118 lines
3.4 KiB
C#

using System.Collections;
using UnityEngine;
using UnityEngine.Serialization;
namespace VRM
{
/// <summary>
/// VRMBlendShapeProxy によるランダムに瞬きするサンプル。
/// VRMBlendShapeProxy のある GameObject にアタッチする。
/// </summary>
public class Blinker : MonoBehaviour
{
VRMBlendShapeProxy m_blendShapes;
[FormerlySerializedAs("m_interVal")]
[SerializeField]
public float Interval = 5.0f;
[FormerlySerializedAs("m_closingTime")]
[SerializeField]
public float ClosingTime = 0.06f;
[FormerlySerializedAs("m_openingSeconds")]
[SerializeField]
public float OpeningSeconds = 0.03f;
[FormerlySerializedAs("m_closeSeconds")]
[SerializeField]
public float CloseSeconds = 0.1f;
Coroutine m_coroutine;
float m_nextRequest;
bool m_request;
public bool Request
{
get { return m_request; }
set
{
if (Time.time < m_nextRequest)
{
return;
}
m_request = value;
m_nextRequest = Time.time + 1.0f;
}
}
IEnumerator BlinkRoutine()
{
while (true)
{
var waitTime = Time.time + Random.value * Interval;
while (waitTime > Time.time)
{
if (Request)
{
m_request = false;
break;
}
yield return null;
}
// close
var value = 0.0f;
var closeSpeed = 1.0f / CloseSeconds;
while (true)
{
value += Time.deltaTime * closeSpeed;
if (value >= 1.0f)
{
break;
}
m_blendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), value);
yield return null;
}
m_blendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), 1.0f);
// wait...
yield return new WaitForSeconds(ClosingTime);
// open
value = 1.0f;
var openSpeed = 1.0f / OpeningSeconds;
while (true)
{
value -= Time.deltaTime * openSpeed;
if (value < 0)
{
break;
}
m_blendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), value);
yield return null;
}
m_blendShapes.ImmediatelySetValue(BlendShapeKey.CreateFromPreset(BlendShapePreset.Blink), 0);
}
}
private void OnEnable()
{
m_blendShapes = GetComponent<VRM.VRMBlendShapeProxy>();
m_coroutine = StartCoroutine(BlinkRoutine());
}
private void OnDisable()
{
Debug.Log("StopCoroutine");
if (m_coroutine != null)
{
StopCoroutine(m_coroutine);
m_coroutine = null;
}
}
}
}