UniVRM/Assets/VRM10_Samples/VRM10Viewer/VRM10AutoExpression.cs
2024-10-21 19:13:10 +09:00

81 lines
2.4 KiB
C#

using System.Collections;
using UnityEngine;
namespace UniVRM10.VRM10Viewer
{
/// <summary>
/// 喜怒哀楽驚を循環させる
/// </summary>
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);
}
}
}