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https://github.com/vrm-c/UniVRM.git
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ClothViewer
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using System.Collections;
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using UnityEngine;
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namespace UniVRM10.Cloth.Viewer
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{
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/// <summary>
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/// 喜怒哀楽驚を循環させる
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/// </summary>
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public class ClothAutoExpression : MonoBehaviour
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{
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[SerializeField]
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public Vrm10Instance Controller;
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private void Reset()
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{
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Controller = GetComponent<Vrm10Instance>();
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}
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Coroutine m_coroutine;
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[SerializeField]
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float m_wait = 0.5f;
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private void Awake()
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{
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if (Controller == null)
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{
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Controller = GetComponent<Vrm10Instance>();
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}
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}
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IEnumerator RoutineNest(ExpressionPreset preset, float velocity, float wait)
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{
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for (var value = 0.0f; value <= 1.0f; value += velocity)
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{
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Controller.Runtime.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), value);
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yield return null;
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}
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Controller.Runtime.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), 1.0f);
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yield return new WaitForSeconds(wait);
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for (var value = 1.0f; value >= 0; value -= velocity)
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{
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Controller.Runtime.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), value);
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yield return null;
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}
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Controller.Runtime.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), 0);
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yield return new WaitForSeconds(wait * 2);
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}
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IEnumerator Routine()
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{
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while (true)
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{
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yield return new WaitForSeconds(1.0f);
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var velocity = 0.01f;
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yield return RoutineNest(ExpressionPreset.happy, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.angry, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.sad, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.relaxed, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.surprised, velocity, m_wait);
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}
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}
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private void OnEnable()
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{
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m_coroutine = StartCoroutine(Routine());
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}
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private void OnDisable()
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{
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StopCoroutine(m_coroutine);
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}
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}
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}
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