UniVRM/Assets/VRM_Samples/SimpleViewer/AIUEO.cs
2021-10-14 19:28:31 +09:00

75 lines
2.2 KiB
C#

using System.Collections;
using UnityEngine;
namespace VRM.SimpleViewer
{
public class AIUEO : MonoBehaviour
{
[SerializeField]
public VRMBlendShapeProxy BlendShapes;
private void Reset()
{
BlendShapes = GetComponent<VRMBlendShapeProxy>();
}
Coroutine m_coroutine;
[SerializeField]
float m_wait = 0.5f;
private void Awake()
{
if (BlendShapes == null)
{
BlendShapes = GetComponent<VRM.VRMBlendShapeProxy>();
}
}
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()
{
Debug.Log("StopCoroutine");
StopCoroutine(m_coroutine);
}
}
}