private void OnFaceUpdate(string msg_type, object body) { FunMessage msg = body as FunMessage; object obj = network.GetMessage(msg, MessageType.sc_face); FaceUpdate face = obj as FaceUpdate; if (face_callbacks.ContainsKey(face.user_id)) { face_callbacks[face.user_id](face); } }
private void Reset() { m_faceUpdate = GetComponent <FaceUpdate>(); }
// Start is called before the first frame update void Awake() { this.animator = GetComponent <Animator>(); this.faceUpdate = GetComponent <FaceUpdate>(); }
public void ChangeFace(FaceUpdate face) { anim.CrossFade(face.clip, 0); anim.SetLayerWeight(face.layer, 1f); }
static void SetPluginImportSettings() { GameObject unitychan = GameObject.Find("unitychan"); if (unitychan != null) { unitychan.transform.localEulerAngles = new Vector3(0, 180, 0); Animator animator = unitychan.GetComponent <Animator> (); AnimatorController animCon = animator.runtimeAnimatorController as AnimatorController; var layers = animCon.layers; foreach (var layer in layers) { if (layer.stateMachine.name == "Base Layer") { layer.iKPass = true; } } EditorUtility.SetDirty(animator); IdleChanger idleChanger = unitychan.GetComponent <IdleChanger> (); idleChanger.enabled = false; FaceUpdate faceUpdate = unitychan.GetComponent <FaceUpdate> (); faceUpdate.enabled = false; HeadLookAtIKController headLookAtIKController = FindObjectOfType <HeadLookAtIKController> (); if (headLookAtIKController != null) { headLookAtIKController.animator = animator; EditorUtility.SetDirty(headLookAtIKController); } HeadRotationController headRotationController = FindObjectOfType <HeadRotationController> (); if (headRotationController != null) { headRotationController.target = GameObject.Find("Character1_Head").transform; EditorUtility.SetDirty(headRotationController); } UnityChanDlibFaceBlendShapeController unityChanDlibFaceBlendShapeController = FindObjectOfType <UnityChanDlibFaceBlendShapeController> (); if (unityChanDlibFaceBlendShapeController != null) { unityChanDlibFaceBlendShapeController.EYE_DEF = GameObject.Find("EYE_DEF").GetComponent <SkinnedMeshRenderer> (); unityChanDlibFaceBlendShapeController.EL_DEF = GameObject.Find("EL_DEF").GetComponent <SkinnedMeshRenderer> (); unityChanDlibFaceBlendShapeController.BLW_DEF = GameObject.Find("BLW_DEF").GetComponent <SkinnedMeshRenderer> (); unityChanDlibFaceBlendShapeController.MTH_DEF = GameObject.Find("MTH_DEF").GetComponent <SkinnedMeshRenderer> (); EditorUtility.SetDirty(unityChanDlibFaceBlendShapeController); } UnityChanFaceAnimationClipController unityChanFaceAnimationClipController = FindObjectOfType <UnityChanFaceAnimationClipController> (); if (unityChanFaceAnimationClipController != null) { unityChanFaceAnimationClipController.animator = animator; EditorUtility.SetDirty(unityChanFaceAnimationClipController); } EditorUtility.SetDirty(unitychan); } else { Debug.LogError("There is no \"unitychan\" prefab in the scene. Please add \"unitychan\" prefab to the scene."); } }
public void ChangeFace(FaceUpdate face) { anim.CrossFade(face.clip, 0); anim.SetLayerWeight(face.layer, 1f); }