CubismExpressionController.cs 7.3 KB

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  1. /**
  2. * Copyright(c) Live2D Inc. All rights reserved.
  3. *
  4. * Use of this source code is governed by the Live2D Open Software license
  5. * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
  6. */
  7. using Live2D.Cubism.Core;
  8. using Live2D.Cubism.Framework.MotionFade;
  9. using System.Collections.Generic;
  10. using UnityEngine;
  11. namespace Live2D.Cubism.Framework.Expression
  12. {
  13. /// <summary>
  14. /// Expression controller.
  15. /// </summary>
  16. public class CubismExpressionController : MonoBehaviour, ICubismUpdatable
  17. {
  18. #region variable
  19. /// <summary>
  20. /// Expressions data list.
  21. /// </summary>
  22. [SerializeField]
  23. public CubismExpressionList ExpressionsList;
  24. /// <summary>
  25. /// CubismModel cache.
  26. /// </summary>
  27. private CubismModel _model = null;
  28. /// <summary>
  29. /// Playing expressions.
  30. /// </summary>
  31. private List<CubismPlayingExpression> _playingExpressions = new List<CubismPlayingExpression>();
  32. /// <summary>
  33. /// Playing expressions index.
  34. /// </summary>
  35. [SerializeField]
  36. public int CurrentExpressionIndex = -1;
  37. /// <summary>
  38. /// Last playing expressions index.
  39. /// </summary>
  40. private int _lastExpressionIndex = -1;
  41. /// <summary>
  42. /// Model has update controller component.
  43. /// </summary>
  44. [HideInInspector]
  45. public bool HasUpdateController { get; set; }
  46. #endregion
  47. /// <summary>
  48. /// Add new expression to playing expressions.
  49. /// </summary>
  50. private void StartExpression()
  51. {
  52. // Fail silently...
  53. if(ExpressionsList == null || ExpressionsList.CubismExpressionObjects == null)
  54. {
  55. return;
  56. }
  57. // Backup expression.
  58. _lastExpressionIndex = CurrentExpressionIndex;
  59. // Set last expression end time
  60. if(_playingExpressions.Count > 0)
  61. {
  62. var playingExpression = _playingExpressions[_playingExpressions.Count - 1];
  63. playingExpression.ExpressionEndTime = playingExpression.ExpressionUserTime + playingExpression.FadeOutTime;
  64. _playingExpressions[_playingExpressions.Count - 1] = playingExpression;
  65. }
  66. // Fail silently...
  67. if(CurrentExpressionIndex < 0 || CurrentExpressionIndex >= ExpressionsList.CubismExpressionObjects.Length)
  68. {
  69. return;
  70. }
  71. var palyingExpression = CubismPlayingExpression.Create(_model, ExpressionsList.CubismExpressionObjects[CurrentExpressionIndex]);
  72. if(palyingExpression == null)
  73. {
  74. return;
  75. }
  76. // Add to PlayingExList.
  77. _playingExpressions.Add(palyingExpression);
  78. }
  79. /// <summary>
  80. /// Called by cubism update controller. Order to invoke OnLateUpdate.
  81. /// </summary>
  82. public int ExecutionOrder
  83. {
  84. get { return CubismUpdateExecutionOrder.CubismExpressionController; }
  85. }
  86. /// <summary>
  87. /// Called by cubism update controller. Needs to invoke OnLateUpdate on Editing.
  88. /// </summary>
  89. public bool NeedsUpdateOnEditing
  90. {
  91. get { return false; }
  92. }
  93. /// <summary>
  94. /// Called by cubism update manager.
  95. /// </summary>
  96. public void OnLateUpdate()
  97. {
  98. // Fail silently...
  99. if(!enabled || _model == null)
  100. {
  101. return;
  102. }
  103. // Start expression when current expression changed.
  104. if(CurrentExpressionIndex != _lastExpressionIndex)
  105. {
  106. StartExpression();
  107. }
  108. // Update expression
  109. for(var expressionIndex = 0; expressionIndex < _playingExpressions.Count; ++expressionIndex)
  110. {
  111. var playingExpression = _playingExpressions[expressionIndex];
  112. // Update expression user time.
  113. playingExpression.ExpressionUserTime += Time.deltaTime;
  114. // Update weight
  115. var fadeIn = (Mathf.Abs(playingExpression.FadeInTime) < float.Epsilon)
  116. ? 1.0f
  117. : CubismFadeMath.GetEasingSine(playingExpression.ExpressionUserTime / playingExpression.FadeInTime);
  118. var fadeOut = ((Mathf.Abs(playingExpression.ExpressionEndTime) < float.Epsilon) || (playingExpression.ExpressionEndTime < 0.0f))
  119. ? 1.0f
  120. : CubismFadeMath.GetEasingSine(
  121. (playingExpression.ExpressionEndTime - playingExpression.ExpressionUserTime) / playingExpression.FadeOutTime);
  122. playingExpression.Weight = fadeIn * fadeOut;
  123. // Apply value.
  124. for(var i = 0; i < playingExpression.Destinations.Length; ++i)
  125. {
  126. // Fail silently...
  127. if(playingExpression.Destinations[i] == null)
  128. {
  129. continue;
  130. }
  131. switch(playingExpression.Blend[i])
  132. {
  133. case CubismParameterBlendMode.Additive:
  134. playingExpression.Destinations[i].AddToValue(playingExpression.Value[i], playingExpression.Weight);
  135. break;
  136. case CubismParameterBlendMode.Multiply:
  137. playingExpression.Destinations[i].MultiplyValueBy(playingExpression.Value[i], playingExpression.Weight);
  138. break;
  139. case CubismParameterBlendMode.Override:
  140. playingExpression.Destinations[i].Value = playingExpression.Destinations[i].Value * (1 - playingExpression.Weight) + (playingExpression.Value[i] * playingExpression.Weight);
  141. break;
  142. default:
  143. // When an unspecified value is set, it is already in addition mode.
  144. break;
  145. }
  146. }
  147. // Apply update value
  148. _playingExpressions[expressionIndex] = playingExpression;
  149. }
  150. // Remove expression from playing expressions
  151. for(var expressionIndex = _playingExpressions.Count - 1; expressionIndex >= 0; --expressionIndex)
  152. {
  153. if(_playingExpressions[expressionIndex].Weight > 0.0f)
  154. {
  155. continue;
  156. }
  157. _playingExpressions.RemoveAt(expressionIndex);
  158. }
  159. }
  160. #region Unity Event Handling
  161. /// <summary>
  162. /// Called by Unity.
  163. /// </summary>
  164. private void OnEnable()
  165. {
  166. _model = this.FindCubismModel();
  167. // Get cubism update controller.
  168. HasUpdateController = (GetComponent<CubismUpdateController>() != null);
  169. }
  170. /// <summary>
  171. /// Called by Unity.
  172. /// </summary>
  173. private void LateUpdate()
  174. {
  175. if(!HasUpdateController)
  176. {
  177. OnLateUpdate();
  178. }
  179. }
  180. #endregion
  181. }
  182. }