live2D (sdk가 6.5 미지원으로 sprite로 대응)

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2026-08-08 22:13:54 +09:00
parent 9ce6930772
commit 8a4a001fe0
4278 changed files with 287426 additions and 18 deletions

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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 Live2D.Cubism.Core;
using Live2D.Cubism.Framework.MotionFade;
using System;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Live2D.Cubism.Framework.Motion
{
/// <summary>
/// Cubism motion controller.
/// </summary>
[RequireComponent(typeof(CubismFadeController))]
public class CubismMotionController : MonoBehaviour
{
#region Action
/// <summary>
/// Action animation start handler.
/// </summary>
[SerializeField]
public Action<int> AnimationBeginHandler;
/// <summary>
/// Action animation end handler.
/// </summary>
[SerializeField]
public Action<int> AnimationEndHandler;
/// <summary>
/// Action OnAnimationEnd.
/// </summary>
private void OnAnimationBegin(int layerIndex, int instanceId)
{
if (AnimationBeginHandler != null)
{
AnimationBeginHandler(instanceId);
}
}
/// <summary>
/// Action OnAnimationEnd.
/// </summary>
private void OnAnimationEnd(int layerIndex, int instanceId)
{
_motionPriorities[layerIndex] = CubismMotionPriority.PriorityNone;
if (AnimationEndHandler != null)
{
AnimationEndHandler(instanceId);
}
}
#endregion
#region Variable
/// <summary>
/// Layer count.
/// </summary>
public int LayerCount = 1;
/// <summary>
/// List of cubism fade motion.
/// </summary>
private CubismFadeMotionList _cubismFadeMotionList;
/// <summary>
/// Motion controller is active.
/// </summary>
private bool _isActive = false;
/// <summary>
/// Playable graph controller.
/// </summary>
private PlayableGraph _playableGrap;
/// <summary>
/// Playable output.
/// </summary>
private AnimationPlayableOutput _playableOutput;
/// <summary>
/// Animation layer mixer.
/// </summary>
private AnimationLayerMixerPlayable _layerMixer;
/// <summary>
/// Cubism motion layers.
/// </summary>
private CubismMotionLayer[] _motionLayers;
/// <summary>
/// Cubism motion priorities.
/// </summary>
private int[] _motionPriorities;
#endregion Variable
#region Function
/// <summary>
/// Play animations.
/// </summary>
/// <param name="clip">Animator clip.</param>
/// <param name="layerIndex">layer index.</param>
/// <param name="priority">Animation priority</param>
/// <param name="isLoop">Animation is loop.</param>
/// <param name="speed">Animation speed.</param>
public void PlayAnimation(AnimationClip clip, int layerIndex = 0, int priority = CubismMotionPriority.PriorityNormal, bool isLoop = true, float speed = 1.0f)
{
// Fail silently...
if(!enabled || !_isActive || _cubismFadeMotionList == null || clip == null
|| layerIndex < 0 || layerIndex >= LayerCount ||
((_motionPriorities[layerIndex] >= priority) && (priority != CubismMotionPriority.PriorityForce)))
{
Debug.Log("can't start motion.");
return;
}
_motionPriorities[layerIndex] = priority;
_motionLayers[layerIndex].PlayAnimation(clip, isLoop, speed);
// Play Playable Graph
if(!_playableGrap.IsPlaying())
{
_playableGrap.Play();
}
}
/// <summary>
/// Stop animation.
/// </summary>
/// <param name="animationIndex">Animator index.</param>
/// <param name="layerIndex">layer index.</param>
public void StopAnimation(int animationIndex, int layerIndex = 0)
{
// Fail silently...
if(layerIndex < 0 || layerIndex >= LayerCount)
{
return;
}
_motionLayers[layerIndex].StopAnimationClip();
}
/// <summary>
/// Stop all animation.
/// </summary>
public void StopAllAnimation()
{
for(var i = 0; i < LayerCount; ++i)
{
_motionLayers[i].StopAnimationClip();
}
}
/// <summary>
/// Is playing animation.
/// </summary>
/// <returns>True if the animation is playing.</returns>
public bool IsPlayingAnimation(int layerIndex = 0)
{
// Fail silently...
if(layerIndex < 0 || layerIndex >= LayerCount)
{
return false;
}
return !_motionLayers[layerIndex].IsFinished;
}
/// <summary>
/// Set layer weight.
/// </summary>
/// <param name="layerIndex">layer index.</param>
/// <param name="weight">Layer weight.</param>
public void SetLayerWeight(int layerIndex, float weight)
{
// Fail silently...
if(layerIndex <= 0 || layerIndex >= LayerCount)
{
return;
}
_motionLayers[layerIndex].SetLayerWeight(weight);
_layerMixer.SetInputWeight(layerIndex, weight);
}
/// <summary>
/// Set layer blend type is additive.
/// </summary>
/// <param name="layerIndex">layer index.</param>
/// <param name="isAdditive">Blend type is additive.</param>
public void SetLayerAdditive(int layerIndex, bool isAdditive)
{
// Fail silently...
if(layerIndex <= 0 || layerIndex >= LayerCount)
{
return;
}
_layerMixer.SetLayerAdditive((uint)layerIndex, isAdditive);
}
/// <summary>
/// Set animation speed.
/// </summary>
/// <param name="layerIndex">layer index.</param>
/// <param name="index">index of playing motion list.</param>
/// <param name="speed">Animation speed.</param>
public void SetAnimationSpeed(int layerIndex, int index, float speed)
{
// Fail silently...
if(layerIndex < 0 || layerIndex >= LayerCount)
{
return;
}
_motionLayers[layerIndex].SetStateSpeed(index, speed);
}
/// <summary>
/// Set animation is loop.
/// </summary>
/// <param name="layerIndex">layer index.</param>
/// <param name="index">Index of playing motion list.</param>
/// <param name="isLoop">State is loop.</param>
public void SetAnimationIsLoop(int layerIndex, int index, bool isLoop)
{
// Fail silently...
if(layerIndex < 0 || layerIndex >= LayerCount)
{
return;
}
_motionLayers[layerIndex].SetStateIsLoop(index, isLoop);
}
/// <summary>
/// Get cubism fade states.
/// </summary>
public ICubismFadeState[] GetFadeStates()
{
if(_motionLayers == null)
{
LayerCount = (LayerCount < 1) ? 1 : LayerCount;
_motionLayers = new CubismMotionLayer[LayerCount];
_motionPriorities = new int[LayerCount];
}
return _motionLayers;
}
#endregion Function
#region Unity Events Handling
/// <summary>
/// Called by Unity.
/// </summary>
private void OnEnable()
{
_cubismFadeMotionList = GetComponent<CubismFadeController>().CubismFadeMotionList;
// Fail silently...
if(_cubismFadeMotionList == null)
{
Debug.LogError("CubismMotionController : CubismFadeMotionList doesn't set in CubismFadeController.");
return;
}
// Get Animator.
var animator = GetComponent<Animator>();
if (animator.runtimeAnimatorController != null)
{
Debug.LogWarning("Animator Controller was set in Animator component.");
return;
}
_isActive = true;
// Disable animator's playablegrap.
var graph = animator.playableGraph;
if(graph.IsValid())
{
graph.GetOutput(0).SetWeight(0);
}
// Create Playable Graph.
#if UNITY_2018_1_OR_NEWER
_playableGrap = PlayableGraph.Create("Playable Graph : " + this.FindCubismModel().name);
#else
_playableGrap = PlayableGraph.Create();
#endif
_playableGrap.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
// Create Playable Output.
_playableOutput = AnimationPlayableOutput.Create(_playableGrap, "Animation", animator);
_playableOutput.SetWeight(1);
// Create animation layer mixer.
_layerMixer = AnimationLayerMixerPlayable.Create(_playableGrap, LayerCount);
// Create cubism motion layers.
if(_motionLayers == null)
{
LayerCount = (LayerCount < 1) ? 1 : LayerCount;
_motionLayers = new CubismMotionLayer[LayerCount];
_motionPriorities = new int[LayerCount];
}
for(var i = 0; i < LayerCount; ++i)
{
_motionLayers[i] = CubismMotionLayer.CreateCubismMotionLayer(_playableGrap, _cubismFadeMotionList, i);
_motionLayers[i].AnimationBeginHandler += OnAnimationBegin;
_motionLayers[i].AnimationEndHandler += OnAnimationEnd;
_layerMixer.ConnectInput(i, _motionLayers[i].PlayableOutput, 0);
_layerMixer.SetInputWeight(i, 1.0f);
}
// Set Playable Output.
_playableOutput.SetSourcePlayable(_layerMixer);
}
/// <summary>
/// Called by Unity.
/// </summary>
private void OnDisable()
{
// Destroy _playableGrap.
if(_playableGrap.IsValid())
{
_playableGrap.Destroy();
}
}
/// <summary>
/// Called by Unity.
/// </summary>
private void Update()
{
// Fail silently...
if(!_isActive)
{
return;
}
for( var i = 0; i < _motionLayers.Length; ++i)
{
_motionLayers[i].Update();
if (_motionLayers[i].IsFinished)
{
_motionPriorities[i] = 0;
}
}
}
#endregion Unity Events Handling
}
}

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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 Live2D.Cubism.Framework.MotionFade;
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Live2D.Cubism.Framework.Motion
{
/// <summary>
/// Cubism motion layer.
/// </summary>
public class CubismMotionLayer : ICubismFadeState
{
#region Action
/// <summary>
/// Action animation end handler.
/// </summary>
public Action<int, int> AnimationBeginHandler;
/// <summary>
/// Action animation end handler.
/// </summary>
public Action<int, int> AnimationEndHandler;
#endregion
#region Variable
/// <summary>
/// Playable output.
/// </summary>
public AnimationMixerPlayable PlayableOutput { get; private set; }
/// <summary>
/// Playable output.
/// </summary>
private PlayableGraph _playableGraph;
/// <summary>
/// Cubism playing motions.
/// </summary>
private List<CubismFadePlayingMotion> _playingMotions;
/// <summary>
/// Cubism playing motions.
/// </summary>
private CubismMotionState _motionState;
/// <summary>
/// List of cubism fade motion.
/// </summary>
private CubismFadeMotionList _cubismFadeMotionList;
/// <summary>
/// Layer index.
/// </summary>
private int _layerIndex;
/// <summary>
/// Layer weight.
/// </summary>
private float _layerWeight;
/// <summary>
/// Animation is finished.
/// </summary>
private bool _isFinished;
/// <summary>
/// Is finished.
/// </summary>
/// <returns>True if the animation is finished, false otherwise.</returns>
public bool IsFinished
{
get { return _isFinished; }
}
#endregion
#region Fade State Interface
/// <summary>
/// Get cubism playing motion list.
/// </summary>
/// <returns>Cubism playing motion list.</returns>
public List<CubismFadePlayingMotion> GetPlayingMotions()
{
return _playingMotions;
}
/// <summary>
/// Is default state.
/// </summary>
/// <returns><see langword="true"/> State is default; <see langword="false"/> otherwise.</returns>
public bool IsDefaultState()
{
return false;
}
/// <summary>
/// Get layer weight.
/// </summary>
/// <returns>Layer weight.</returns>
public float GetLayerWeight()
{
return _layerWeight;
}
/// <summary>
/// Get state transition finished.
/// </summary>
/// <returns><see langword="true"/> State transition is finished; <see langword="false"/> otherwise.</returns>
public bool GetStateTransitionFinished()
{
return true;
}
/// <summary>
/// Set state transition finished.
/// </summary>
/// <param name="isFinished">State is finished.</param>
public void SetStateTransitionFinished(bool isFinished) {}
/// <summary>
/// Stop animation.
/// </summary>
/// <param name="index">Playing motion index.</param>
public void StopAnimation(int index)
{
// Remove from playing motion list.
_playingMotions.RemoveAt(index);
}
/// <summary>
/// Stop animation.
/// </summary>
public void StopAnimationClip()
{
// Remove from motion state list.
if (_motionState == null)
{
return;
}
_playableGraph.Disconnect(_motionState.ClipMixer, 0);
_motionState = null;
_isFinished = true;
StopAllAnimation();
}
#endregion
#region Function
/// <summary>
/// Initialize motion layer.
/// </summary>
/// <param name="playableGraph">.</param>
/// <param name="fadeMotionList">.</param>
/// <param name="layerWeight">.</param>
public static CubismMotionLayer CreateCubismMotionLayer(PlayableGraph playableGraph, CubismFadeMotionList fadeMotionList, int layerIndex, float layerWeight = 1.0f)
{
var ret = new CubismMotionLayer();
ret._playableGraph = playableGraph;
ret._cubismFadeMotionList = fadeMotionList;
ret._layerIndex = layerIndex;
ret._layerWeight = layerWeight;
ret._isFinished = true;
ret._motionState = null;
ret._playingMotions = new List<CubismFadePlayingMotion>();
ret.PlayableOutput = AnimationMixerPlayable.Create(playableGraph, 1);
return ret;
}
/// <summary>
/// Create fade playing motion.
/// </summary>
/// <param name="clip">Animator clip.</param>
/// <param name="speed">Animation speed.</param>
private CubismFadePlayingMotion CreateFadePlayingMotion(AnimationClip clip, bool isLooping, float speed = 1.0f)
{
var ret = new CubismFadePlayingMotion();
var isNotFound = true;
var instanceId = -1;
var events = clip.events;
for(var i = 0; i < events.Length; ++i)
{
if(events[i].functionName != "InstanceId")
{
continue;
}
instanceId = events[i].intParameter;
}
for (int i = 0; i < _cubismFadeMotionList.MotionInstanceIds.Length; i++)
{
if(_cubismFadeMotionList.MotionInstanceIds[i] != instanceId)
{
continue;
}
isNotFound = false;
ret.Speed = speed;
ret.StartTime = Time.time;
ret.FadeInStartTime = Time.time;
ret.Motion = _cubismFadeMotionList.CubismFadeMotionObjects[i];
ret.EndTime = (ret.Motion.MotionLength <= 0)
? -1
: ret.StartTime + ret.Motion.MotionLength / speed;
ret.IsLooping = isLooping;
ret.Weight = 0.0f;
ret.InstanceId = instanceId;
ret.IsAnimationEndEventInvoked = false;
AnimationBeginHandler(_layerIndex, instanceId);
break;
}
if(isNotFound)
{
Debug.LogError("CubismMotionController : Not found motion from CubismFadeMotionList.");
}
return ret;
}
/// <summary>
/// Play animation.
/// </summary>
/// <param name="clip">Animation clip.</param>
/// <param name="isLoop">Animation is loop.</param>
/// <param name="speed">Animation speed.</param>
public void PlayAnimation(AnimationClip clip, bool isLoop = true, float speed = 1.0f)
{
if (_motionState != null)
{
_playableGraph.Disconnect(_motionState.ClipMixer, 0);
}
// Create cubism motion state.
_motionState = CubismMotionState.CreateCubismMotionState(_playableGraph, clip, isLoop, speed);
#if UNITY_2018_2_OR_NEWER
PlayableOutput.DisconnectInput(0);
#else
PlayableOutput.GetGraph().Disconnect(PlayableOutput, 0);
#endif
PlayableOutput.ConnectInput(0, _motionState.ClipMixer, 0);
PlayableOutput.SetInputWeight(0, 1.0f);
// Set last motion end time and fade in start time;
if ((_playingMotions.Count > 0) && (_playingMotions[_playingMotions.Count - 1].Motion != null))
{
var motion = _playingMotions[_playingMotions.Count - 1];
var time = Time.time;
var newEndTime = time + motion.Motion.FadeOutTime;
if (newEndTime < 0.0f || newEndTime < motion.EndTime)
{
motion.EndTime = newEndTime;
}
while (motion.IsLooping)
{
if ((motion.StartTime + motion.Motion.MotionLength) >= time)
{
break;
}
motion.StartTime += motion.Motion.MotionLength;
}
motion.IsLooping = false;
_playingMotions[_playingMotions.Count - 1] = motion;
}
// Create fade playing motion.
var playingMotion = CreateFadePlayingMotion(clip, isLoop, speed);
_playingMotions.Add(playingMotion);
_isFinished = false;
}
/// <summary>
/// Stop all animation.
/// </summary>
public void StopAllAnimation()
{
for(var i = _playingMotions.Count - 1; i >= 0; --i)
{
StopAnimation(i);
}
}
/// <summary>
/// Set layer weight.
/// </summary>
/// <param name="weight">Layer weight.</param>
public void SetLayerWeight(float weight)
{
_layerWeight = weight;
}
/// <summary>
/// Set state speed.
/// </summary>
/// <param name="index">index of playing motion list.</param>
/// <param name="speed">Animation speed.</param>
public void SetStateSpeed(int index, float speed)
{
// Fail silently...
if(index < 0)
{
return;
}
var playingMotionData = _playingMotions[index];
playingMotionData.Speed = speed;
playingMotionData.EndTime = (playingMotionData.EndTime - Time.time) / speed;
_playingMotions[index] = playingMotionData;
_motionState.ClipMixer.SetSpeed(speed);
_motionState.ClipPlayable.SetDuration(_motionState.Clip.length / speed - 0.0001f);
}
/// <summary>
/// Set state is loop.
/// </summary>
/// <param name="index">index of playing motion list.</param>
/// <param name="isLoop">Animation is loop.</param>
public void SetStateIsLoop(int index, bool isLoop)
{
// Fail silently...
if(index < 0)
{
return;
}
if(isLoop)
{
_motionState.ClipPlayable.SetDuration(double.MaxValue);
}
else
{
_motionState.ClipPlayable.SetDuration(_motionState.Clip.length - 0.0001f);
}
}
#endregion
public void Update()
{
var isFinished = true;
for (var i = 0; i < _playingMotions.Count; i++)
{
var playingMotion = _playingMotions[i];
if (playingMotion.IsLooping)
{
isFinished = false;
continue;
}
if (playingMotion.IsAnimationEndEventInvoked)
{
continue;
}
if (Time.time > playingMotion.EndTime)
{
playingMotion.IsAnimationEndEventInvoked = true;
_playingMotions[i] = playingMotion;
if (playingMotion.InstanceId.HasValue)
{
var instanceId = _playingMotions[i].InstanceId.Value;
AnimationEndHandler?.Invoke(_layerIndex, instanceId);
}
}
else
{
isFinished = false;
}
}
if (isFinished)
{
_isFinished = true;
}
}
}
}

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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.
*/
namespace Live2D.Cubism.Framework.Motion
{
/// <summary>
/// The constants of Motion priorities.
/// </summary>
public class CubismMotionPriority
{
public const int PriorityNone = 0;
public const int PriorityIdle = 1;
public const int PriorityNormal = 2;
public const int PriorityForce = 3;
}
}

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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;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Live2D.Cubism.Framework.Motion
{
/// <summary>
/// Cubism motion state.
/// </summary>
public class CubismMotionState
{
#region Variable
/// <summary>
/// Cubism motion state clip.
/// </summary>
public AnimationClip Clip { get; private set; }
/// <summary>
/// Animation clip mixer.
/// </summary>
public AnimationMixerPlayable ClipMixer { get; private set; }
/// <summary>
/// Animation clip playable.
/// </summary>
public AnimationClipPlayable ClipPlayable { get; private set; }
#endregion
/// <summary>
/// Create motion state.
/// </summary>
/// <param name="playableGraph">Playable graph.</param>
/// <param name="clip">Animation clip.</param>
/// <param name="isLoop">Animation is loop.</param>
/// <param name="speed">Animation speed.</param>
public static CubismMotionState CreateCubismMotionState(PlayableGraph playableGraph, AnimationClip clip, bool isLoop = true, float speed = 1.0f)
{
var ret = new CubismMotionState();
ret.Clip = clip;
// Create animation clip mixer.
ret.ClipMixer = AnimationMixerPlayable.Create(playableGraph, 2);
ret.ClipMixer.SetSpeed(speed);
// Connect AnimationClip Playable
ret.ClipPlayable = AnimationClipPlayable.Create(playableGraph, ret.Clip);
if(!isLoop)
{
ret.ClipPlayable.SetDuration(clip.length - 0.0001f);
}
ret.ClipMixer.ConnectInput(0, ret.ClipPlayable, 0);
ret.ClipMixer.SetInputWeight(0, 1.0f);
return ret;
}
/// <summary>
/// Connect motion state clip mixer.
/// </summary>
/// <param name="clipMixer">.</param>
public void ConnectClipMixer(AnimationMixerPlayable clipMixer)
{
var lastInput = ClipMixer.GetInputCount() - 1;
#if UNITY_2018_2_OR_NEWER
ClipMixer.DisconnectInput(lastInput);
#else
ClipMixer.GetGraph().Disconnect(ClipMixer, lastInput);
#endif
ClipMixer.ConnectInput(lastInput, clipMixer, 0);
ClipMixer.SetInputWeight(lastInput, 1.0f);
}
}
}

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