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374
Assets/Live2D/Cubism/Framework/Motion/CubismMotionController.cs
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374
Assets/Live2D/Cubism/Framework/Motion/CubismMotionController.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 Live2D.Cubism.Framework.MotionFade;
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using System;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.Playables;
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namespace Live2D.Cubism.Framework.Motion
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{
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/// <summary>
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/// Cubism motion controller.
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/// </summary>
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[RequireComponent(typeof(CubismFadeController))]
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public class CubismMotionController : MonoBehaviour
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{
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#region Action
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/// <summary>
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/// Action animation start handler.
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/// </summary>
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[SerializeField]
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public Action<int> AnimationBeginHandler;
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/// <summary>
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/// Action animation end handler.
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/// </summary>
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[SerializeField]
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public Action<int> AnimationEndHandler;
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/// <summary>
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/// Action OnAnimationEnd.
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/// </summary>
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private void OnAnimationBegin(int layerIndex, int instanceId)
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{
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if (AnimationBeginHandler != null)
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{
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AnimationBeginHandler(instanceId);
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}
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}
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/// <summary>
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/// Action OnAnimationEnd.
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/// </summary>
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private void OnAnimationEnd(int layerIndex, int instanceId)
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{
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_motionPriorities[layerIndex] = CubismMotionPriority.PriorityNone;
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if (AnimationEndHandler != null)
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{
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AnimationEndHandler(instanceId);
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}
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}
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#endregion
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#region Variable
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/// <summary>
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/// Layer count.
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/// </summary>
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public int LayerCount = 1;
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/// <summary>
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/// List of cubism fade motion.
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/// </summary>
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private CubismFadeMotionList _cubismFadeMotionList;
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/// <summary>
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/// Motion controller is active.
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/// </summary>
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private bool _isActive = false;
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/// <summary>
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/// Playable graph controller.
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/// </summary>
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private PlayableGraph _playableGrap;
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/// <summary>
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/// Playable output.
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/// </summary>
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private AnimationPlayableOutput _playableOutput;
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/// <summary>
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/// Animation layer mixer.
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/// </summary>
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private AnimationLayerMixerPlayable _layerMixer;
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/// <summary>
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/// Cubism motion layers.
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/// </summary>
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private CubismMotionLayer[] _motionLayers;
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/// <summary>
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/// Cubism motion priorities.
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/// </summary>
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private int[] _motionPriorities;
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#endregion Variable
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#region Function
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/// <summary>
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/// Play animations.
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/// </summary>
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/// <param name="clip">Animator clip.</param>
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/// <param name="layerIndex">layer index.</param>
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/// <param name="priority">Animation priority</param>
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/// <param name="isLoop">Animation is loop.</param>
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/// <param name="speed">Animation speed.</param>
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public void PlayAnimation(AnimationClip clip, int layerIndex = 0, int priority = CubismMotionPriority.PriorityNormal, bool isLoop = true, float speed = 1.0f)
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{
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// Fail silently...
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if(!enabled || !_isActive || _cubismFadeMotionList == null || clip == null
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|| layerIndex < 0 || layerIndex >= LayerCount ||
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((_motionPriorities[layerIndex] >= priority) && (priority != CubismMotionPriority.PriorityForce)))
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{
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Debug.Log("can't start motion.");
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return;
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}
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_motionPriorities[layerIndex] = priority;
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_motionLayers[layerIndex].PlayAnimation(clip, isLoop, speed);
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// Play Playable Graph
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if(!_playableGrap.IsPlaying())
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{
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_playableGrap.Play();
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}
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}
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/// <summary>
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/// Stop animation.
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/// </summary>
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/// <param name="animationIndex">Animator index.</param>
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/// <param name="layerIndex">layer index.</param>
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public void StopAnimation(int animationIndex, int layerIndex = 0)
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{
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// Fail silently...
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if(layerIndex < 0 || layerIndex >= LayerCount)
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{
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return;
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}
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_motionLayers[layerIndex].StopAnimationClip();
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}
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/// <summary>
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/// Stop all animation.
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/// </summary>
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public void StopAllAnimation()
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{
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for(var i = 0; i < LayerCount; ++i)
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{
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_motionLayers[i].StopAnimationClip();
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}
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}
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/// <summary>
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/// Is playing animation.
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/// </summary>
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/// <returns>True if the animation is playing.</returns>
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public bool IsPlayingAnimation(int layerIndex = 0)
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{
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// Fail silently...
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if(layerIndex < 0 || layerIndex >= LayerCount)
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{
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return false;
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}
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return !_motionLayers[layerIndex].IsFinished;
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}
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/// <summary>
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/// Set layer weight.
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/// </summary>
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/// <param name="layerIndex">layer index.</param>
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/// <param name="weight">Layer weight.</param>
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public void SetLayerWeight(int layerIndex, float weight)
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{
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// Fail silently...
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if(layerIndex <= 0 || layerIndex >= LayerCount)
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{
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return;
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}
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_motionLayers[layerIndex].SetLayerWeight(weight);
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_layerMixer.SetInputWeight(layerIndex, weight);
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}
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/// <summary>
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/// Set layer blend type is additive.
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/// </summary>
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/// <param name="layerIndex">layer index.</param>
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/// <param name="isAdditive">Blend type is additive.</param>
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public void SetLayerAdditive(int layerIndex, bool isAdditive)
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{
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// Fail silently...
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if(layerIndex <= 0 || layerIndex >= LayerCount)
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{
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return;
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}
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_layerMixer.SetLayerAdditive((uint)layerIndex, isAdditive);
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}
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/// <summary>
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/// Set animation speed.
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/// </summary>
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/// <param name="layerIndex">layer index.</param>
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/// <param name="index">index of playing motion list.</param>
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/// <param name="speed">Animation speed.</param>
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public void SetAnimationSpeed(int layerIndex, int index, float speed)
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{
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// Fail silently...
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if(layerIndex < 0 || layerIndex >= LayerCount)
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{
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return;
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}
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_motionLayers[layerIndex].SetStateSpeed(index, speed);
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}
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/// <summary>
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/// Set animation is loop.
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/// </summary>
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/// <param name="layerIndex">layer index.</param>
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/// <param name="index">Index of playing motion list.</param>
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/// <param name="isLoop">State is loop.</param>
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public void SetAnimationIsLoop(int layerIndex, int index, bool isLoop)
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{
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// Fail silently...
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if(layerIndex < 0 || layerIndex >= LayerCount)
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{
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return;
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}
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_motionLayers[layerIndex].SetStateIsLoop(index, isLoop);
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}
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/// <summary>
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/// Get cubism fade states.
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/// </summary>
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public ICubismFadeState[] GetFadeStates()
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{
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if(_motionLayers == null)
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{
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LayerCount = (LayerCount < 1) ? 1 : LayerCount;
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_motionLayers = new CubismMotionLayer[LayerCount];
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_motionPriorities = new int[LayerCount];
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}
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return _motionLayers;
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}
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#endregion Function
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#region Unity Events 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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_cubismFadeMotionList = GetComponent<CubismFadeController>().CubismFadeMotionList;
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// Fail silently...
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if(_cubismFadeMotionList == null)
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{
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Debug.LogError("CubismMotionController : CubismFadeMotionList doesn't set in CubismFadeController.");
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return;
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}
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// Get Animator.
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var animator = GetComponent<Animator>();
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if (animator.runtimeAnimatorController != null)
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{
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Debug.LogWarning("Animator Controller was set in Animator component.");
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return;
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}
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_isActive = true;
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// Disable animator's playablegrap.
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var graph = animator.playableGraph;
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if(graph.IsValid())
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{
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graph.GetOutput(0).SetWeight(0);
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}
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// Create Playable Graph.
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#if UNITY_2018_1_OR_NEWER
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_playableGrap = PlayableGraph.Create("Playable Graph : " + this.FindCubismModel().name);
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#else
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_playableGrap = PlayableGraph.Create();
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#endif
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_playableGrap.SetTimeUpdateMode(DirectorUpdateMode.GameTime);
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// Create Playable Output.
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_playableOutput = AnimationPlayableOutput.Create(_playableGrap, "Animation", animator);
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_playableOutput.SetWeight(1);
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// Create animation layer mixer.
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_layerMixer = AnimationLayerMixerPlayable.Create(_playableGrap, LayerCount);
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// Create cubism motion layers.
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if(_motionLayers == null)
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{
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LayerCount = (LayerCount < 1) ? 1 : LayerCount;
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_motionLayers = new CubismMotionLayer[LayerCount];
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_motionPriorities = new int[LayerCount];
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}
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for(var i = 0; i < LayerCount; ++i)
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{
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_motionLayers[i] = CubismMotionLayer.CreateCubismMotionLayer(_playableGrap, _cubismFadeMotionList, i);
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_motionLayers[i].AnimationBeginHandler += OnAnimationBegin;
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_motionLayers[i].AnimationEndHandler += OnAnimationEnd;
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_layerMixer.ConnectInput(i, _motionLayers[i].PlayableOutput, 0);
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_layerMixer.SetInputWeight(i, 1.0f);
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}
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// Set Playable Output.
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_playableOutput.SetSourcePlayable(_layerMixer);
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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 OnDisable()
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{
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// Destroy _playableGrap.
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if(_playableGrap.IsValid())
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{
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_playableGrap.Destroy();
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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 Update()
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{
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// Fail silently...
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if(!_isActive)
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{
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return;
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}
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for( var i = 0; i < _motionLayers.Length; ++i)
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{
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_motionLayers[i].Update();
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if (_motionLayers[i].IsFinished)
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{
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_motionPriorities[i] = 0;
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}
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}
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}
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#endregion Unity Events Handling
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}
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}
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