matHlp = Materials.FirstOrDefault(m => m.Mat == mat);
if (matHlp == null)
{
matHlp = new MaterialHelper()
{
Mat = mat,
Renderers = new Dictionary<Renderer, List<int>>(),
Toggle = Instantiate(UI.UmaContainerTogglePrefab, UI.ModelSettings.MaterialsList.content)
};
matHlp.Toggle.Name = mat.name;
matHlp.Toggle.Toggle.onValueChanged.AddListener((value) => { Debug.Log("e"); matHlp.ToggleMaterials(value); });
Materials.Add(matHlp);
}
if (!matHlp.Renderers.ContainsKey(rend))
{
matHlp.Renderers.Add(rend, new List<int> { i });
}
else
{
matHlp.Renderers[rend].Add(i);
}
}
}
InitBoneTransform = new Dictionary<Transform, (Vector3 pos, Quaternion rot)>();
foreach (var bone in bodySkinnedMeshRenderer.bones)
{
InitBoneTransform[bone] = (bone.position, bone.rotation);
}
}
public void MergeHairModel()
{
if (!Head || !Hair) return;
var bodyBones = Head.GetComponentInChildren<SkinnedMeshRenderer>().bones.ToDictionary(bone => bone.name, bone => bone.transform);
List<Transform> emptyBones = new List<Transform>();
var headHolder = Head.GetComponent<AssetHolder>();
var hairHolder = Hair.GetComponent<AssetHolder>();
headHolder._assetTable.list.AddRange(hairHolder._assetTable.list);
headHolder._assetTableValue.list.AddRange(hairHolder._assetTableValue.list);
//MergeHair
var hairskins = Hair.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (SkinnedMeshRenderer hairskin in hairskins)
{
hairskin.gameObject.transform.SetParent(Head.transform);
MergeBone(hairskin, bodyBones, ref emptyBones);
}
Hair.gameObject.SetActive(false);
emptyBones.ForEach(a => { if (a) Destroy(a.gameObject); });
}
public void SetHeight(int scale = 0)
{
if (scale == 0)
{
BodyScale = 1;
}
else if (scale == -1)
{
BodyScale = (Convert.ToInt32(CharaData[IsMob ? "chara_height" : "scale"]) / 160.7529f);
}
else
{
BodyScale = (scale / 160.7529f);
}
transform.Find("Position").localScale = new Vector3(BodyScale, BodyScale, BodyScale);
}
public void MergeBone(SkinnedMeshRenderer from, Dictionary<string, Transform> targetBones, ref List<Transform> emptyBones)
{
if(targetBones.TryGetValue(from.rootBone.name, out Transform rootbone))
{
from.rootBone = rootbone;
Transform[] tmpBone = new Transform[from.bones.Length];
for (int i = 0; i < tmpBone.Length; i++)
{
if (targetBones.TryGetValue(from.bones[i].name, out Transform targetbone))
{
tmpBone[i] = targetbone;
from.bones[i].position = targetbone.position;
while (from.bones[i].transform.childCount > 0)
{
from.bones[i].transform.GetChild(0).SetParent(targetbone);
}
emptyBones.Add(from.bones[i]);
}
else
{
tmpBone[i] = from.bones[i];
}
}
from.bones = tmpBone;
};
}
public void LoadPhysics()
{
cySpringDataContainers = new List<CySpringDataContainer>(PhysicsContainer.GetComponentsInChildren<CySpringDataContainer>());
var bones = new Dictionary<string, Transform>();
foreach (var bone in GetComponentsInChildren<Transform>())
{
if (!bones.ContainsKey(bone.name))
bones.Add(bone.name, bone);
}
var colliders = new Dictionary<string, Transform>();
for (int i = 0; i < cySpringDataContainers.Count; i++)
{
colliders = UmaUtility.MergeDictionaries(colliders, cySpringDataContainers[i].InitiallizeCollider(bones));
}
for (int i = 0; i < cySpringDataContainers.Count; i++)
{
cySpringDataContainers[i].InitializePhysics(bones, colliders);
}
}
public void SetDynamicBoneEnable(bool isOn)
{
if (IsMini) return;
EnablePhysics = isOn;
foreach (CySpringDataContainer cySpring in cySpringDataContainers)
{
cySpring.EnablePhysics(isOn);
}
}
public void ResetDynamicBone()
{
if (IsMini) return;
foreach (CySpringDataContainer cySpring in cySpringDataContainers)
{
cySpring.ResetPhysics();
}
}
public void SetEyeTracking(bool isOn)
{
EnableEyeTracking = isOn;
}
public void SetFaceOverrideData(bool isOn)
{
FaceOverrideData?.SetEnable(isOn);
}
private void FixedUpdate()
{
if (IsMini) return;
if (TrackTarget && EnableEyeTracking && !isAnimatorControl)
{
if (IK && !IK.enabled)
{
IK.enabled = true;
}
var finalRotation = FaceDrivenKeyTarget.GetEyeTrackRotation(TrackTarget.transform.position);
FaceDrivenKeyTarget.SetEyeTrack(finalRotation);
var cam = Camera.main;
//LookAt Camera
TrackTarget.position = Vector3.Lerp(TrackTarget.position, cam.transform.position, Time.fixedDeltaTime * 3);
}
else
{
if (IK && IK.enabled)
{
IK.enabled = false;
}
}
if (isAnimatorControl)
{
FaceDrivenKeyTarget.ProcessLocator();
}
if (FaceMaterial)
{
if (isAnimatorControl)
{
FaceMaterial.SetVector("_FaceForward", Vector3.zero);
FaceMaterial.SetVector("_FaceUp", Vector3.zero);
FaceMaterial.SetVector("_FaceCenterPos", Vector3.zero);
}
else
{
//Used to calculate facial shadows
FaceMaterial.SetVector("_FaceForward", HeadBone.transform.forward);
FaceMaterial.SetVector("_FaceUp", HeadBone.transform.up);
FaceMaterial.SetVector("_FaceCenterPos", HeadBone.transform.position);
}
FaceMaterial.SetMatrix("_faceShadowHeadMat", HeadBone.transform.worldToLocalMatrix);
}
TearControllers.ForEach(a => a.UpdateOffset());
//Apply UV Animation
if(HeadShaderEffectData != null)
{
HeadShaderEffectData.updateUV(Time.fixedDeltaTime);
}
if(BodyShaderEffectData != null)
{
BodyShaderEffectData.updateUV(Time.fixedDeltaTime);
}
}
public void UpBodyReset()
{
if (UpBodyBone)
{
UpBodyBone.transform.localPosition = UpBodyPosition;
UpBodyBone.transform.localRotation = UpBodyRotation;
}
}
public void CreateIK()
{
if (IsMini) return;
var container = this;
var animator = UmaAnimator;
BipedRagdollReferences r = BipedRagdollReferences.FromAvatar(animator);
BipedRagdollCreator.Options options = BipedRagdollCreator.AutodetectOptions(r);
options.spine = true;
var ik = container.gameObject.AddComponent<BipedIK>();
ik.references.root = container.transform;
ik.references.pelvis = r.hips;
ik.references.spine = new Transform[] { r.spine, r.chest };
ik.references.leftThigh = r.leftUpperLeg;
ik.references.leftCalf = r.leftLowerLeg;
ik.references.leftFoot = r.leftFoot;
ik.references.rightThigh = r.rightUpperLeg;
ik.references.rightCalf = r.rightLowerLeg;
ik.references.rightFoot = r.rightFoot;
ik.references.leftUpperArm = r.leftUpperArm;
ik.references.leftForearm = r.leftLowerArm;
ik.references.leftHand = r.leftHand;
ik.references.rightUpperArm = r.rightUpperArm;
ik.references.rightForearm = r.rightLowerArm;
ik.references.rightHand = r.rightHand;
ik.references.head = r.head;
new List<IKSolver>(ik.solvers.ikSolvers).ForEach(i => i.IKPositionWeight = 0);
new List<IKSolverLimb>(ik.solvers.limbs).ForEach(i => i.IKRotationWeight = 0);
ik.solvers.lookAt.IKPositionWeight = 1;
ik.solvers.lookAt.headWeight = 0.8f;
ik.solvers.lookAt.bodyWeight = 0.25f;
ik.solvers.lookAt.clampWeightHead = 0.62f;
ik.solvers.lookAt.target = TrackTarget.transform;
ik.solvers.lookAt.spineWeightCurve = new AnimationCurve(new Keyframe[2] { new Keyframe(0f, 1f), new Keyframe(1f, 0.3f) });
IK = ik;
}
public FullBodyBipedIK CreatePoseIK()
{
var container = this;
BipedRagdollReferences r = BipedRagdollReferences.FromAvatar(UmaAnimator);
BipedReferences pr = new BipedReferences();
var ik = container.gameObject.AddComponent<FullBodyBipedIK>();
pr.root = r.root;
pr.pelvis = r.hips;
pr.spine = new Transform[] { r.spine, r.chest };
pr.leftThigh = r.leftUpperLeg;
pr.leftCalf = r.leftLowerLeg;
pr.leftFoot = r.leftFoot;
pr.rightThigh = r.rightUpperLeg;
pr.rightCalf = r.rightLowerLeg;
pr.rightFoot = r.rightFoot;
pr.leftUpperArm = r.leftUpperArm;
pr.leftForearm = r.leftLowerArm;
pr.leftHand = r.leftHand;
pr.rightUpperArm = r.rightUpperArm;
pr.rightForearm = r.rightLowerArm;
pr.rightHand = r.rightHand;
pr.head = r.head;
ik.SetReferences(pr, r.hips);
foreach (var effector in ik.solver.effectors)
{
var handle = handleRoot.ChildHandles.Find(h => h.Owner.transform.parent == effector.bone && (h as UIHandleBone).Tags.Contains(BoneTags.IK));
if (handle)
{
effector.target = handle.Owner.transform;
effector.positionWeight = 1;
effector.rotationWeight = 1;
}
}
ik.enabled = false;
return ik;
}
public void LoadTextures(UmaDatabaseEntry entry)
{
foreach(Texture2D tex2D in entry.GetAll<Texture2D>())
{
if (entry.Name.Contains("/mini/head"))
{
MiniHeadTextures.Add(tex2D);
}
else if (entry.Name.Contains("/tail/"))
{
TailTextures.Add(tex2D);
}
else if (entry.Name.Contains("bdy0"))
{
GenericBodyTextures.Add(tex2D);
}
else if (entry.Name.Contains("_face") || entry.Name.Contains("_hair"))
{
if (IsMob)
MobHeadTextures.Add(tex2D);
}
}
}
public void LoadBody(UmaDatabaseEntry entry)
{
GameObject go = entry.Get<GameObject>();
Body = Instantiate(go, transform);
UmaAnimator = Body.GetComponent<Animator>();
if (IsMini)
{
UpBodyBone = Body.transform.Find("Position/Hip").gameObject;
}
else
{
UpBodyBone = Body.GetComponent<AssetHolder>()._assetTable["upbody_ctrl"] as GameObject;
}
if (IsGeneric)
{
List<Texture2D> textures = GenericBodyTextures;
string costumeIdShort = VarCostumeIdShort,
costumeIdLong = VarCostumeIdLong,
height = VarHeight,
skin = VarSkin,
socks = VarSocks,
bust = VarBust;
foreach (Renderer r in Body.GetComponentsInChildren<Renderer>())
{
foreach (Material m in r.materials)
{
m.name = m.name.Replace(" (Instance)", "");
string mainTex = "", toonMap = "", tripleMap = "", optionMap = "", zekkenNumberTex = "";
if (IsMini)
{
m.SetTexture("_MainTex", textures[0]);
}
else
{
if (m.shader.name.Contains("Noline") && m.shader.name.Contains("TSER"))
{
var s = Builder.ShaderList.Find(a => a.name == m.shader.name.Replace("Noline", "")); //Generic costume shader need to change manually.
if (s)
{
m.shader = s;
}
}
//BodyAlapha's shader need to change manually.
if (m.name.Contains("bdy"))
{
if (m.name.Contains("Alpha"))
{
m.shader = UmaAssetManager.BodyAlphaShader;
}
else
{
//some costume use area texture
var areaTex = UmaViewerMain.Instance.AbChara.FirstOrDefault(a => a.Name.StartsWith(UmaDatabaseController.BodyPath + $"bdy{costumeIdShort}/textures") && a.Name.EndsWith("area"));
if (areaTex != null)
{
LoadTextures(areaTex);
m.SetTexture("_MaskColorTex", textures.FirstOrDefault(t => t.name.Contains(costumeIdShort) && t.name.EndsWith("area")));
SetMaskColor(m, IsMob ? MobDressColor : CharaData, IsMob);
}
}
}
switch (costumeIdShort.Split('_')[0]) //costume ID
{
case "0001":
switch (r.sharedMaterials.ToList().IndexOf(m))
{
case 0:
mainTex = $"tex_bdy{costumeIdShort}_00_waku0_diff";
toonMap = $"tex_bdy{costumeIdShort}_00_waku0_shad_c";
tripleMap = $"tex_bdy{costumeIdShort}_00_waku0_base";
optionMap = $"tex_bdy{costumeIdShort}_00_waku0_ctrl";
break;
case 1:
mainTex = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_{socks.PadLeft(2, '0')}_diff";
toonMap = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_{socks.PadLeft(2, '0')}_shad_c";
tripleMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_00_base";
optionMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_00_ctrl";
break;
case 2:
int color = UnityEngine.Random.Range(0, 4);
mainTex = $"tex_bdy0001_00_zekken{color}_{bust}_diff";
toonMap = $"tex_bdy0001_00_zekken{color}_{bust}_shad_c";
tripleMap = $"tex_bdy0001_00_zekken0_{bust}_base";
optionMap = $"tex_bdy0001_00_zekken0_{bust}_ctrl";
break;
}
zekkenNumberTex = $"tex_bdy0001_00_num{UnityEngine.Random.Range(1, 18):d2}";
break;
case "0003":
mainTex = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_diff";
toonMap = $"tex_bdy{costumeIdShort}_00_{skin}_{bust}_shad_c";
tripleMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_base";
optionMap = $"tex_bdy{costumeIdShort}_00_0_{bust}_ctrl";
break;
case "0006": case "0009": case "0015":
mainTex = $"tex_bdy{costumeIdLong}_{skin}_{bust}_{"00"}_diff";
toonMap = $"tex_bdy{costumeIdLong}_{skin}_{bust}_{"00"}_shad_c";
tripleMap = $"tex_bdy{costumeIdLong}_0_{bust}_00_base";
optionMap = $"tex_bdy{costumeIdLong}_0_{bust}_00_ctrl";
break;
default:
mainTex = $"tex_bdy{costumeIdLong}_{skin}_{bust}_diff";
toonMap = $"tex_bdy{costumeIdLong}_{skin}_{bust}_shad_c";
tripleMap = $"tex_bdy{costumeIdLong}_0_{bust}_base";
optionMap = $"tex_bdy{costumeIdLong}_0_{bust}_ctrl";
break;
}
Debug.Log("Looking for texture " + mainTex);
m.SetTexture("_MainTex", textures.FirstOrDefault(t => t.name == mainTex));
m.SetTexture("_ToonMap", textures.FirstOrDefault(t => t.name == toonMap));
m.SetTexture("_TripleMaskMap", textures.FirstOrDefault(t => t.name == tripleMap));
m.SetTexture("_OptionMaskMap", textures.FirstOrDefault(t => t.name == optionMap));
if (!string.IsNullOrEmpty(zekkenNumberTex))
m.SetTexture("_ZekkenNumberTex", textures.FirstOrDefault(t => t.name == zekkenNumberTex));
}
}
}
}
else
{
foreach (Renderer r in Body.GetComponentsInChildren<Renderer>())
{
foreach (Material m in r.sharedMaterials)
{
//BodyAlapha's shader need to change manually.
if (m.name.Contains("bdy") && m.name.Contains("Alpha"))
{
m.shader = UmaAssetManager.BodyAlphaShader;
}
}
}
}
var assetholder = Body.GetComponent<AssetHolder>();
if (assetholder)
{
BodyShaderEffectData = assetholder._assetTable["chara_shader_effect"] as CharaShaderEffectData;
if (BodyShaderEffectData)
{
BodyShaderEffectData.Initialize();
}
}
}
public void LoadHead(UmaDatabaseEntry entry)
{
GameObject go = entry.Get<GameObject>();
var textures = MobHeadTextures;
GameObject head = Instantiate(go, transform);
Head = head;
AssetTable table = null;
if (!IsMini)
{
table = Head.GetComponent<AssetHolder>()._assetTable;
}
//Some setting for Head
EnableEyeTracking = UI.ModelSettings.EnableEyeTracking;
foreach (Renderer r in head.GetComponentsInChildren<Renderer>())
{
foreach (Material m in r.materials)
{
m.name = m.name.Replace(" (Instance)", "");
//only for mini umas
if (head.name.Contains("mchr"))
{
if (r.name.Contains("Hair"))
{
Hair = head;
}
if (r.name == "M_Face")
{
m.SetTexture("_MainTex", MiniHeadTextures.First(t => t.name.Contains("face") && t.name.Contains("diff")));
}
if (r.name == "M_Cheek")
{
m.CopyPropertiesFromMaterial(Builder.TransMaterialCharas);
m.SetTexture("_MainTex", MiniHeadTextures.First(t => t.name.Contains("cheek")));
}
if (r.name == "M_Mouth")
{
m.SetTexture("_MainTex", MiniHeadTextures.First(t => t.name.Contains("mouth")));
}
if (r.name == "M_Eye")
{
m.SetTexture("_MainTex", MiniHeadTextures.First(t => t.name.Contains("eye")));
}
if (r.name.StartsWith("M_Mayu_"))
{
m.SetTexture("_MainTex", MiniHeadTextures.First(t => t.name.Contains("mayu")));
}
}
else
{
if (IsMob)
{
if (m.name.EndsWith("eye"))
{
m.SetTexture("_MainTex", textures.LastOrDefault(t => t.name.Contains("_eye") && t.name.EndsWith("eye0")));
m.SetTexture("_High0Tex", textures.LastOrDefault(t => t.name.Contains("_eye") && t.name.EndsWith("hi00")));
m.SetTexture("_High1Tex", textures.LastOrDefault(t => t.name.Contains("_eye") && t.name.EndsWith("hi01")));
m.SetTexture("_High2Tex", textures.LastOrDefault(t => t.name.Contains("_eye") && t.name.EndsWith("hi02")));
m.SetTexture("_MaskColorTex", textures.LastOrDefault(t => t.name.Contains("_eye") && t.name.EndsWith("area")));
SetMaskColor(m, MobHeadColor, "eye", false);
}
if (m.name.EndsWith("face"))
{
m.SetTexture("_MainTex", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("diff")));
m.SetTexture("_ToonMap", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("shad_c")));
m.SetTexture("_TripleMaskMap", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("base")));
m.SetTexture("_OptionMaskMap", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("ctrl")));
m.SetTexture("_MaskColorTex", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("area") && !t.name.Contains("_eye")));
SetMaskColor(m, MobHeadColor, "mayu", true);
}
if (m.name.EndsWith("mayu"))
{
m.SetTexture("_MainTex", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("diff")));
m.SetTexture("_MaskColorTex", textures.LastOrDefault(t => t.name.Contains("_face") && t.name.EndsWith("area") && !t.name.Contains("_eye")));
SetMaskColor(m, MobHeadColor, "mayu", true);
}
}
//Glasses's shader need to change manually.
if (r.name.Contains("Hair") && r.name.Contains("Alpha"))
{
m.shader = UmaAssetManager.AlphaShader;
}
//Blush Setting
if(r.name.Contains("Cheek"))
{
r.gameObject.SetActive(false);
if (IsMob)
{
CheekTex_0 = MobHeadTextures.FindLast(a => a.name.Contains("cheek0"));
CheekTex_1 = MobHeadTextures.FindLast(a => a.name.Contains("cheek1"));
}
else
{
CheekTex_0 = table["cheek0"] as Texture;
CheekTex_1 = table["cheek1"] as Texture;
}
}
if(Main.AbList.TryGetValue("3d/chara/common/textures/tex_chr_tear00", out var tearEntry))
{
var ab = UmaAssetManager.LoadAssetBundle(tearEntry, true, false);
var tex = ab.LoadAsset<Texture>("tex_chr_tear00");
StaticTear_L = table["tearmesh_l"] as GameObject;
StaticTear_R = table["tearmesh_r"] as GameObject;
if (StaticTear_L && StaticTear_R)
{
StaticTear_L.GetComponent<Renderer>().material.mainTexture = tex;
StaticTear_R.GetComponent<Renderer>().material.mainTexture = tex;
}
}
switch (m.shader.name)
{
case "Gallop/3D/Chara/MultiplyCheek":
m.shader = UmaAssetManager.CheekShader; ;
break;
case "Gallop/3D/Chara/ToonFace/TSER":
m.shader = UmaAssetManager.FaceShader;
m.SetFloat("_CylinderBlend", 0.25f);
m.SetColor("_RimColor", new Color(0, 0, 0, 0));
break;
case "Gallop/3D/Chara/ToonEye/T":
m.shader = UmaAssetManager.EyeShader;
m.SetFloat("_CylinderBlend", 0.25f);
break;
case "Gallop/3D/Chara/ToonHair/TSER":
m.shader = UmaAssetManager.HairShader;
m.SetFloat("_CylinderBlend", 0.25f);
break;
case "Gallop/3D/Chara/ToonMayu":
m.shader = UmaAssetManager.EyebrowShader;
m.renderQueue += 1; //fix eyebrows disappearing sometimes
break;
default:
Debug.Log(m.shader.name);
// m.shader = Shader.Find("Nars/UmaMusume/Body");
break;
}
}
m.SetFloat("_StencilMask", CharaEntry.Id);
}
}
//shader effect
var assetholder = head.GetComponent<AssetHolder>();
if (assetholder)
{
HeadShaderEffectData = assetholder._assetTable["chara_shader_effect"] as CharaShaderEffectData;
if (HeadShaderEffectData)
{
HeadShaderEffectData.Initialize();
}
}
}
public void LoadHair(UmaDatabaseEntry entry)
{
GameObject go = entry.Get<GameObject>();
GameObject hair = Instantiate(go, transform);
Hair = hair;
var textures = MobHeadTextures;
foreach (Renderer r in hair.GetComponentsInChildren<Renderer>())
{
foreach (Material m in r.materials)
{
m.name = m.name.Replace(" (Instance)", "");
//Glasses's shader need to change manually.
if (r.name.Contains("Hair") && r.name.Contains("Alpha"))
{
m.shader = UmaAssetManager.AlphaShader;
}
if (m.name.EndsWith("_hair"))
{
m.SetTexture("_MainTex", textures.FirstOrDefault(t => t.name.Contains("_hair") && t.name.EndsWith("diff")));
m.SetTexture("_ToonMap", textures.FirstOrDefault(t => t.name.Contains("_hair") && t.name.EndsWith("shad_c")));
m.SetTexture("_OptionMaskMap", textures.FirstOrDefault(t => t.name.Contains("_hair") && t.name.EndsWith("ctrl")));
m.SetTexture("_MaskColorTex", textures.FirstOrDefault(t => t.name.Contains("_hair") && t.name.EndsWith("area")));
SetMaskColor(m, MobHeadColor, "hair", true);
if (IsMob)
{
var cutoff = CharaData["hair_cutoff"].ToString();
m.SetFloat("_Cutoff", int.Parse(cutoff) / 10000f); //Not entirely correct, but effective
m.SetTexture("_TripleMaskMap", textures.FirstOrDefault(t => t.name.Contains("_hair") && t.name.EndsWith(CharaData["sex"].ToString() + "_base")));
}
else
{
m.SetTexture("_TripleMaskMap", textures.FirstOrDefault(t => t.name.Contains("_hair") && t.name.EndsWith("base")));
}
}
switch (m.shader.name)
{
case "Gallop/3D/Chara/ToonHair/TSER":
m.shader = UmaAssetManager.HairShader;
m.SetFloat("_CylinderBlend", 0.25f);
break;
default:
Debug.Log(m.shader.name);
// m.shader = Shader.Find("Nars/UmaMusume/Body");
break;
}
}
}
}
public void LoadTail(UmaDatabaseEntry entry)
{
GameObject go = entry.Get<GameObject>();
Tail = Instantiate(go, transform);
var textures = TailTextures;
foreach (Renderer r in Tail.GetComponentsInChildren<Renderer>())
{
foreach (Material m in r.materials)
{
m.name = m.name.Replace(" (Instance)", "");
m.SetTexture("_MainTex", textures.FirstOrDefault(t => t.name.EndsWith("diff")));
m.SetTexture("_ToonMap", textures.FirstOrDefault(t => t.name.Contains("shad")));
m.SetTexture("_TripleMaskMap", textures.FirstOrDefault(t => t.name.Contains("base")));
m.SetTexture("_OptionMaskMap", textures.FirstOrDefault(t => t.name.Contains("ctrl")));
if (IsMob)
{
SetMaskColor(m, MobHeadColor, "tail", true);
}
}
}
}
public void LoadTear(UmaDatabaseEntry entry)
{
GameObject go = entry.Get<GameObject>();
if (go.name.EndsWith("000"))
{
TearPrefab_0 = go;
}
else if (go.name.EndsWith("001"))
{
TearPrefab_1 = go;
}
}
private void SetMaskColor(Material mat, DataRow colordata, bool IsMob)
{
mat.EnableKeyword("USE_MASK_COLOR");
Color c1, c2, c3, c4, c5, c6, t1, t2, t3, t4, t5, t6;
if (IsMob)
{
ColorUtility.TryParseHtmlString(colordata["color_r1"].ToString(), out c1);
ColorUtility.TryParseHtmlString(colordata["color_r2"].ToString(), out c2);
ColorUtility.TryParseHtmlString(colordata["color_g1"].ToString(), out c3);
ColorUtility.TryParseHtmlString(colordata["color_g2"].ToString(), out c4);
ColorUtility.TryParseHtmlString(colordata["color_b1"].ToString(), out c5);
ColorUtility.TryParseHtmlString(colordata["color_b2"].ToString(), out c6);
ColorUtility.TryParseHtmlString(colordata["toon_color_r1"].ToString(), out t1);
ColorUtility.TryParseHtmlString(colordata["toon_color_r2"].ToString(), out t2);
ColorUtility.TryParseHtmlString(colordata["toon_color_g1"].ToString(), out t3);
ColorUtility.TryParseHtmlString(colordata["toon_color_g2"].ToString(), out t4);
ColorUtility.TryParseHtmlString(colordata["toon_color_b1"].ToString(), out t5);
ColorUtility.TryParseHtmlString(colordata["toon_color_b2"].ToString(), out t6);
}
else
{
ColorUtility.TryParseHtmlString("#" + colordata["image_color_main"].ToString(), out c1);
ColorUtility.TryParseHtmlString("#" + colordata["image_color_sub"].ToString(), out c2);
ColorUtility.TryParseHtmlString("#" + colordata["ui_color_sub"].ToString(), out c3);
ColorUtility.TryParseHtmlString("#" + colordata["ui_color_sub"].ToString(), out c4);
ColorUtility.TryParseHtmlString("#" + colordata["ui_training_color_1"].ToString(), out c5);
ColorUtility.TryParseHtmlString("#" + colordata["ui_training_color_2"].ToString(), out c6);
float toonstrength = 0.8f;
t1 = c1 * toonstrength;
t2 = c2 * toonstrength;
t3 = c3 * toonstrength;
t4 = c4 * toonstrength;
t5 = c5 * toonstrength;
t6 = c6 * toonstrength;
}
mat.SetColor("_MaskColorR1", c1);
mat.SetColor("_MaskColorR2", c2);
mat.SetColor("_MaskColorG1", c3);
mat.SetColor("_MaskColorG2", c4);
mat.SetColor("_MaskColorB1", c5);
mat.SetColor("_MaskColorB2", c6);
mat.SetColor("_MaskToonColorR1", t1);
mat.SetColor("_MaskToonColorR2", t2);
mat.SetColor("_MaskToonColorG1", t3);
mat.SetColor("_MaskToonColorG2", t4);
mat.SetColor("_MaskToonColorB1", t5);
mat.SetColor("_MaskToonColorB2", t6);
}
private void SetMaskColor(Material mat, DataRow colordata, string prefix, bool hastoon)
{
mat.EnableKeyword("USE_MASK_COLOR");
Color c1, c2, c3, c4, c5, c6, t1, t2, t3, t4, t5, t6;
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_color_r1"].ToString(), out c1);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_color_r2"].ToString(), out c2);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_color_g1"].ToString(), out c3);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_color_g2"].ToString(), out c4);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_color_b1"].ToString(), out c5);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_color_b2"].ToString(), out c6);
mat.SetColor("_MaskColorR1", c1);
mat.SetColor("_MaskColorR2", c2);
mat.SetColor("_MaskColorG1", c3);
mat.SetColor("_MaskColorG2", c4);
mat.SetColor("_MaskColorB1", c5);
mat.SetColor("_MaskColorB2", c6);
if (hastoon)
{
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_toon_color_r1"].ToString(), out t1);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_toon_color_r2"].ToString(), out t2);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_toon_color_g1"].ToString(), out t3);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_toon_color_g2"].ToString(), out t4);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_toon_color_b1"].ToString(), out t5);
ColorUtility.TryParseHtmlString(colordata[$"{prefix}_toon_color_b2"].ToString(), out t6);
mat.SetColor("_MaskToonColorR1", t1);
mat.SetColor("_MaskToonColorR2", t2);
mat.SetColor("_MaskToonColorG1", t3);
mat.SetColor("_MaskToonColorG2", t4);
mat.SetColor("_MaskToonColorB1", t5);
mat.SetColor("_MaskToonColorB2", t6);
}
}
public void LoadPhysics(UmaDatabaseEntry entry)
{
GameObject go = entry.Get<GameObject>();
if (!PhysicsContainer)
{
PhysicsContainer = new GameObject("PhysicsController");
PhysicsContainer.transform.SetParent(transform);
}
Instantiate(go, PhysicsContainer.transform);
}
public void LoadAnimation(UmaDatabaseEntry entry)
{
if (UI.LiveTime)
{
return;
}
var aClip = entry.Get<AnimationClip>();
if (UmaAnimator)
{
Debug.Log("LiveTime" + UI.LiveTime.ToString());
aClip.name = entry.Name; // Need a complete path to find dependencies
LoadAnimation(aClip);
return;
}
if (aClip.name.Contains("tear"))
{
return;
}
}
private void LoadAnimation(AnimationClip clip)
{
if (clip.name.EndsWith("_s"))
{
OverrideController["clip_s"] = clip;
}
else if (clip.name.EndsWith("_e"))
{
OverrideController["clip_e"] = clip;
}
else if (clip.name.Contains("tail"))
{
if (IsMini) return;
UpBodyReset();
OverrideController["clip_t"] = clip;
UmaAnimator.Play("motion_t", 1, 0);
}
else if (clip.name.EndsWith("_face"))
{
if (IsMini) return;
LoadFaceAnimation(clip);
}
else if (clip.name.Contains("_ear"))
{
if (IsMini) return;
LoadEarAnimation(clip);
}
else if (clip.name.EndsWith("_pos"))
{
if (IsMini) return;
OverrideController["clip_p"] = clip;
UmaAnimator.Play("motion_1", 2, 0);
}
else if (clip.name.EndsWith("_cam"))
{
Builder.SetPreviewCamera(clip);
}
else if (clip.name.Contains("_loop"))
{
UpBodyReset();
if (isAnimatorControl && FaceDrivenKeyTarget)
{
FaceDrivenKeyTarget.ResetLocator();
isAnimatorControl = false;
}
if (Main.AbList.TryGetValue($"{clip.name.Replace("/body", "/facial")}_face", out UmaDatabaseEntry entry))
{
LoadAnimation(entry);
}
if (Main.AbList.TryGetValue($"{clip.name.Replace("/body", "/facial")}_ear", out entry))
{
LoadAnimation(entry);
}
UmaDatabaseEntry motion_e = null, motion_s = null;
if (Main.AbList.TryGetValue(clip.name.Replace("_loop", "_s"), out motion_s))
{
LoadAnimation(motion_s);
}
if (OverrideController["clip_2"].name.Contains("_loop"))
{
if (!OverrideController["clip_2"].name.Contains("hom_"))//home end animation not for interpolation
{
if (Main.AbList.TryGetValue(OverrideController["clip_2"].name.Replace("_loop", "_e"), out motion_e))
{
LoadAnimation(motion_e);
}
}
}
Builder.SetPreviewCamera(null);
OverrideController["clip_1"] = OverrideController["clip_2"];
OverrideController["clip_2"] = clip;
UmaAnimator.Play("motion_1", -1, 0);
UmaAnimator.SetTrigger((motion_s != null && motion_e != null) ? "next_e" : ((motion_s != null) ? "next_s" : "next"));
}
else
{
if (FaceDrivenKeyTarget)
{
FaceDrivenKeyTarget.ResetLocator();
isAnimatorControl = false;
}
UpBodyReset();
UmaAnimator.Rebind();
OverrideController["clip_2"] = clip;
// If Cut-in, play immediately without state interpolation
if (Main.AbList.TryGetValue($"{clip.name.Replace("/body", "/facial")}_face", out UmaDatabaseEntry facialMotion))
{
LoadAnimation(facialMotion);
}
if (Main.AbList.TryGetValue($"{clip.name.Replace("/body", "/facial")}_ear", out UmaDatabaseEntry earMotion))
{
LoadAnimation(earMotion);
}
if (Main.AbList.TryGetValue($"{clip.name.Replace("/body", "/camera")}_cam", out UmaDatabaseEntry cameraMotion))
{
LoadAnimation(cameraMotion);
}
else
{
Builder.SetPreviewCamera(null);
}
if (Main.AbList.TryGetValue($"{clip.name.Replace("/body", "/position")}_pos", out UmaDatabaseEntry posMotion))
{
LoadAnimation(posMotion);
}
else
{
OverrideController["clip_p"] = null;
}
if (IsMini)
{
Builder.SetPreviewCamera(null);
}
if (clip.name.Contains("crd") || clip.name.Contains("res_chr"))
{
if (clip.name.Contains("_cti_crd"))
{
ResetDynamicBone();
var dir = Path.GetDirectoryName(clip.name).Replace("\\", "/");
string[] param = Path.GetFileName(clip.name).Split('_');
if (param.Length > 4)
{
int index = int.Parse(param[4]);
if (index == 1)
{
var cur = index + 1;
while (true)
{
var nextSearch = $"{dir}/{param[0]}_{param[1]}_{param[2]}_{param[3]}_{cur.ToString().PadLeft(2, '0')}";
if (Main.AbList.TryGetValue(nextSearch, out UmaDatabaseEntry result))
{
UmaAssetManager.LoadAssetBundle(result);
cur++;
}
else break;
}
}
index++;
var next = $"{dir}/{param[0]}_{param[1]}_{param[2]}_{param[3]}_{index.ToString().PadLeft(2, '0')}";
if (Main.AbList.TryGetValue(next, out UmaDatabaseEntry nextMotion))
{
var aevent = new AnimationEvent
{
time = clip.length * 0.99f,
stringParameter = (nextMotion != null ? nextMotion.Name : null),
functionName = (nextMotion != null ? "SetNextAnimationCut" : "SetEndAnimationCut")
};
clip.AddEvent(aevent);
}
}
}
}
UmaAnimator.Play("motion_2", 0, 0);
}
}
private void LoadFaceAnimation(AnimationClip clip)
{
if (clip.name.Contains("_s_"))
{
FaceOverrideController["clip_s"] = clip;
}
else if (clip.name.Contains("_e_"))
{
FaceOverrideController["clip_e"] = clip;
}
else if (clip.name.Contains("_loop"))
{
isAnimatorControl = true;
FaceDrivenKeyTarget.ResetLocator();
UmaDatabaseEntry motion_e = null;
UmaDatabaseEntry motion_s = null;
if (Main.AbList.TryGetValue(clip.name.Replace("_loop", "_s"), out motion_s))
{
LoadAnimation(motion_s);
}
if (FaceOverrideController["clip_2"].name.Contains("_loop"))
{
if (!FaceOverrideController["clip_2"].name.Contains("hom_"))//home end animation not for interpolation
{
if (Main.AbList.TryGetValue(FaceOverrideController["clip_2"].name.Replace("_loop", "_e"), out motion_e))
{
LoadAnimation(motion_e);
}
}
}
FaceOverrideController["clip_1"] = FaceOverrideController["clip_2"];
FaceOverrideController["clip_2"] = clip;
UmaFaceAnimator.Play("motion_1", 0, 0);
UmaFaceAnimator.SetTrigger((motion_s != null && motion_e != null) ? "next_e" : ((motion_s != null) ? "next_s" : "next"));
}
else
{
isAnimatorControl = true;
FaceDrivenKeyTarget.ResetLocator();
FaceOverrideController["clip_2"] = clip;
UmaFaceAnimator.Play("motion_2", 0, 0);
}
}
private void LoadEarAnimation(AnimationClip clip)
{
if (clip.name.Contains("_s_"))
{
FaceOverrideController["clip_s_ear"] = clip;
}
else if (clip.name.Contains("_e_"))
{
FaceOverrideController["clip_e_ear"] = clip;
}
else if (clip.name.Contains("_loop"))
{
UmaDatabaseEntry motion_e = null;
UmaDatabaseEntry motion_s = null;
if (Main.AbList.TryGetValue(clip.name.Replace("_loop", "_s"), out motion_s))
{
LoadAnimation(motion_s);
}
if (FaceOverrideController["clip_2_ear"].name.Contains("_loop"))
{
if (!FaceOverrideController["clip_2_ear"].name.Contains("hom_"))//home end animation not for interpolation
{
if (Main.AbList.TryGetValue(FaceOverrideController["clip_2_ear"].name.Replace("_loop", "_e"), out motion_e))
{
LoadAnimation(motion_e);
}
}
}
FaceOverrideController["clip_1_ear"] = FaceOverrideController["clip_2_ear"];
FaceOverrideController["clip_2_ear"] = clip;
UmaFaceAnimator.Play("motion_1", 1, 0);
UmaFaceAnimator.SetTrigger((motion_s != null && motion_e != null) ? "next_e_ear" : ((motion_s != null) ? "next_s_ear" : "next_ear"));
}
else
{
if (FaceOverrideController["clip_2"].name == "clip_2")
{
isAnimatorControl = true;
FaceDrivenKeyTarget.ResetLocator();
}
FaceOverrideController["clip_2_ear"] = clip;
UmaFaceAnimator.Play("motion_2", 1, 0);
}
}
public void SetNextAnimationCut(string cutName)
{
UmaViewerMain.Instance.AbList.TryGetValue(cutName, out UmaDatabaseEntry asset);
LoadAnimation(asset);
}
public void SetEndAnimationCut()
{
UI.AnimationSettings.Pause();
}
public void LoadFaceMorph(int id, string costumeId)
{
if (!Head) return;
var locatorEntry = Main.AbList["3d/animator/drivenkeylocator"];
var bundle = UmaAssetManager.LoadAssetBundle(locatorEntry);
var locator = Instantiate(bundle.LoadAsset("DrivenKeyLocator"), transform) as GameObject;
locator.name = "DrivenKeyLocator";
var headBone = (GameObject)Head.GetComponent<AssetHolder>()._assetTable["head"];
var eyeLocator_L = headBone.transform.Find("Eye_target_locator_L");
var eyeLocator_R = headBone.transform.Find("Eye_target_locator_R");
var mangaEntry = new List<UmaDatabaseEntry>()
{
Main.AbList["3d/effect/charaemotion/pfb_eff_chr_emo_eye_000"],
Main.AbList["3d/effect/charaemotion/pfb_eff_chr_emo_eye_001"],
Main.AbList["3d/effect/charaemotion/pfb_eff_chr_emo_eye_002"],
Main.AbList["3d/effect/charaemotion/pfb_eff_chr_emo_eye_003"],
};
var mangaObjects = new List<GameObject>();
mangaEntry.ForEach(entry =>
{
AssetBundle ab = UmaAssetManager.LoadAssetBundle(entry);
var obj = ab.LoadAsset(Path.GetFileNameWithoutExtension(entry.Name)) as GameObject;
obj.SetActive(false);
var leftObj = Instantiate(obj, eyeLocator_L.transform);
new List<Renderer>(leftObj.GetComponentsInChildren<Renderer>(true)).ForEach(a => {
a.material.SetFloat("_StencilMask", id);
a.material.SetFloat("_StencilComp", (float)UnityEngine.Rendering.CompareFunction.Equal);
a.material.SetFloat("_StencilOp", (float)UnityEngine.Rendering.StencilOp.Keep);
a.material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
});
LeftMangaObject.Add(leftObj);
var RightObj = Instantiate(obj, eyeLocator_R.transform);
if (RightObj.TryGetComponent<AssetHolder>(out var holder))
{
if (holder._assetTableValue["invert"] > 0)
RightObj.transform.localScale = new Vector3(-1, 1, 1);
}
new List<Renderer>(RightObj.GetComponentsInChildren<Renderer>(true)).ForEach(a => {
a.material.SetFloat("_StencilMask", id);
a.material.SetFloat("_StencilComp", (float)UnityEngine.Rendering.CompareFunction.Equal);
a.material.SetFloat("_StencilOp", (float)UnityEngine.Rendering.StencilOp.Keep);
a.material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;
});
RightMangaObject.Add(RightObj);
});
var tearEntry = new List<UmaDatabaseEntry>() {
Main.AbList["3d/chara/common/tear/tear000/pfb_chr_tear000"],
Main.AbList["3d/chara/common/tear/tear001/pfb_chr_tear001"],
};
if (tearEntry.Count > 0)
{
tearEntry.ForEach(a => LoadTear(a));
}
if (TearPrefab_0 && TearPrefab_1)
{
var p0 = TearPrefab_0;
var p1 = TearPrefab_1;
var t = headBone.transform;
TearControllers.Add(new TearController(CharaEntry.Id, t, Instantiate(p0, t), Instantiate(p1, t), 0, 1));
TearControllers.Add(new TearController(CharaEntry.Id, t, Instantiate(p0, t), Instantiate(p1, t), 1, 1));
TearControllers.Add(new TearController(CharaEntry.Id, t, Instantiate(p0, t), Instantiate(p1, t), 0, 0));
TearControllers.Add(new TearController(CharaEntry.Id, t, Instantiate(p0, t), Instantiate(p1, t), 1, 0));
}
var firsehead = Head;
var faceDriven = Instantiate(firsehead.GetComponent<AssetHolder>()._assetTable["facial_target"]) as FaceDrivenKeyTarget;
//Need Instantiate or not?
var earDriven = firsehead.GetComponent<AssetHolder>()._assetTable["ear_target"] as DrivenKeyTarget;
var faceOverride = firsehead.GetComponent<AssetHolder>()._assetTable["face_override"] as FaceOverrideData;
faceDriven._earTarget = earDriven._targetFaces;
FaceDrivenKeyTarget = faceDriven;
FaceDrivenKeyTarget.Container = this;
FaceOverrideData = faceOverride;
faceOverride?.SetEnable(UI.ModelSettings.EnableFaceOverride);
faceDriven.DrivenKeyLocator = locator.transform;
faceDriven.Initialize(UmaUtility.ConvertArrayToDictionary(firsehead.GetComponentsInChildren<Transform>()));
var emotionDriven = ScriptableObject.CreateInstance<FaceEmotionKeyTarget>();
emotionDriven.name = $"char{id}_{costumeId}_emotion_target";
FaceEmotionKeyTarget = emotionDriven;
emotionDriven.FaceDrivenKeyTarget = faceDriven;
emotionDriven.FaceEmotionKey = UmaDatabaseController.Instance.FaceTypeData;
emotionDriven.Initialize();
}
public void SetupBoneHandles()
{
if (IsLive) return;
UIHandleCharacterRoot rootHandle = UIHandleCharacterRoot.CreateAsChild(this);
var humanBones = GetHumanBones();
var ikNames = new[] { "Hip", "Wrist_L", "Wrist_R", "Ankle_L", "Ankle_R" };
foreach (var bone in humanBones)
{
List<BoneTags> tags = new List<BoneTags>() { BoneTags.Humanoid };
if (bone.name.EndsWith("_L")) tags.Add(BoneTags.Left);
if (bone.name.EndsWith("_R")) tags.Add(BoneTags.Right);
if (ikNames.Any(x => x == bone.name))
{
var go = new GameObject(bone.name + "_IK_Handle");
go.transform.parent = bone.transform;
go.transform.localPosition = Vector3.zero;
go.transform.rotation = bone.transform.rotation;
go.transform.localScale = Vector3.one;
var handle = UIHandleBone.CreateAsChild(go, new List<BoneTags>() { BoneTags.IK });
rootHandle.ChildHandles.Add(handle);
}
if (bone.name != "Hip")
{
var handle = UIHandleBone.CreateAsChild(bone, tags).WithLineRenderer();
rootHandle.ChildHandles.Add(handle);
}
else
{
var handle = UIHandleBone.CreateAsChild(bone, tags);
rootHandle.ChildHandles.Add(handle);
}
}
var wrist_L = humanBones.Find(b => b.name == "Wrist_L");
foreach(var fingerBone in wrist_L.transform.GetComponentsInChildren<Transform>())
{
if(fingerBone.name.StartsWith("Index") || fingerBone.name.StartsWith("Middle") || fingerBone.name.StartsWith("Ring") || fingerBone.name.StartsWith("Pinky") || fingerBone.name.StartsWith("Thumb"))
{
List<BoneTags> tags = new List<BoneTags>() { BoneTags.Left, BoneTags.Finger };
var handle = UIHandleBone.CreateAsChild(fingerBone, tags).SetScale(0.25f).WithLineRenderer();
rootHandle.ChildHandles.Add(handle);
}
}
var wrist_R = humanBones.Find(b => b.name == "Wrist_R");
foreach (var fingerBone in wrist_R.transform.GetComponentsInChildren<Transform>())
{
if (fingerBone.name.StartsWith("Index") || fingerBone.name.StartsWith("Middle") || fingerBone.name.StartsWith("Ring") || fingerBone.name.StartsWith("Pinky") || fingerBone.name.StartsWith("Thumb"))
{
List<BoneTags> tags = new List<BoneTags>() { BoneTags.Right, BoneTags.Finger };
var handle = UIHandleBone.CreateAsChild(fingerBone, tags).SetScale(0.25f).WithLineRenderer();
rootHandle.ChildHandles.Add(handle);
}
}
var allBones = SaveBones();
foreach(var bone in allBones.Where(b => b.Tags.Contains(BoneTags.Dynamic)))
{
var handle = UIHandleBone.CreateAsChild(bone.Bone, bone.Tags).SetColor(Color.gray).SetScale(0.15f).WithLineRenderer();
rootHandle.ChildHandles.Add(handle);
}
handleRoot = rootHandle;
}
public List<SerializableBone> SaveBones()
{
var boneList = new List<SerializableBone>();
GatherSerializableBonesRecursive(Position, boneList, 0);
return boneList;
}
private void GatherSerializableBonesRecursive(Transform current, List<SerializableBone> bones, int depth)
{
for(int i = 0; i < current.childCount; i++)
{
GatherSerializableBonesRecursive(current.GetChild(i), bones, depth + 1);
}
//this can be optimized by keeping track if the bone is dynamic
//and generating a list of tags beforehand
//otherwise getComponentInParent() is called for every bone
var bone = new SerializableBone(current, true);
if(depth == 0)
{
//make it independent from character name
bone.ParentName = "root";
}
bones.Add(bone);
}
public bool LoadBones(PoseData data, PoseLoadOptions options)
{
var currentBones = SaveBones();
foreach (var bone in currentBones)
{
if (!options.Root && bone.ParentName == "root") continue;
if (!options.Physics && bone.Tags.Contains(BoneTags.Dynamic)) continue;
if (bone.Bone == null)
{
Debug.LogError($"Target bone {bone.Name} does not reference a bone in the scene.");
continue;
}
var savedBone = data.Bones.FirstOrDefault(b => b.Name == bone.Name && b.ParentName == bone.ParentName);
if (savedBone == null) continue;
savedBone.Transform.ApplyTo(bone.Bone, options);
}
//could add a 'bone not found' threshold for returning false
return true;
}
public List<Transform> GetHumanBones()
{
if(_humanoidBones == null)
{
var animator = UmaAnimator;
List<Transform> list = new List<Transform>(animator.gameObject.GetComponentsInChildren<Transform>());
_humanoidBones = new List<Transform>()
{
list.Find(t => t.name.Equals("Hip")),
list.Find(t => t.name.Equals("Waist")),
list.Find(t => t.name.Equals("Spine")),
list.Find(t => t.name.Equals("Chest")),
list.Find(t => t.name.Equals("Neck")),
list.Find(t => t.name.Equals("Head")),
list.Find(t => t.name.Equals("Shoulder_L")),
list.Find(t => t.name.Equals("Arm_L")),
list.Find(t => t.name.Equals("Elbow_L")),
list.Find(t => t.name.Equals("Wrist_L")),
list.Find(t => t.name.Equals("Shoulder_R")),
list.Find(t => t.name.Equals("Arm_R")),
list.Find(t => t.name.Equals("Elbow_R")),
list.Find(t => t.name.Equals("Wrist_R")),
list.Find(t => t.name.Equals("Thigh_L")),
list.Find(t => t.name.Equals("Knee_L")),
list.Find(t => t.name.Equals("Ankle_L")),
list.Find(t => t.name.Equals("Toe_L")),
list.Find(t => t.name.Equals("Thigh_R")),
list.Find(t => t.name.Equals("Knee_R")),
list.Find(t => t.name.Equals("Ankle_R")),
list.Find(t => t.name.Equals("Toe_R"))
};
}
return _humanoidBones.Where(b => b != null).ToList();
}
public List<SerializableMorph> SaveMorphs(bool changedOnly)
{
if (FaceDrivenKeyTarget == null)
{
return new List<SerializableMorph>();
}
if (changedOnly)
{
return FaceDrivenKeyTarget.AllMorphs.Where(morph => morph.weight != 0).Select(morph => new SerializableMorph(morph)).ToList();
}
else
{
return FaceDrivenKeyTarget.AllMorphs.Select(morph => new SerializableMorph(morph)).ToList();
}
}
public bool LoadMorphs(PoseData data)
{
var currentMorphs = SaveMorphs(false);
foreach (var morph in currentMorphs)
{
var savedMorph = data.Morphs.FirstOrDefault(b => b.Name == morph.Name);
if (savedMorph == null)
{
morph.Morph.weight = 0;
}
else
{
savedMorph.ApplyTo(this, morph.Morph, false);
}
}
this.FaceDrivenKeyTarget.ChangeMorph();
return true;
}
public void ResetBodyPose()
{
if(InitBoneTransform == null)
{
return;
}
foreach (var pair in InitBoneTransform)
{
pair.Key.SetPositionAndRotation(pair.Value.pos, pair.Value.rot);
}
}
}