Add Animator As Code
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using System.Linq;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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using UnityEditor;
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using UnityEditor.Animations;
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namespace AnimatorAsCodeFramework.Examples
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{
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public class GenExample2_Animate : MonoBehaviour
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{
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public VRCAvatarDescriptor avatar;
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public AnimatorController assetContainer;
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public string assetKey;
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public SkinnedMeshRenderer wedgeMesh;
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}
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[CustomEditor(typeof(GenExample2_Animate), true)]
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public class GenExample1_BlushEditor : Editor
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{
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private const string SystemName = "Example 2";
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public override void OnInspectorGUI()
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{
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AacExample.InspectorTemplate(this, serializedObject, "assetKey", Create, Remove);
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}
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private void Create()
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{
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var my = (GenExample2_Animate) target;
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var aac = AacExample.AnimatorAsCode(SystemName, my.avatar, my.assetContainer, my.assetKey);
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var fx = aac.CreateMainFxLayer();
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fx.NewState("Motion")
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.WithAnimation(aac.NewClip().Animating(clip =>
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{
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clip.Animates(my.wedgeMesh, "blendShape.Wedge").WithFrameCountUnit(keyframes =>
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keyframes.Easing(0, 100f).Easing(28, 0).Easing(29, 0).Easing(30, 0).Easing(31, 0).Easing(32, 0).Easing(60, 100f)
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);
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clip.Animates(my.wedgeMesh, "material._Metallic").WithFrameCountUnit(keyframes =>
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keyframes.Constant(0, 1f).Constant(28, 0).Constant(60, 0)
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);
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}))
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.MotionTime(fx.FloatParameter("WedgeAmount"));
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}
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private void Remove()
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{
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var my = (GenExample2_Animate) target;
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var aac = AacExample.AnimatorAsCode(SystemName, my.avatar, my.assetContainer, my.assetKey);
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aac.RemoveAllMainLayers();
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}
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}
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}
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