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StoryGame_Unity/Assets/Live2D/Cubism/Framework/LookAt/CubismLookController.cs

272 lines
7.0 KiB
C#

/**
* 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 UnityEngine;
using Object = UnityEngine.Object;
namespace Live2D.Cubism.Framework.LookAt
{
/// <summary>
/// Controls <see cref="CubismLookParameter"/>s.
/// </summary>
public sealed class CubismLookController : MonoBehaviour, ICubismUpdatable
{
/// <summary>
/// Blend mode.
/// </summary>
[SerializeField]
public CubismParameterBlendMode BlendMode = CubismParameterBlendMode.Additive;
/// <summary>
/// <see cref="Target"/> backing field.
/// </summary>
[SerializeField, HideInInspector] private Object _target;
/// <summary>
/// Target.
/// </summary>
public Object Target
{
get { return _target; }
set { _target = value.ToNullUnlessImplementsInterface<ICubismLookTarget>(); }
}
/// <summary>
/// <see cref="TargetInterface"/> backing field.
/// </summary>
private ICubismLookTarget _targetInterface;
/// <summary>
/// Interface of target.
/// </summary>
private ICubismLookTarget TargetInterface
{
get
{
if (_targetInterface == null)
{
_targetInterface = Target.GetInterface<ICubismLookTarget>();
}
return _targetInterface;
}
}
/// <summary>
/// Local center position.
/// </summary>
[SerializeField, HideInInspector]
private Object _center;
public Object Center
{
get { return _center; }
set { _center = value.ToNullUnlessImplementsInterface<ICubismLookCenter>(); }
}
/// <summary>
/// Interface of center.
/// </summary>
private ICubismLookCenter _centerInterface;
private ICubismLookCenter CenterInterface
{
get
{
if (_centerInterface == null)
{
_centerInterface = Center.GetInterface<ICubismLookCenter>();
}
return _centerInterface;
}
}
/// <summary>
/// Damping to apply.
/// </summary>
public float Damping = 0.15f;
/// <summary>
/// Source parameters.
/// </summary>
private CubismLookParameter[] Sources { get; set; }
/// <summary>
/// The actual parameters to apply the source values to.
/// </summary>
private CubismParameter[] Destinations { get; set; }
/// <summary>
/// Position at last frame.
/// </summary>
private Vector3 LastPosition { get; set; }
/// <summary>
/// Goal position.
/// </summary>
private Vector3 GoalPosition { get; set; }
/// <summary>
/// Buffer for <see cref="Mathf.SmoothDamp(float, float, ref float, float)"/> velocity.
/// </summary>
// ReSharper disable once InconsistentNaming
private Vector3 VelocityBuffer;
/// <summary>
/// Model has update controller component.
/// </summary>
[HideInInspector]
public bool HasUpdateController { get; set; }
/// <summary>
/// Refreshes the controller. Call this method after adding and/or removing <see cref="CubismLookParameter"/>s.
/// </summary>
public void Refresh()
{
var model = this.FindCubismModel();
// Catch sources and destinations.
Sources = model
.Parameters
.GetComponentsMany<CubismLookParameter>();
Destinations = new CubismParameter[Sources.Length];
for (var i = 0; i < Sources.Length; ++i)
{
Destinations[i] = Sources[i].GetComponent<CubismParameter>();
}
// Get cubism update controller.
HasUpdateController = (GetComponent<CubismUpdateController>() != null);
}
/// <summary>
/// Called by cubism update controller. Order to invoke OnLateUpdate.
/// </summary>
public int ExecutionOrder
{
get { return CubismUpdateExecutionOrder.CubismLookController; }
}
/// <summary>
/// Called by cubism update controller. Needs to invoke OnLateUpdate on Editing.
/// </summary>
public bool NeedsUpdateOnEditing
{
get { return false; }
}
/// <summary>
/// Called by cubism update controller. Updates controller.
/// </summary>
public void OnLateUpdate()
{
// Return if it is not valid or there's nothing to update.
if (!enabled || Destinations == null)
{
return;
}
// Return early if no target is available or if target is inactive.
var target = TargetInterface;
Vector3 centerPosition;
var center = CenterInterface;
if (center == null)
{
centerPosition = Vector3.zero;
}
else
{
centerPosition = center.GetCenterPosition();
}
if (target == null || !target.IsActive())
{
GoalPosition = Vector3.zero;
}
else
{
GoalPosition = transform.InverseTransformPoint(target.GetPosition()) - centerPosition;
}
// Update position.
var position = LastPosition;
if (position != GoalPosition)
{
position = Vector3.SmoothDamp(
position,
GoalPosition,
ref VelocityBuffer,
Damping);
}
// Update sources and destinations.
for (var i = 0; i < Destinations.Length; ++i)
{
Destinations[i].BlendToValue(BlendMode, Sources[i].TickAndEvaluate(position));
}
// Store position.
LastPosition = position;
}
#region Unity Events Handling
/// <summary>
/// Called by Unity. Makes sure cache is initialized.
/// </summary>
private void Start()
{
// Default center if necessary.
if (Center == null)
{
Center = GetComponent<ICubismLookCenter>() as Object;
}
// Initialize cache.
Refresh();
}
/// <summary>
/// Called by Unity. Updates controller.
/// </summary>
private void LateUpdate()
{
if (!HasUpdateController)
{
OnLateUpdate();
}
}
#endregion
}
}