public override void OnInspectorGUI() { base.OnInspectorGUI(); myVHPManager = (VHPManager)target; EditorGUILayout.Space(10); EditorGUILayout.LabelField("Add procedural controllers:", EditorStyles.boldLabel); DrawButton("Emotions", typeof(VHPEmotions)); DrawButton("Gaze", typeof(VHPGaze)); DrawButton("Lip Sync", typeof(VHPLipSync)); }
private void Awake() { m_VHPmanager = gameObject.GetComponent <VHPManager>(); if (headBone && leftEyeBone && rightEyeBone) { m_enableEyesProceduralAnimation = true; } else { Debug.LogWarning("Missing bone(s)' transform(s). Please assign the character's bones in the public fields to enable the procedural gaze system."); } LoadBlendshapesValues(); InstantiateGazeComponents(); }
private void Awake() { m_VHPmanager = gameObject.GetComponent <VHPManager>(); m_OVRLipSyncContext = transform.GetComponent <OVRLipSyncContext>(); LoadBlendShapeValues(); m_visemesBlendShapeValues.Add(m_viseme_sil_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_PP_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_FF_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_TH_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_DD_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_kk_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_CH_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_SS_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_nn_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_RR_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_aa_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_E_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_I_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_O_BlendShapeValues); m_visemesBlendShapeValues.Add(m_viseme_U_BlendShapeValues); }
private void Awake() { m_VHPmanager = gameObject.GetComponent <VHPManager>(); LoadBlendShapeValues(); }