Exemple #1
0
        /// <summary>
        /// Called by Unity.
        /// </summary>
        /// <param name="animator">Animator.</param>
        /// <param name="stateInfo">Animator state info.</param>
        /// <param name="layerIndex">Index of the layer.</param>
        /// <param name="controller">Animation controller playable.</param>
        public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex, AnimatorControllerPlayable controller)
        {
            var fadeController = animator.gameObject.GetComponent <CubismFadeController>();

            // Fail silently...
            if (fadeController == null)
            {
                return;
            }

            _cubismFadeMotionList = fadeController.CubismFadeMotionList;

            _layerIndex  = layerIndex;
            _layerWeight = (_layerIndex == 0)
                ? 1.0f
                : animator.GetLayerWeight(_layerIndex);

            var animatorClipInfo = controller.GetNextAnimatorClipInfo(layerIndex);

            _isDefaulState = (animatorClipInfo.Length == 0);

            if (_isDefaulState)
            {
                // Get the motion of Default State only for the first time.
                animatorClipInfo = controller.GetCurrentAnimatorClipInfo(layerIndex);
            }

            // Set playing motions end time.
            for (var i = 0; i < _playingMotions.Count; ++i)
            {
                var motion = _playingMotions[i];

                if (motion.Motion == null)
                {
                    continue;
                }

                var newEndTime = Time.time + motion.Motion.FadeOutTime;

                motion.EndTime = newEndTime;

                _playingMotions[i] = motion;
            }

            for (var i = 0; i < animatorClipInfo.Length; ++i)
            {
                CubismFadePlayingMotion playingMotion;


                var instanceId = -1;
                var events     = animatorClipInfo[i].clip.events;
                for (var k = 0; k < events.Length; ++k)
                {
                    if (events[k].functionName != "InstanceId")
                    {
                        continue;
                    }

                    instanceId = events[k].intParameter;
                    break;
                }

                var motionIndex = -1;
                for (var j = 0; j < _cubismFadeMotionList.MotionInstanceIds.Length; ++j)
                {
                    if (_cubismFadeMotionList.MotionInstanceIds[j] != instanceId)
                    {
                        continue;
                    }

                    motionIndex = j;
                    break;
                }

                playingMotion.Motion = (motionIndex == -1)
                    ? null
                    : _cubismFadeMotionList.CubismFadeMotionObjects[motionIndex];

                playingMotion.Speed           = 1.0f;
                playingMotion.StartTime       = Time.time;
                playingMotion.FadeInStartTime = Time.time;
                playingMotion.EndTime         = (playingMotion.Motion.MotionLength <= 0)
                                        ? -1
                                        : playingMotion.StartTime + playingMotion.Motion.MotionLength;

                _playingMotions.Add(playingMotion);
            }
        }
Exemple #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="animator"></param>
        /// <param name="stateInfo"></param>
        /// <param name="layerIndex"></param>
        /// <param name="controller"></param>
        public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo,
                                          int layerIndex, AnimatorControllerPlayable controller)
        {
            var fadeController = animator.gameObject.GetComponent <CubismFadeController>();

            // Fail silently...
            if (fadeController == null)
            {
                return;
            }

            _cubismFadeMotionList = fadeController.CubismFadeMotionList;

            LayerIndex  = layerIndex;
            LayerWeight = (LayerIndex == 0)
                ? 1.0f
                : animator.GetLayerWeight(LayerIndex);


            var animatorClipInfo = controller.GetNextAnimatorClipInfo(layerIndex);


            IsDefaultState = (animatorClipInfo.Length == 0);

            if (IsDefaultState)
            {
                // 初回のみDefault Stateのモーションを取得する
                animatorClipInfo = controller.GetCurrentAnimatorClipInfo(layerIndex);
            }

            // Set playing motions end time.
            for (var i = 0; i < PlayingMotions.Count; ++i)
            {
                var motion = PlayingMotions[i];

                if (motion.Motion == null)
                {
                    continue;
                }

                var newEndTime = Time.time + motion.Motion.FadeOutTime;

                if (motion.EndTime < 0.0f || newEndTime < motion.EndTime)
                {
                    motion.EndTime = newEndTime;
                }
            }

            for (var i = 0; i < animatorClipInfo.Length; ++i)
            {
                CubismFadePlayingMotion playingMotion;

                var motionIndex = -1;
                for (var j = 0; j < _cubismFadeMotionList.MotionInstanceIds.Length; ++j)
                {
                    if (_cubismFadeMotionList.MotionInstanceIds[j] != animatorClipInfo[i].clip.GetInstanceID())
                    {
                        continue;
                    }

                    motionIndex = j;
                    break;
                }

                playingMotion.Motion = (motionIndex == -1)
                    ? null
                    : _cubismFadeMotionList.CubismFadeMotionObjects[motionIndex];

                playingMotion.StartTime       = Time.time;
                playingMotion.FadeInStartTime = Time.time;
                playingMotion.EndTime         = (playingMotion.Motion.MotionLength <= 0)
                                        ? -1
                                        : playingMotion.StartTime + playingMotion.Motion.MotionLength + playingMotion.Motion.FadeOutTime;

                PlayingMotions.Add(playingMotion);
            }
        }