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 UnityEngine;
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namespace Live2D.Cubism.Framework.HarmonicMotion
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{
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/// <summary>
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/// Holds data for controlling the output of simple harmonic motions.
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/// </summary>
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/// <remarks>
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/// This type of motion can be very useful for faking breathing, for example.
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/// </remarks>
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public sealed class CubismHarmonicMotionParameter : MonoBehaviour
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{
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/// <summary>
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/// Timescale channel.
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/// </summary>
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[SerializeField]
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public int Channel;
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/// <summary>
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/// Motion direction.
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/// </summary>
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[SerializeField]
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public CubismHarmonicMotionDirection Direction;
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/// <summary>
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/// Normalized origin of motion.
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/// </summary>
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/// <remarks>
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/// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
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/// </remarks>
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[SerializeField, Range(0f, 1f)]
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public float NormalizedOrigin = 0.5f;
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/// <summary>
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/// Normalized range of motion.
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/// </summary>
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/// <remarks>
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/// The actual origin used for evaluating the motion depends limits of the <see cref="CubismParameter"/>.
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/// </remarks>
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[SerializeField, Range(0f, 1f)]
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public float NormalizedRange = 0.5f;
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/// <summary>
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/// Duration of one motion cycle in seconds.
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/// </summary>
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[SerializeField, Range(0.01f, 10f)]
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public float Duration = 3f;
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/// <summary>
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/// <see langword="true"/> if <see langword="this"/> is initialized.
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/// </summary>
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private bool IsInitialized
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{
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get { return Mathf.Abs(ValueRange) >= Mathf.Epsilon; }
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}
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/// <summary>
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/// Initializes instance.
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/// </summary>
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private void Initialize()
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{
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// Initialize value fields.
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var parameter = GetComponent<CubismParameter>();
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MaximumValue = parameter.MaximumValue;
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MinimumValue = parameter.MinimumValue;
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ValueRange = MaximumValue - MinimumValue;
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}
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#region Interface for Controller
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/// <summary>
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/// Cached <see cref="CubismParameter.MaximumValue"/>.
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/// </summary>
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private float MaximumValue { get; set; }
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/// <summary>
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/// Cached <see cref="CubismParameter.MinimumValue"/>.
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/// </summary>
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private float MinimumValue { get; set; }
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/// <summary>
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/// Range of <see cref="MaximumValue"/> and <see cref="MinimumValue"/>.
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/// </summary>
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private float ValueRange { get; set; }
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/// <summary>
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/// Current time.
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/// </summary>
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private float T { get; set; }
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/// <summary>
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/// Proceeds time.
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/// </summary>
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/// <param name="channelTimescales"></param>
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internal void Play(float[] channelTimescales)
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{
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T += (Time.deltaTime * channelTimescales[Channel]);
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// Make sure time stays within duration.
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while (T > Duration)
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{
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T -= Duration;
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}
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}
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/// <summary>
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/// Evaluates the parameter.
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/// </summary>
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/// <returns>Parameter value.</returns>
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internal float Evaluate()
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{
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// Lazily initialize.
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if (!IsInitialized)
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{
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Initialize();
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}
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// Restore origin and range.
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var origin = MinimumValue + (NormalizedOrigin * ValueRange);
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var range = NormalizedRange * ValueRange;
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// Clamp the range so that it stays within the limits.
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Clamp(ref origin, ref range);
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// Return result.
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return origin + (range * Mathf.Sin(T * (2 * Mathf.PI) / Duration));
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}
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#endregion
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#region Helper Methods
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/// <summary>
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/// Clamp origin and range based on <see cref="Direction"/>.
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/// </summary>
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/// <param name="origin">Origin to clamp.</param>
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/// <param name="range">Range to clamp.</param>
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private void Clamp(ref float origin, ref float range)
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{
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switch (Direction)
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{
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case CubismHarmonicMotionDirection.Left:
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{
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if ((origin - range) >= MinimumValue)
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{
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range /= 2;
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origin -= range;
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}
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else
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{
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range = (origin - MinimumValue) / 2f;
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origin = MinimumValue + range;
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NormalizedRange = (range * 2f)/ValueRange;
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}
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break;
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}
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case CubismHarmonicMotionDirection.Right:
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{
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if ((origin + range) <= MaximumValue)
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{
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range /= 2f;
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origin += range;
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}
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else
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{
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range = (MaximumValue - origin) / 2f;
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origin = MaximumValue - range;
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NormalizedRange = (range * 2f)/ValueRange;
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}
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break;
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}
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default:
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{
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break;
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}
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}
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// Clamp both range and NormalizedRange.
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if ((origin - range) < MinimumValue)
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{
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range = origin - MinimumValue;
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NormalizedRange = range / ValueRange;
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}
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else if ((origin + range) > MaximumValue)
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{
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range = MaximumValue - origin;
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NormalizedRange = range / ValueRange;
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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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