UniVRM/Assets/VRM10.Samples/Runtime/AIUEO.cs
2021-04-01 12:16:45 +09:00

74 lines
2.3 KiB
C#

using System.Collections;
using UnityEngine;
namespace UniVRM10.Samples
{
public class AIUEO : MonoBehaviour
{
[SerializeField]
public VRM10Controller VRM;
private void Reset()
{
VRM = GetComponent<VRM10Controller>();
}
Coroutine m_coroutine;
[SerializeField]
float m_wait = 0.5f;
private void Awake()
{
if (VRM == null)
{
VRM = GetComponent<VRM10Controller>();
}
}
IEnumerator RoutineNest(UniGLTF.Extensions.VRMC_vrm.ExpressionPreset preset, float velocity, float wait)
{
for (var value = 0.0f; value <= 1.0f; value += velocity)
{
VRM.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), value);
yield return null;
}
VRM.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), 1.0f);
yield return new WaitForSeconds(wait);
for (var value = 1.0f; value >= 0; value -= velocity)
{
VRM.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), value);
yield return null;
}
VRM.Expression.SetWeight(ExpressionKey.CreateFromPreset(preset), 0);
yield return new WaitForSeconds(wait * 2);
}
IEnumerator Routine()
{
while (true)
{
yield return new WaitForSeconds(1.0f);
var velocity = 0.1f;
yield return RoutineNest(UniGLTF.Extensions.VRMC_vrm.ExpressionPreset.aa, velocity, m_wait);
yield return RoutineNest(UniGLTF.Extensions.VRMC_vrm.ExpressionPreset.ih, velocity, m_wait);
yield return RoutineNest(UniGLTF.Extensions.VRMC_vrm.ExpressionPreset.ou, velocity, m_wait);
yield return RoutineNest(UniGLTF.Extensions.VRMC_vrm.ExpressionPreset.ee, velocity, m_wait);
yield return RoutineNest(UniGLTF.Extensions.VRMC_vrm.ExpressionPreset.oh, velocity, m_wait);
}
}
private void OnEnable()
{
m_coroutine = StartCoroutine(Routine());
}
private void OnDisable()
{
StopCoroutine(m_coroutine);
}
}
}