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							- /**
 
-  * Copyright(c) Live2D Inc. All rights reserved.
 
-  *
 
-  * Use of this source code is governed by the Live2D Open Software license
 
-  * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
 
-  */
 
- using Live2D.Cubism.Core;
 
- using UnityEngine;
 
- namespace Live2D.Cubism.Framework.LookAt
 
- {
 
-     /// <summary>
 
-     /// Look at parameter.
 
-     /// </summary>
 
-     public sealed class CubismLookParameter : MonoBehaviour
 
-     {
 
-         /// <summary>
 
-         /// Look axis.
 
-         /// </summary>
 
-         [SerializeField]
 
-         public CubismLookAxis Axis;
 
-         /// <summary>
 
-         /// Factor.
 
-         /// </summary>
 
-         [SerializeField]
 
-         public float Factor;
 
-         #region Unity Event Handling
 
-         /// <summary>
 
-         /// Called by Unity. Guesses best settings.
 
-         /// </summary>
 
-         private void Reset()
 
-         {
 
-             var parameter = GetComponent<CubismParameter>();
 
-             // Fail silently.
 
-             if (parameter == null)
 
-             {
 
-                 return;
 
-             }
 
-             // Guess axis.
 
-             if (parameter.name.EndsWith("Y"))
 
-             {
 
-                 Axis = CubismLookAxis.Y;
 
-             }
 
-             else if (parameter.name.EndsWith("Z"))
 
-             {
 
-                 Axis = CubismLookAxis.Z;
 
-             }
 
-             else
 
-             {
 
-                 Axis = CubismLookAxis.X;
 
-             }
 
-             // Guess factor.
 
-             Factor = parameter.MaximumValue;
 
-         }
 
-         #endregion
 
-         #region Interface for Controller
 
-         /// <summary>
 
-         /// Updates and evaluates the instance.
 
-         /// </summary>
 
-         /// <param name="targetOffset">Delta to target.</param>
 
-         /// <returns>Evaluation result.</returns>
 
-         internal float TickAndEvaluate(Vector3 targetOffset)
 
-         {
 
-             var result = (Axis == CubismLookAxis.X)
 
-                 ? targetOffset.x
 
-                 : targetOffset.y;
 
-             if (Axis == CubismLookAxis.Z)
 
-             {
 
-                 result = targetOffset.z;
 
-             }
 
-             return result * Factor;
 
-         }
 
-         #endregion
 
-     }
 
- }
 
 
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