(BREAKING) Add AnimatorAsCode V1:
- Breaking changes: - Remove dependency to VRChat in the AnimatorAsCode.V1 namespace. The namespace should now be usable in non-VRChat projects. - All VRChat-specific methods are now extension functions in a separate namespace, AnimatorAsCode.V1.VRC. - VRChat methods that modify existing assets are split into a separate namespace, AnimatorAsCode.V1.VRCDestructiveWorkflow. - Breaking fixes: - Fix incorrect type signature on AacFlFloatParameterGroup.ToList() and AacFlIntParameterGroup.ToList(). - Add AacFlBase.NewBlendTree(): - This allows creating blend trees as code. - Add AacFlState.WithAnimation(AacFlBlendTree). - Add AacFlBase.NoAnimator(): - This can be used to obtain AacFlParameter objects for use in the generation of BlendTrees and other systems, without requiring the existence of a backing animator controller. - This can also be used in some cases where there are type casts (Bool to Float, Float to Bool). - Add AacFlBase.NewAnimatorController(): - This is meant to be used for non-destructive workflows. - This creates an animator controller inside the asset container. This animator controller will be reaped in the same way as other assets are reaped.
This commit is contained in:
@@ -16,7 +16,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Head;
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var whichElement = AacAv3.Av3TrackingElement.Head;
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first.TrackingTracks(whichElement);
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// Verify
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@@ -46,7 +46,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Head;
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var whichElement = AacAv3.Av3TrackingElement.Head;
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first.TrackingAnimates(whichElement);
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// Verify
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@@ -76,7 +76,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Head;
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var whichElement = AacAv3.Av3TrackingElement.Head;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Tracking);
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// Verify
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@@ -106,7 +106,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Head;
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var whichElement = AacAv3.Av3TrackingElement.Head;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -136,7 +136,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.LeftHand;
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var whichElement = AacAv3.Av3TrackingElement.LeftHand;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -166,7 +166,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.RightHand;
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var whichElement = AacAv3.Av3TrackingElement.RightHand;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -196,7 +196,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Hip;
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var whichElement = AacAv3.Av3TrackingElement.Hip;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -226,7 +226,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.LeftFoot;
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var whichElement = AacAv3.Av3TrackingElement.LeftFoot;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -256,7 +256,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.RightFoot;
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var whichElement = AacAv3.Av3TrackingElement.RightFoot;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -286,7 +286,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.LeftFingers;
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var whichElement = AacAv3.Av3TrackingElement.LeftFingers;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -316,7 +316,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.RightFingers;
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var whichElement = AacAv3.Av3TrackingElement.RightFingers;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -346,7 +346,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Eyes;
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var whichElement = AacAv3.Av3TrackingElement.Eyes;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -376,7 +376,7 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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var whichElement = TrackingElement.Mouth;
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var whichElement = AacAv3.Av3TrackingElement.Mouth;
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first.TrackingSets(whichElement, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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@@ -406,9 +406,9 @@ namespace av3_animator_as_code.Tests.V1VRC.PlayMode.GenerationTests
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// Exercise
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var first = fx.NewState("First");
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first.TrackingSets(TrackingElement.Head, VRC_AnimatorTrackingControl.TrackingType.Animation);
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first.TrackingSets(TrackingElement.LeftHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
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first.TrackingSets(TrackingElement.RightHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
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first.TrackingSets(AacAv3.Av3TrackingElement.Head, VRC_AnimatorTrackingControl.TrackingType.Animation);
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first.TrackingSets(AacAv3.Av3TrackingElement.LeftHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
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first.TrackingSets(AacAv3.Av3TrackingElement.RightHand, VRC_AnimatorTrackingControl.TrackingType.Animation);
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// Verify
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var eState = controller.layers[0].stateMachine.states[0].state;
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