mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-13 14:04:29 -05:00
81 lines
2.4 KiB
C#
81 lines
2.4 KiB
C#
using System.Collections;
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using UnityEngine;
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namespace UniVRM10.VRM10Viewer
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{
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/// <summary>
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/// 喜怒哀楽驚を循環させる
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/// </summary>
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public class VRM10AutoExpression : MonoBehaviour
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{
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Coroutine m_coroutine;
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[SerializeField]
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float m_wait = 0.5f;
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public float Happy = 0.0f;
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public float Angry = 0.0f;
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public float Sad = 0.0f;
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public float Relaxed = 0.0f;
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public float Surprised = 0.0f;
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void SetWeight(ExpressionPreset preset, float value)
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{
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switch (preset)
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{
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case ExpressionPreset.happy: Happy = value; break;
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case ExpressionPreset.angry: Angry = value; break;
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case ExpressionPreset.sad: Sad = value; break;
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case ExpressionPreset.relaxed: Relaxed = value; break;
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case ExpressionPreset.surprised: Surprised = value; break;
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default: break;
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}
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}
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IEnumerator RoutineNest(ExpressionPreset preset, float velocity, float wait)
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{
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for (var value = 0.0f; value <= 1.0f; value += velocity)
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{
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SetWeight(preset, value);
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yield return null;
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}
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SetWeight(preset, 1.0f);
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yield return new WaitForSeconds(wait);
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for (var value = 1.0f; value >= 0; value -= velocity)
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{
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SetWeight(preset, value);
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yield return null;
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}
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SetWeight(preset, 0);
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yield return new WaitForSeconds(wait * 2);
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}
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IEnumerator Routine()
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{
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while (true)
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{
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yield return new WaitForSeconds(1.0f);
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var velocity = 0.01f;
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yield return RoutineNest(ExpressionPreset.happy, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.angry, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.sad, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.relaxed, velocity, m_wait);
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yield return RoutineNest(ExpressionPreset.surprised, velocity, m_wait);
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}
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}
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private void OnEnable()
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{
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m_coroutine = StartCoroutine(Routine());
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}
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private void OnDisable()
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{
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StopCoroutine(m_coroutine);
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}
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}
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}
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