UniVRM/Assets/VRM10_Samples/ClothSample/ClothViewer/ClothAutoExpression.cs
2024-11-19 20:03:23 +09:00

77 lines
2.3 KiB
C#

using System.Collections;
using UnityEngine;
namespace UniVRM10.Cloth.Viewer
{
/// <summary>
/// 喜怒哀楽驚を循環させる
/// </summary>
public class ClothAutoExpression : MonoBehaviour
{
[SerializeField]
public Vrm10Instance Controller;
private void Reset()
{
Controller = GetComponent<Vrm10Instance>();
}
Coroutine m_coroutine;
[SerializeField]
float m_wait = 0.5f;
private void Awake()
{
if (Controller == null)
{
Controller = GetComponent<Vrm10Instance>();
}
}
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);
}
}
}