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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
- {
- /// <summary>
- /// Automatic mouth movement.
- /// </summary>
- public sealed class CubismAutoEyeBlinkInput : MonoBehaviour
- {
- /// <summary>
- /// Mean time between eye blinks in seconds.
- /// </summary>
- [SerializeField, Range(1f, 10f)]
- public float Mean = 2.5f;
- /// <summary>
- /// Maximum deviation from <see cref="Mean"/> in seconds.
- /// </summary>
- [SerializeField, Range(0.5f, 5f)]
- public float MaximumDeviation = 2f;
- /// <summary>
- /// Timescale.
- /// </summary>
- [SerializeField, Range(1f, 20f)]
- public float Timescale = 10f;
- /// <summary>
- /// Target controller.
- /// </summary>
- private CubismEyeBlinkController Controller { get; set; }
- /// <summary>
- /// Time until next eye blink.
- /// </summary>
- private float T { get; set; }
- /// <summary>
- /// Control over whether output should be evaluated.
- /// </summary>
- private Phase CurrentPhase { get; set; }
- /// <summary>
- /// Used for switching from <see cref="Phase.ClosingEyes"/> to <see cref="Phase.OpeningEyes"/> and back to <see cref="Phase.Idling"/>.
- /// </summary>
- private float LastValue { 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<CubismEyeBlinkController>();
- }
- /// <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;
- }
- // Wait for time until blink.
- if (CurrentPhase == Phase.Idling)
- {
- T -= Time.deltaTime;
- if (T < 0f)
- {
- T = (Mathf.PI * -0.5f);
- LastValue = 1f;
- CurrentPhase = Phase.ClosingEyes;
- }
- else
- {
- return;
- }
- }
- // Evaluate eye blinking.
- T += (Time.deltaTime * Timescale);
- var value = Mathf.Abs(Mathf.Sin(T));
- if (CurrentPhase == Phase.ClosingEyes && value > LastValue)
- {
- CurrentPhase = Phase.OpeningEyes;
- }
- else if (CurrentPhase == Phase.OpeningEyes && value < LastValue)
- {
- value = 1f;
- CurrentPhase = Phase.Idling;
- T = Mean + Random.Range(-MaximumDeviation, MaximumDeviation);
- }
- Controller.EyeOpening = value;
- LastValue = value;
- }
- #endregion
- /// <summary>
- /// Internal states.
- /// </summary>
- private enum Phase
- {
- /// <summary>
- /// Idle state.
- /// </summary>
- Idling,
- /// <summary>
- /// State when closing eyes.
- /// </summary>
- ClosingEyes,
- /// <summary>
- /// State when opening eyes.
- /// </summary>
- OpeningEyes
- }
- }
- }
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