live2D (sdk가 6.5 미지원으로 sprite로 대응)
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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 Live2D.Cubism.Framework.MotionFade;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Live2D.Cubism.Framework.Expression
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{
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/// <summary>
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/// Expression controller.
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/// </summary>
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public class CubismExpressionController : MonoBehaviour, ICubismUpdatable
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{
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#region variable
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/// <summary>
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/// Expressions data list.
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/// </summary>
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[SerializeField]
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public CubismExpressionList ExpressionsList;
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/// <summary>
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/// Use the expression calculation method.
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/// </summary>
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[SerializeField]
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public bool UseLegacyBlendCalculation = false;
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/// <summary>
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/// CubismModel cache.
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/// </summary>
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private CubismModel _model = null;
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/// <summary>
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/// Playing expressions.
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/// </summary>
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private List<CubismPlayingExpression> _playingExpressions = new List<CubismPlayingExpression>();
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/// <summary>
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/// Playing expressions index.
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/// </summary>
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[SerializeField]
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public int CurrentExpressionIndex = -1;
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/// <summary>
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/// Last playing expressions index.
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/// </summary>
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private int _lastExpressionIndex = -1;
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/// <summary>
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/// Model has 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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/// Value of each parameter to be applied to the model.
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/// </summary>
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private List<CubismExpressionParameterValue> _expressionParameterValues = new List<CubismExpressionParameterValue>();
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/// <summary>
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/// Default value for applying additive.
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/// </summary>
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private const float DefaultAdditiveValue = 0.0f;
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/// <summary>
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/// Initial value of multiply applied.
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/// </summary>
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private const float DefaultMultiplyValue = 1.0f;
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#endregion
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/// <summary>
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/// Add new expression to playing expressions.
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/// </summary>
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private void StartExpression()
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{
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// Fail silently...
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if(ExpressionsList == null || ExpressionsList.CubismExpressionObjects == null)
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{
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return;
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}
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// Backup expression.
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_lastExpressionIndex = CurrentExpressionIndex;
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// Set last expression end time
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if(_playingExpressions.Count > 0)
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{
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var playingExpression = _playingExpressions[_playingExpressions.Count - 1];
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var newExpressionEndTime = playingExpression.ExpressionUserTime + playingExpression.FadeOutTime;
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if (playingExpression.ExpressionEndTime == 0.0f || newExpressionEndTime < playingExpression.ExpressionEndTime)
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{
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playingExpression.ExpressionEndTime = newExpressionEndTime;
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}
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_playingExpressions[_playingExpressions.Count - 1] = playingExpression;
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}
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// Fail silently...
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if (CurrentExpressionIndex < 0 || CurrentExpressionIndex >= ExpressionsList.CubismExpressionObjects.Length)
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{
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return;
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}
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var palyingExpression = CubismPlayingExpression.Create(_model, ExpressionsList.CubismExpressionObjects[CurrentExpressionIndex]);
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if(palyingExpression == null)
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{
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return;
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}
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// Add to PlayingExList.
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_playingExpressions.Add(palyingExpression);
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}
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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.CubismExpressionController; }
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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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/// <summary>
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/// Called by cubism update manager.
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/// </summary>
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public void OnLateUpdate()
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{
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// Fail silently...
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if(!enabled || _model == null)
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{
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return;
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}
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// Start expression when current expression changed.
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if(CurrentExpressionIndex != _lastExpressionIndex)
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{
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StartExpression();
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}
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// Update of expressions.
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if (UseLegacyBlendCalculation)
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{
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UpdateExpressionLegacy();
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}
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else
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{
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UpdateExpression();
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}
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}
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/// <summary>
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/// Update of expressions. (old method)
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/// </summary>
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private void UpdateExpressionLegacy()
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{
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// Update expression
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for (var expressionIndex = 0; expressionIndex < _playingExpressions.Count; ++expressionIndex)
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{
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var playingExpression = _playingExpressions[expressionIndex];
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UpdateFadeWeight(playingExpression);
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// Apply value.
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for (var i = 0; i < playingExpression.Destinations.Length; ++i)
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{
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// Fail silently...
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if (playingExpression.Destinations[i] == null)
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{
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continue;
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}
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switch (playingExpression.Blend[i])
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{
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case CubismParameterBlendMode.Additive:
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playingExpression.Destinations[i].AddToValue(playingExpression.Value[i], playingExpression.FadeWeight);
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break;
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case CubismParameterBlendMode.Multiply:
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playingExpression.Destinations[i].MultiplyValueBy(playingExpression.Value[i], playingExpression.FadeWeight);
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break;
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case CubismParameterBlendMode.Override:
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playingExpression.Destinations[i].OverrideValue(playingExpression.Destinations[i].Value * (1 - playingExpression.FadeWeight) + (playingExpression.Value[i] * playingExpression.FadeInWeight));
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break;
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default:
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// When an unspecified value is set, it is already in addition mode.
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break;
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}
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}
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// Apply update value
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_playingExpressions[expressionIndex] = playingExpression;
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}
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// Remove expression from playing expressions
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for (var expressionIndex = _playingExpressions.Count - 1; expressionIndex >= 0; --expressionIndex)
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{
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if (_playingExpressions[expressionIndex].FadeWeight > 0.0f)
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{
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continue;
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}
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_playingExpressions.RemoveAt(expressionIndex);
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}
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}
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/// <summary>
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/// Update of expressions.
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/// </summary>
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private void UpdateExpression()
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{
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var expressionWeight = 0.0f;
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// Update expression
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for (var expressionIndex = 0; expressionIndex < _playingExpressions.Count; ++expressionIndex)
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{
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var playingExpression = _playingExpressions[expressionIndex];
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// List all parameters referenced by the Expression being played.
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for (var i = 0; i < playingExpression.Destinations.Length; ++i)
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{
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var index = -1;
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// Search for the presence of a parameter ID in the list.
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for (var j = 0; j < _expressionParameterValues.Count; j++)
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{
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if (_expressionParameterValues[j].Parameter != playingExpression.Destinations[i])
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{
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continue;
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}
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index = j;
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break;
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}
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if (index >= 0)
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{
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continue;
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}
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// If the parameter does not exist in the list, add a new one.
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CubismExpressionParameterValue item = new CubismExpressionParameterValue();
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item.Parameter = playingExpression.Destinations[i];
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if (item.Parameter != null)
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{
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item.AdditiveValue = DefaultAdditiveValue;
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item.MultiplyValue = DefaultMultiplyValue;
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item.OverwriteValue = item.Parameter.Value;
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_expressionParameterValues.Add(item);
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}
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}
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// ------ Calculate value ------
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CalculateExpressionParameters(expressionIndex, playingExpression);
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expressionWeight += playingExpression.FadeInTime == 0.0f
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? 1.0f
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: CubismFadeMath.GetEasingSine(
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(playingExpression.ExpressionUserTime - playingExpression.ExpressionStartTime) /
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playingExpression.FadeInTime);
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}
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// ----- If the latest Expression fade is complete, delete the earlier one. ------
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if (_playingExpressions.Count > 1 &&
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_playingExpressions[_playingExpressions.Count-1].FadeWeight >= 1.0f)
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{
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// The last element of the array is not deleted.
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for (var i = _playingExpressions.Count - 2; i >= 0; --i)
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{
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_playingExpressions.RemoveAt(i);
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}
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}
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if (expressionWeight > 1.0f)
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{
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expressionWeight = 1.0f;
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}
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// Apply each value to the model.
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for (var i = 0; i < _expressionParameterValues.Count; i++)
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{
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var expressionParameterValue = _expressionParameterValues[i];
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expressionParameterValue.Parameter.OverrideValue(
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(expressionParameterValue.OverwriteValue + expressionParameterValue.AdditiveValue)
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* expressionParameterValue.MultiplyValue,
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expressionWeight);
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expressionParameterValue.AdditiveValue = DefaultAdditiveValue;
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expressionParameterValue.MultiplyValue = DefaultMultiplyValue;
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}
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}
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/// <summary>
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/// Update motion weights.
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/// </summary>
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/// <param name="playingExpression">Expression motion during playback.</param>
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private void UpdateFadeWeight(CubismPlayingExpression playingExpression)
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{
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// Update expression user time.
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playingExpression.ExpressionUserTime += Time.deltaTime;
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// Update weight
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playingExpression.FadeInWeight = (Mathf.Abs(playingExpression.FadeInTime) < float.Epsilon)
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? 1.0f
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: CubismFadeMath.GetEasingSine(playingExpression.ExpressionUserTime / playingExpression.FadeInTime);
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playingExpression.FadeOutWeight = ((Mathf.Abs(playingExpression.ExpressionEndTime) < float.Epsilon) || (playingExpression.ExpressionEndTime < 0.0f))
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? 1.0f
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: CubismFadeMath.GetEasingSine(
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(playingExpression.ExpressionEndTime - playingExpression.ExpressionUserTime) / playingExpression.FadeOutTime);
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playingExpression.FadeWeight = playingExpression.Weight * playingExpression.FadeInWeight * playingExpression.FadeOutWeight;
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}
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/// <summary>
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/// Calculate parameters related to the model's facial expressions.
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/// </summary>
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/// <param name="expressionIndex">Index of currently processed facial expression motion.</param>
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/// <param name="playingExpression">Expression motion during playback.</param>
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private void CalculateExpressionParameters(int expressionIndex, CubismPlayingExpression playingExpression)
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{
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UpdateFadeWeight(playingExpression);
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for (var i = 0; i < _expressionParameterValues.Count; i++)
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{
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var expressionParameterValue = _expressionParameterValues[i];
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if (expressionParameterValue.Parameter == null)
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{
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continue;
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}
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var currentParameterValue = expressionParameterValue.OverwriteValue =
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expressionParameterValue.Parameter.Value;
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var expressionParameters = playingExpression.Destinations;
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var parameterIndex = -1;
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for (var j = 0; j < expressionParameters.Length; j++)
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{
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if (expressionParameterValue.Parameter != expressionParameters[j])
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{
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continue;
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}
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parameterIndex = j;
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break;
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}
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// Parameters not referenced by the Expression being played have their initial values applied.
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if (parameterIndex < 0)
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{
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if (expressionIndex == 0)
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{
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expressionParameterValue.AdditiveValue = DefaultAdditiveValue;
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expressionParameterValue.MultiplyValue = DefaultMultiplyValue;
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expressionParameterValue.OverwriteValue = currentParameterValue;
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}
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else
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{
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expressionParameterValue.AdditiveValue =
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CalculateValue(
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expressionParameterValue.AdditiveValue,
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DefaultAdditiveValue,
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playingExpression.FadeWeight);
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expressionParameterValue.MultiplyValue =
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CalculateValue(
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expressionParameterValue.MultiplyValue,
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DefaultMultiplyValue,
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playingExpression.FadeWeight);
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expressionParameterValue.OverwriteValue =
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CalculateValue(
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expressionParameterValue.OverwriteValue,
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currentParameterValue,
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playingExpression.FadeWeight);
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}
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_expressionParameterValues[i] = expressionParameterValue;
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continue;
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}
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// Calculate value.
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var value = playingExpression.Value[parameterIndex];
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float newAdditiveValue, newMultiplyValue, newSetValue;
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switch (playingExpression.Blend[parameterIndex])
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{
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case CubismParameterBlendMode.Additive:
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newAdditiveValue = value;
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newMultiplyValue = DefaultMultiplyValue;
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newSetValue = currentParameterValue;
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break;
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case CubismParameterBlendMode.Multiply:
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newAdditiveValue = DefaultAdditiveValue;
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newMultiplyValue = value;
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newSetValue = currentParameterValue;
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break;
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case CubismParameterBlendMode.Override:
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newAdditiveValue = DefaultAdditiveValue;
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newMultiplyValue = DefaultMultiplyValue;
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newSetValue = value;
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break;
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default:
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return;
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}
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if (expressionIndex == 0)
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{
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expressionParameterValue.AdditiveValue = newAdditiveValue;
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expressionParameterValue.MultiplyValue = newMultiplyValue;
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expressionParameterValue.OverwriteValue = newSetValue;
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}
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else
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{
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expressionParameterValue.AdditiveValue =
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CalculateValue(
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expressionParameterValue.AdditiveValue,
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newAdditiveValue,
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playingExpression.FadeWeight);
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expressionParameterValue.MultiplyValue =
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CalculateValue(
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expressionParameterValue.MultiplyValue,
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newMultiplyValue,
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playingExpression.FadeWeight);
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expressionParameterValue.OverwriteValue =
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CalculateValue(
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expressionParameterValue.OverwriteValue,
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newSetValue,
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playingExpression.FadeWeight);
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}
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_expressionParameterValues[i] = expressionParameterValue;
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}
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}
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/// <summary>
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/// Blend calculation.
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/// </summary>
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/// <param name="source">Source value.</param>
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/// <param name="destination">Destination value.</param>
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/// <param name="fadeWeight">Weight value.</param>
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/// <returns></returns>
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private float CalculateValue(float source, float destination, float fadeWeight)
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{
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return (source * (1.0f - fadeWeight)) + (destination * fadeWeight);
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}
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#region Unity Event Handling
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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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_model = this.FindCubismModel();
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// Get cubism update controller.
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HasUpdateController = (GetComponent<CubismUpdateController>() != null);
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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 LateUpdate()
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{
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if(!HasUpdateController)
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{
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OnLateUpdate();
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}
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}
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#endregion
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||||
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}
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}
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Block a user