using System.Collections; using UnityEngine; namespace VRM { public class AIUEO : MonoBehaviour { [SerializeField] public VRMBlendShapeProxy BlendShapes; private void Reset() { BlendShapes = GetComponent(); } BlendShapeClipHandler m_appyerA; BlendShapeClipHandler m_appyerI; BlendShapeClipHandler m_appyerU; BlendShapeClipHandler m_appyerE; BlendShapeClipHandler m_appyerO; Coroutine m_coroutine; [SerializeField] float m_wait = 0.5f; private void Awake() { if (BlendShapes == null) BlendShapes = GetComponent(); if (BlendShapes == null) return; if (BlendShapes.BlendShapeAvatar == null) return; var avatar = BlendShapes.BlendShapeAvatar; m_appyerA = new BlendShapeClipHandler(avatar.GetClip("A"), transform); m_appyerI = new BlendShapeClipHandler(avatar.GetClip("I"), transform); m_appyerU = new BlendShapeClipHandler(avatar.GetClip("U"), transform); m_appyerE = new BlendShapeClipHandler(avatar.GetClip("E"), transform); m_appyerO = new BlendShapeClipHandler(avatar.GetClip("O"), transform); } static IEnumerator RoutineNest(BlendShapeClipHandler applyer, float velocity, float wait) { for (var value = 0.0f; value <= 1.0f; value += velocity) { if (applyer != null) applyer.Apply(value); yield return null; } if (applyer != null) applyer.Apply(1.0f); yield return new WaitForSeconds(wait); for (var value = 1.0f; value >= 0; value -= velocity) { if (applyer != null) applyer.Apply(value); yield return null; } if (applyer != null) applyer.Apply(0); yield return new WaitForSeconds(wait * 2); } IEnumerator Routine() { while (true) { yield return new WaitForSeconds(1.0f); var velocity = 0.1f; yield return RoutineNest(m_appyerA, velocity, m_wait); yield return RoutineNest(m_appyerI, velocity, m_wait); yield return RoutineNest(m_appyerU, velocity, m_wait); yield return RoutineNest(m_appyerE, velocity, m_wait); yield return RoutineNest(m_appyerO, velocity, m_wait); } } private void OnEnable() { m_coroutine = StartCoroutine(Routine()); } private void OnDisable() { StopCoroutine(m_coroutine); } } }