using System.Collections; using UnityEngine; namespace UniVRM10.VRM10Viewer { /// /// 喜怒哀楽驚を循環させる /// public class VRM10AutoExpression : MonoBehaviour { Coroutine m_coroutine; [SerializeField] float m_wait = 0.5f; public float Happy = 0.0f; public float Angry = 0.0f; public float Sad = 0.0f; public float Relaxed = 0.0f; public float Surprised = 0.0f; void SetWeight(ExpressionPreset preset, float value) { switch (preset) { case ExpressionPreset.happy: Happy = value; break; case ExpressionPreset.angry: Angry = value; break; case ExpressionPreset.sad: Sad = value; break; case ExpressionPreset.relaxed: Relaxed = value; break; case ExpressionPreset.surprised: Surprised = value; break; default: break; } } IEnumerator RoutineNest(ExpressionPreset preset, float velocity, float wait) { for (var value = 0.0f; value <= 1.0f; value += velocity) { SetWeight(preset, value); yield return null; } SetWeight(preset, 1.0f); yield return new WaitForSeconds(wait); for (var value = 1.0f; value >= 0; value -= velocity) { SetWeight(preset, value); yield return null; } SetWeight(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); } } }