void RandomEyes_OnLookStatusChanged(RandomEyesLookStatus status) { Debug.Log("RandomEyes_OnLookStatusChanged:" + " instance(" + status.instance.GetType() + ")," + " name(" + status.instance.name + ")," + " blendSpeed(" + status.blendSpeed + ")," + " rangeOfMotion(" + status.rangeOfMotion + ")"); }
void RandomEyes_OnLookStatusChanged(RandomEyesLookStatus status) { Debug.Log("RandomEyes_OnLookStatusChanged:" + " instance(" + status.instance.GetType() + ")," + " name(" + status.instance.name + ")," + " lookPosition(" + status.lookPosition + ")," + " blendSpeed(" + status.blendSpeed + ")," + " rangeOfMotion(" + status.rangeOfMotion + ")"); }
/// <summary> /// RandomEyes on look status changed lets us know when /// the eye postion has finished moving to the next position. /// In this simple example scene, we are using the random /// look positions to trigger custom shape emotions. /// </summary> /// <param name="status">Status.</param> void RandomEyes_OnLookStatusChanged(RandomEyesLookStatus status) { if (randomEyesLookEvents) { Debug.Log("RandomEyes_OnLookStatusChanged:" + " instance(" + status.instance.GetType() + ")," + " name(" + status.instance.name + ")," + " lookPosition(" + status.lookPosition + ")," + " blendSpeed(" + status.blendSpeed + ")," + " rangeOfMotion(" + status.rangeOfMotion + ")"); } // When looking up, raise the brows for a random duration if (status.lookPosition == RandomEyesLook.Position.Up) { //randomEyes.SetCustomShapeOverride("brows-up", Random.Range(1f, 3f)); } // When looking down, lower the brows for a random duration if (status.lookPosition == RandomEyesLook.Position.Up) { //randomEyes.SetCustomShapeOverride("brows-down", Random.Range(1f, 3f)); } }