using System.Collections; using UnityEngine; namespace VRM.Samples { public class AIUEO : MonoBehaviour { [SerializeField] public VRMBlendShapeProxy BlendShapes; private void Reset() { BlendShapes = GetComponent(); } Coroutine m_coroutine; [SerializeField] float m_wait = 0.5f; private void Awake() { if (BlendShapes == null) { BlendShapes = GetComponent(); } } IEnumerator RoutineNest(BlendShapePreset preset, float velocity, float wait) { for (var value = 0.0f; value <= 1.0f; value += velocity) { BlendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(preset), value); yield return null; } BlendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(preset), 1.0f); yield return new WaitForSeconds(wait); for (var value = 1.0f; value >= 0; value -= velocity) { BlendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(preset), value); yield return null; } BlendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(preset), 0); yield return new WaitForSeconds(wait * 2); } IEnumerator Routine() { while (true) { yield return new WaitForSeconds(1.0f); var velocity = 0.1f; yield return RoutineNest(BlendShapePreset.A, velocity, m_wait); yield return RoutineNest(BlendShapePreset.I, velocity, m_wait); yield return RoutineNest(BlendShapePreset.U, velocity, m_wait); yield return RoutineNest(BlendShapePreset.E, velocity, m_wait); yield return RoutineNest(BlendShapePreset.O, velocity, m_wait); } } private void OnEnable() { m_coroutine = StartCoroutine(Routine()); } private void OnDisable() { StopCoroutine(m_coroutine); } } }