using MeshUtility;
using UnityEngine;
namespace UniVRM10
{
[CreateAssetMenu(menuName = "VRM10/Expression")]
public sealed class VRM10Expression : ScriptableObject
{
#if UNITY_EDITOR
///
/// Preview 用のObject参照
///
[SerializeField]
GameObject m_prefab;
public GameObject Prefab
{
set { m_prefab = value; }
get
{
if (m_prefab == null)
{
var assetPath = UnityEditor.AssetDatabase.GetAssetPath(this);
if (!string.IsNullOrEmpty(assetPath))
{
// if asset is subasset of prefab
m_prefab = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath);
if (m_prefab != null) return m_prefab;
var parent = UnityPath.FromUnityPath(assetPath).Parent;
var prefabPath = parent.Parent.Child(parent.FileNameWithoutExtension + ".prefab");
m_prefab = UnityEditor.AssetDatabase.LoadAssetAtPath(prefabPath.Value);
if (m_prefab != null) return m_prefab;
var parentParent = UnityPath.FromUnityPath(assetPath).Parent.Parent;
var vrmPath = parent.Parent.Child(parent.FileNameWithoutExtension + ".vrm");
m_prefab = UnityEditor.AssetDatabase.LoadAssetAtPath(vrmPath.Value);
if (m_prefab != null) return m_prefab;
}
}
return m_prefab;
}
}
#endif
///
/// ExpressionPreset が Unknown 場合の識別子
///
[SerializeField]
public string ExpressionName;
///
/// ExpressionPreset を識別する。 Unknown の場合は、 ExpressionName で識別する
///
[SerializeField]
public UniGLTF.Extensions.VRMC_vrm.ExpressionPreset Preset;
///
/// 対象メッシュの Expression を操作する
///
[SerializeField]
public MorphTargetBinding[] MorphTargetBindings = new MorphTargetBinding[] { };
///
/// 対象マテリアルの Color を操作する
///
[SerializeField]
public MaterialColorBinding[] MaterialColorBindings = new MaterialColorBinding[] { };
///
/// 対象マテリアルの UVScale+Offset を操作する
///
[SerializeField]
public MaterialUVBinding[] MaterialUVBindings = new MaterialUVBinding[] { };
///
/// UniVRM-0.45: trueの場合、この Expression は0と1の間の中間値を取らない。四捨五入する
///
[SerializeField]
public bool IsBinary;
///
/// この Expression と Blink(Blink, BlinkLeft, BlinkRight) が同時に有効な場合、Blink の Weight を 0 にする
///
[SerializeField]
public UniGLTF.Extensions.VRMC_vrm.ExpressionOverrideType OverrideBlink;
///
/// この Expression と LookAt(LookUp, LookDown, LookLeft, LookRight) が同時に有効な場合、LookAt の Weight を 0 にする
///
[SerializeField]
public UniGLTF.Extensions.VRMC_vrm.ExpressionOverrideType OverrideLookAt;
///
/// この Expression と Mouth(Aa, Ih, Ou, Ee, Oh) が同時に有効な場合、Mouth の Weight を 0 にする
///
[SerializeField]
public UniGLTF.Extensions.VRMC_vrm.ExpressionOverrideType OverrideMouth;
void Reset()
{
OnValidate();
}
void OnValidate()
{
if (Preset == UniGLTF.Extensions.VRMC_vrm.ExpressionPreset.custom)
{
if (string.IsNullOrEmpty(ExpressionName))
{
ExpressionName = "custom";
}
}
}
}
}