live2D (sdk가 6.5 미지원으로 sprite로 대응)
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180
Assets/Live2D/Cubism/Framework/CubismParameterStore.cs
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180
Assets/Live2D/Cubism/Framework/CubismParameterStore.cs
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/**
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* Copyright(c) Live2D Inc. All rights reserved.
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*
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* Use of this source code is governed by the Live2D Open Software license
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* that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html.
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*/
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using Live2D.Cubism.Core;
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using UnityEngine;
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namespace Live2D.Cubism.Framework
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{
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/// <summary>
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/// Cubism parameter store.
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/// </summary>
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public class CubismParameterStore : MonoBehaviour, ICubismUpdatable
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{
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/// <summary>
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/// Parameters cache.
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/// </summary>
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private CubismParameter[] DestinationParameters { get; set; }
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/// <summary>
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/// Parts cache.
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/// </summary>
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private CubismPart[] DestinationParts { get; set; }
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/// <summary>
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/// For storage parameters value.
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/// </summary>
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private float[] _parameterValues;
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/// <summary>
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/// For storage parts opacity.
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/// </summary>
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private float[] _partOpacities;
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/// <summary>
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/// Model has cubism update controller component.
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/// </summary>
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[HideInInspector]
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public bool HasUpdateController { get; set; }
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/// <summary>
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/// Called by cubism update controller. Order to invoke OnLateUpdate.
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/// </summary>
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public int ExecutionOrder
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{
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get { return CubismUpdateExecutionOrder.CubismParameterStoreSaveParameters; }
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}
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/// <summary>
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/// Called by cubism update controller. Needs to invoke OnLateUpdate on Editing.
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/// </summary>
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public bool NeedsUpdateOnEditing
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{
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get { return false; }
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}
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public void Refresh()
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{
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if (DestinationParameters == null)
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{
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DestinationParameters = this.FindCubismModel().Parameters;
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}
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if (DestinationParts == null)
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{
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DestinationParts = this.FindCubismModel().Parts;
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}
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// Get cubism update controller.
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HasUpdateController = (GetComponent<CubismUpdateController>() != null);
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SaveParameters();
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}
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/// <summary>
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/// Called by cubism update controller. Updates controller.
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/// </summary>
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/// <remarks>
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/// Make sure this method is called after any animations are evaluated.
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/// </remarks>
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public void OnLateUpdate()
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{
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if (!HasUpdateController)
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{
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return;
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}
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SaveParameters();
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}
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/// <summary>
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/// Save model parameters value and parts opacity.
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/// </summary>
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public void SaveParameters()
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{
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// Fail silently...
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if(!enabled)
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{
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return;
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}
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// save parameters value
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if(DestinationParameters != null && _parameterValues == null)
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{
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_parameterValues = new float[DestinationParameters.Length];
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}
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if(_parameterValues != null)
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{
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for(var i = 0; i < _parameterValues.Length; ++i)
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{
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_parameterValues[i] = DestinationParameters[i].Value;
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}
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}
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// save parts opacity
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if(DestinationParts != null && _partOpacities == null)
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{
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_partOpacities = new float[DestinationParts.Length];
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}
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if(_partOpacities != null)
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{
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for(var i = 0; i < _partOpacities.Length; ++i)
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{
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_partOpacities[i] = DestinationParts[i].Opacity;
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}
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}
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}
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/// <summary>
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/// Restore model parameters value and parts opacity.
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/// </summary>
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public void RestoreParameters()
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{
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// Fail silently...
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if(!enabled)
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{
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return;
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}
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// restore parameters value
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if(_parameterValues != null)
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{
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for(var i = 0; i < _parameterValues.Length; ++i)
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{
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DestinationParameters[i].OverrideValue(_parameterValues[i]);
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}
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}
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// restore parts opacity
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if(_partOpacities != null)
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{
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for(var i = 0; i < _partOpacities.Length; ++i)
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{
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DestinationParts[i].Opacity = _partOpacities[i];
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}
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}
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}
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/// <summary>
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/// Called by Unity.
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/// </summary>
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private void OnEnable()
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{
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// Initialize cache.
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Refresh();
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}
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}
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}
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