Make avatar buildable, and improve examples:
- Surround example code with UNITY_EDITOR condition - Change assembly definition to depend on VRC - Improve Example 3: Make it animate a wedge - Improve ExampleManual Placing States: Add zero argument overload
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@@ -1,4 +1,5 @@
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using System.Linq;
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#if UNITY_EDITOR
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using System.Linq;
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using AnimatorAsCode.V0;
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using UnityEngine;
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using VRC.SDK3.Avatars.Components;
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@@ -23,9 +24,6 @@ namespace AnimatorAsCodeFramework.Examples
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private GenExample3_Gesturing my;
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private AacFlBase aac;
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private const string MaxBlendshape = "blendShape.KPIN_A_Major_Max";
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private const string MinBlendshape = "blendShape.KPIN_A_Major_Min";
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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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@@ -127,10 +125,8 @@ namespace AnimatorAsCodeFramework.Examples
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{
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return aac.NewClip().Animating(clip =>
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{
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clip.Animates(my.iconMesh, MaxBlendshape)
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.WithFrameCountUnit(keyframes => keyframes.Easing(0, 1.001f).Easing(10, 0f));
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clip.Animates(my.iconMesh, MinBlendshape)
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.WithOneFrame(0f);
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clip.Animates(my.iconMesh, "blendShape.Wedge")
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.WithFrameCountUnit(keyframes => keyframes.Easing(0, 0f).Easing(10, 100f));
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});
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}
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@@ -138,11 +134,10 @@ namespace AnimatorAsCodeFramework.Examples
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{
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return aac.NewClip().Animating(clip =>
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{
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clip.Animates(my.iconMesh, MaxBlendshape)
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.WithFrameCountUnit(keyframes => keyframes.Easing(0, 0f).Easing(30, 0f));
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clip.Animates(my.iconMesh, MinBlendshape)
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.WithFrameCountUnit(keyframes => keyframes.Easing(0, 0f).Easing(10, 100f));
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clip.Animates(my.iconMesh, "blendShape.Wedge")
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.WithFrameCountUnit(keyframes => keyframes.Easing(0f, 100f).Easing(10, 0f));
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});
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}
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}
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}
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}
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#endif
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