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