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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 UnityEngine;
 
- namespace Live2D.Cubism.Framework.MouthMovement
 
- {
 
-     /// <summary>
 
-     /// Automatic mouth movement.
 
-     /// </summary>
 
-     public sealed class CubismAutoMouthInput : MonoBehaviour
 
-     {
 
-         /// <summary>
 
-         /// Timescale.
 
-         /// </summary>
 
-         [SerializeField]
 
-         public float Timescale = 10f;
 
-         /// <summary>
 
-         /// Target controller.
 
-         /// </summary>
 
-         private CubismMouthController Controller { get; set; }
 
-         /// <summary>
 
-         /// Current time.
 
-         /// </summary>
 
-         private float T { get; set; }
 
-         /// <summary>
 
-         /// Resets the input.
 
-         /// </summary>
 
-         public void Reset()
 
-         {
 
-             T = 0f;
 
-         }
 
-         #region Unity Event Handling
 
-         /// <summary>
 
-         /// Called by Unity. Initializes input.
 
-         /// </summary>
 
-         private void Start()
 
-         {
 
-             Controller = GetComponent<CubismMouthController>();
 
-         }
 
-         /// <summary>
 
-         /// Called by Unity. Updates controller.
 
-         /// </summary>
 
-         /// <remarks>
 
-         /// Make sure this method is called after any animations are evaluated.
 
-         /// </remarks>
 
-         private void LateUpdate()
 
-         {
 
-             // Fail silently.
 
-             if (Controller == null)
 
-             {
 
-                 return;
 
-             }
 
-             // Progress time.
 
-             T += (Time.deltaTime * Timescale);
 
-             // Evaluate.
 
-             Controller.MouthOpening = Mathf.Abs(Mathf.Sin(T));
 
-         }
 
-         #endregion
 
-     }
 
- }
 
 
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