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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 Live2D.Cubism.Framework.MotionFade;
- using System;
- using UnityEngine;
- using UnityEngine.Animations;
- using UnityEngine.Playables;
- namespace Live2D.Cubism.Framework.Motion
- {
- /// <summary>
- /// Cubism motion controller.
- /// </summary>
- [RequireComponent(typeof(CubismFadeController))]
- public class CubismMotionController : MonoBehaviour
- {
- #region Action
- /// <summary>
- /// Action animation end handler.
- /// </summary>
- [SerializeField]
- public Action<float> AnimationEndHandler;
- /// <summary>
- /// Action OnAnimationEnd.
- /// </summary>
- private void OnAnimationEnd(int layerIndex, float instanceId)
- {
- _motionPriorities[layerIndex] = CubismMotionPriority.PriorityNone;
- if (AnimationEndHandler != null)
- {
- AnimationEndHandler(instanceId);
- }
- }
- #endregion
- #region Variable
- /// <summary>
- /// Layer count.
- /// </summary>
- public int LayerCount = 1;
- /// <summary>
- /// List of cubism fade motion.
- /// </summary>
- private CubismFadeMotionList _cubismFadeMotionList;
- /// <summary>
- /// Motion controller is active.
- /// </summary>
- private bool _isActive = false;
- /// <summary>
- /// Playable graph controller.
- /// </summary>
- private PlayableGraph _playableGrap;
- /// <summary>
- /// Playable output.
- /// </summary>
- private AnimationPlayableOutput _playableOutput;
- /// <summary>
- /// Animation layer mixer.
- /// </summary>
- private AnimationLayerMixerPlayable _layerMixer;
- /// <summary>
- /// Cubism motion layers.
- /// </summary>
- private CubismMotionLayer[] _motionLayers;
- /// <summary>
- /// Cubism motion priorities.
- /// </summary>
- private int[] _motionPriorities;
- #endregion Variable
- #region Function
- /// <summary>
- /// Play animations.
- /// </summary>
- /// <param name="clip">Animator clip.</param>
- /// <param name="layerIndex">layer index.</param>
- /// <param name="priority">Animation priority</param>
- /// <param name="isLoop">Animation is loop.</param>
- /// <param name="speed">Animation speed.</param>
- public void PlayAnimation(AnimationClip clip, int layerIndex = 0, int priority = CubismMotionPriority.PriorityNormal, bool isLoop = true, float speed = 1.0f)
- {
- // Fail silently...
- if(!enabled || !_isActive || _cubismFadeMotionList == null || clip == null
- || layerIndex < 0 || layerIndex >= LayerCount ||
- ((_motionPriorities[layerIndex] >= priority) && (priority != CubismMotionPriority.PriorityForce)))
- {
- Debug.Log("can't start motion.");
- return;
- }
- _motionPriorities[layerIndex] = priority;
- _motionLayers[layerIndex].PlayAnimation(clip, isLoop, speed);
- // Play Playable Graph
- if(!_playableGrap.IsPlaying())
- {
- _playableGrap.Play();
- }
- }
- /// <summary>
- /// Stop animation.
- /// </summary>
- /// <param name="animationIndex">Animator index.</param>
- /// <param name="layerIndex">layer index.</param>
- public void StopAnimation(int animationIndex, int layerIndex = 0)
- {
- // Fail silently...
- if(layerIndex < 0 || layerIndex >= LayerCount)
- {
- return;
- }
- _motionLayers[layerIndex].StopAnimationClip();
- }
- /// <summary>
- /// Stop all animation.
- /// </summary>
- public void StopAllAnimation()
- {
- for(var i = 0; i < LayerCount; ++i)
- {
- _motionLayers[i].StopAnimationClip();
- }
- }
- /// <summary>
- /// Is playing animation.
- /// </summary>
- /// <returns>True if the animation is playing.</returns>
- public bool IsPlayingAnimation(int layerIndex = 0)
- {
- // Fail silently...
- if(layerIndex < 0 || layerIndex >= LayerCount)
- {
- return false;
- }
- return !_motionLayers[layerIndex].IsFinished;
- }
- /// <summary>
- /// Set layer weight.
- /// </summary>
- /// <param name="layerIndex">layer index.</param>
- /// <param name="weight">Layer weight.</param>
- public void SetLayerWeight(int layerIndex, float weight)
- {
- // Fail silently...
- if(layerIndex <= 0 || layerIndex >= LayerCount)
- {
- return;
- }
- _motionLayers[layerIndex].SetLayerWeight(weight);
- _layerMixer.SetInputWeight(layerIndex, weight);
- }
- /// <summary>
- /// Set layer blend type is additive.
- /// </summary>
- /// <param name="layerIndex">layer index.</param>
- /// <param name="isAdditive">Blend type is additive.</param>
- public void SetLayerAdditive(int layerIndex, bool isAdditive)
- {
- // Fail silently...
- if(layerIndex <= 0 || layerIndex >= LayerCount)
- {
- return;
- }
- _layerMixer.SetLayerAdditive((uint)layerIndex, isAdditive);
- }
- /// <summary>
- /// Set animation speed.
- /// </summary>
- /// <param name="layerIndex">layer index.</param>
- /// <param name="index">index of playing motion list.</param>
- /// <param name="speed">Animation speed.</param>
- public void SetAnimationSpeed(int layerIndex, int index, float speed)
- {
- // Fail silently...
- if(layerIndex < 0 || layerIndex >= LayerCount)
- {
- return;
- }
- _motionLayers[layerIndex].SetStateSpeed(index, speed);
- }
- /// <summary>
- /// Set animation is loop.
- /// </summary>
- /// <param name="layerIndex">layer index.</param>
- /// <param name="index">Index of playing motion list.</param>
- /// <param name="isLoop">State is loop.</param>
- public void SetAnimationIsLoop(int layerIndex, int index, bool isLoop)
- {
- // Fail silently...
- if(layerIndex < 0 || layerIndex >= LayerCount)
- {
- return;
- }
- _motionLayers[layerIndex].SetStateIsLoop(index, isLoop);
- }
- /// <summary>
- /// Get cubism fade states.
- /// </summary>
- public ICubismFadeState[] GetFadeStates()
- {
- if(_motionLayers == null)
- {
- LayerCount = (LayerCount < 1) ? 1 : LayerCount;
- _motionLayers = new CubismMotionLayer[LayerCount];
- _motionPriorities = new int[LayerCount];
- }
- return _motionLayers;
- }
- #endregion Function
- #region Unity Events Handling
- /// <summary>
- /// Called by Unity.
- /// </summary>
- private void OnEnable()
- {
- _cubismFadeMotionList = GetComponent<CubismFadeController>().CubismFadeMotionList;
- // Fail silently...
- if(_cubismFadeMotionList == null)
- {
- Debug.LogError("CubismMotionController : CubismFadeMotionList doesn't set in CubismFadeController.");
- return;
- }
- // Get Animator.
- var animator = GetComponent<Animator>();
- if (animator.runtimeAnimatorController != null)
- {
- Debug.LogWarning("Animator Controller was set in Animator component.");
- return;
- }
- _isActive = true;
- // Disable animator's playablegrap.
- var graph = animator.playableGraph;
- if(graph.IsValid())
- {
- graph.GetOutput(0).SetWeight(0);
- }
- // Create Playable Graph.
- #if UNITY_2018_1_OR_NEWER
- _playableGrap = PlayableGraph.Create("Playable Graph : " + this.FindCubismModel().name);
- #else
- _playableGrap = PlayableGraph.Create();
- #endif
- _playableGrap.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
- // Create Playable Output.
- _playableOutput = AnimationPlayableOutput.Create(_playableGrap, "Animation", animator);
- _playableOutput.SetWeight(1);
- // Create animation layer mixer.
- _layerMixer = AnimationLayerMixerPlayable.Create(_playableGrap, LayerCount);
- // Create cubism motion layers.
- if(_motionLayers == null)
- {
- LayerCount = (LayerCount < 1) ? 1 : LayerCount;
- _motionLayers = new CubismMotionLayer[LayerCount];
- _motionPriorities = new int[LayerCount];
- }
- for(var i = 0; i < LayerCount; ++i)
- {
- _motionLayers[i] = CubismMotionLayer.CreateCubismMotionLayer(_playableGrap, _cubismFadeMotionList, i);
- _motionLayers[i].AnimationEndHandler += OnAnimationEnd;
- _layerMixer.ConnectInput(i, _motionLayers[i].PlayableOutput, 0);
- _layerMixer.SetInputWeight(i, 1.0f);
- }
- // Set Playable Output.
- _playableOutput.SetSourcePlayable(_layerMixer);
- }
- /// <summary>
- /// Called by Unity.
- /// </summary>
- private void OnDisable()
- {
- // Destroy _playableGrap.
- if(_playableGrap.IsValid())
- {
- _playableGrap.Destroy();
- }
- }
- /// <summary>
- /// Called by Unity.
- /// </summary>
- private void Update()
- {
- // Fail silently...
- if(!_isActive)
- {
- return;
- }
- for( var i = 0; i < _motionLayers.Length; ++i)
- {
- _motionLayers[i].Update();
- if (_motionLayers[i].IsFinished)
- {
- _motionPriorities[i] = 0;
- }
- }
- }
- #endregion Unity Events Handling
- }
- }
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