Example #1
0
        private static void ConfigEmoterSettings(QueueProcessor qp)
        {
            emoter = selectedObject.GetComponent <Emoter>();
            if (emoter == null)
            {
                emoter = selectedObject.AddComponent <Emoter>();
            }

            if (salsa != null)
            {
                salsa.emoter = emoter;
            }

            emoter.queueProcessor = qp;

            emoter.lipsyncEmphasisChance   = emphasisChance;
            emoter.useRandomEmotes         = useRandomEmotes;
            emoter.isChancePerEmote        = isChancePerEmote;
            emoter.NumRandomEmotesPerCycle = numRandomEmotesPerCycle;
            emoter.randomEmoteMinTimer     = randomEmoteMinTimer;
            emoter.randomEmoteMaxTimer     = randomEmoteMaxTimer;
            emoter.randomChance            = randomChance;
            emoter.useRandomFrac           = useRandomFrac;
            emoter.randomFracBias          = randomFracBias;
            emoter.useRandomHoldDuration   = useRandomHoldDuration;
            emoter.randomHoldDurationMin   = randomHoldDurationMin;
            emoter.randomHoldDurationMax   = randomHoldDurationMax;

            emoter.emotes.Clear();
        }
Example #2
0
        /// <summary>
        /// Ensure all Suite references are linked. Requires an LOD to be active.
        /// </summary>
        /// <param name="lodLevel"></param>
        /// <param name="clip"></param>
        private void SetReferences(int lodLevel, AudioClip clip = null)
        {
            salsa  = GetComponent <Salsa>();
            emoter = GetComponent <Emoter>();
            eyes   = GetComponent <Eyes>();

            if (salsa == null || emoter == null)
            {
                OneClickAutodeskCG.Setup(gameObject, clip, lodLevel);
                salsa  = GetComponent <Salsa>();
                emoter = GetComponent <Emoter>();
            }

            if (eyes == null)
            {
                OneClickAutodeskCgEyes.Setup(gameObject, lodLevel);
                eyes = GetComponent <Eyes>();
            }
        }
Example #3
0
        protected static void DoOneClickiness(GameObject go, AudioClip clip)
        {
            selectedObject = go;

            // setup QueueProcessor
            var qp = selectedObject.GetComponent <QueueProcessor>();            // get QueueProcessor on current object -- we no longer look in-scene.

            if (qp == null)
            {
                qp = selectedObject.AddComponent <QueueProcessor>();
            }

            // if there is a uepProxy, get reference to it.
            uepProxy = go.GetComponent <UmaUepProxy>();

            foreach (var configuration in oneClickConfigurations)
            {
                // module-specific configuraiton requirements::
                switch (configuration.type)
                {
                    #region salsa-specific setup
                case OneClickConfiguration.ConfigType.Salsa:
                    salsa = selectedObject.GetComponent <Salsa>();
                    if (salsa == null)
                    {
                        salsa = selectedObject.AddComponent <Salsa>();
                    }

                    // configure AudioSource for demonstration
                    var audSrc = selectedObject.GetComponent <AudioSource>();
                    if (audSrc == null)
                    {
                        audSrc = selectedObject.AddComponent <AudioSource>();
                    }
                    audSrc.playOnAwake = true;
                    audSrc.loop        = false;
                    if (clip != null)
                    {
                        audSrc.clip = clip;
                    }
                    salsa.audioSrc = audSrc;

                    salsa.queueProcessor = qp;

                    // adjust salsa settings
                    //	- data analysis settings
                    salsa.autoAdjustAnalysis   = autoAdjustAnalysis;
                    salsa.autoAdjustMicrophone = autoAdjustMicrophone;
                    //	- advanced dynamics
                    salsa.loCutoff           = loCutoff;
                    salsa.hiCutoff           = hiCutoff;
                    salsa.useAdvDyn          = useAdvDyn;
                    salsa.advDynPrimaryBias  = advDynPrimaryBias;
                    salsa.useAdvDynJitter    = useAdvDynJitter;
                    salsa.advDynJitterAmount = advDynJitterAmount;
                    salsa.advDynJitterProb   = advDynJitterProb;
                    salsa.advDynSecondaryMix = advDynSecondaryMix;

                    salsa.emphasizerTrigger = emphasizerTrigger;
                    break;
                    #endregion

                    #region emoter-specific setup
                case OneClickConfiguration.ConfigType.Emoter:
                    emoter = selectedObject.GetComponent <Emoter>();
                    if (emoter == null)
                    {
                        emoter = selectedObject.AddComponent <Emoter>();
                    }

                    salsa.emoter          = emoter;
                    emoter.queueProcessor = qp;

                    emoter.useRandomEmotes         = useRandomEmotes;
                    emoter.isChancePerEmote        = isChancePerEmote;
                    emoter.NumRandomEmotesPerCycle = numRandomEmotesPerCycle;
                    emoter.randomEmoteMinTimer     = randomEmoteMinTimer;
                    emoter.randomEmoteMaxTimer     = randomEmoteMaxTimer;
                    emoter.randomChance            = randomChance;
                    emoter.useRandomFrac           = useRandomFrac;
                    emoter.randomFracBias          = randomFracBias;
                    emoter.useRandomHoldDuration   = useRandomHoldDuration;
                    emoter.randomHoldDurationMin   = randomHoldDurationMin;
                    emoter.randomHoldDurationMax   = randomHoldDurationMax;

                    break;
                    #endregion
                }

                #region Skinned Mesh Renderer search for shape component creation.
                if (configuration.smrSearches.Count > 0)
                {
                    var allSmrs = selectedObject.GetComponentsInChildren <SkinnedMeshRenderer>();
                    // quick test to see if this object has the necessary stuff
                    if (allSmrs == null || allSmrs.Length == 0)
                    {
                        Debug.LogError("This object does not have the required components. No Skinned Mesh Renderers found. Ensure this one-click script was applied to the root of the model prefab in the scene hierarchy.");
                        return;
                    }

                    // Find the necessary SMR's
                    foreach (var smr in allSmrs)
                    {
                        foreach (var smrSearch in configuration.smrSearches)
                        {
                            if (Regex.IsMatch(smr.name, smrSearch, RegexOptions.IgnoreCase))
                            {
                                requiredSmrs.Add(smr);
                            }
                        }
                    }

                    if (requiredSmrs.Count == 0)
                    {
                        Debug.LogError("This object does not have the required components. Could not find the referenced SMRs. Ensure the appropriate one-click was used for your model type and generation.");
                        return;
                    }
                }
                #endregion                 // Skinned Mesh Renderer search for shape component creation.

                ConfigureModule(configuration);

                ResetForNextConfiguration();
            }
        }