├── ProjectSettings ├── ProjectVersion.txt ├── ClusterInputManager.asset ├── NetworkManager.asset ├── TimeManager.asset ├── EditorBuildSettings.asset ├── PresetManager.asset ├── AudioManager.asset ├── TagManager.asset ├── EditorSettings.asset ├── UnityConnectSettings.asset ├── DynamicsManager.asset ├── NavMeshAreas.asset ├── GraphicsSettings.asset ├── Physics2DSettings.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── docs ├── sample.gif └── clip-setting.png ├── Assets ├── AniLipSync-live2d.meta └── AniLipSync-live2d │ ├── Examples.meta │ ├── Prefabs.meta │ ├── Scripts.meta │ ├── Scripts │ ├── Editor.meta │ ├── AnimMorphTarget.cs.meta │ ├── VisemeShapeClip.cs.meta │ ├── Editor │ │ ├── VisemeShapeClipEditor.cs.meta │ │ └── VisemeShapeClipEditor.cs │ ├── LowLatencyLipSyncContext.cs.meta │ ├── VisemeShapeClip.cs │ ├── LowLatencyLipSyncContext.cs │ └── AnimMorphTarget.cs │ ├── Examples │ ├── Scenes.meta │ ├── Scenes │ │ └── AniLipSync-live2d.unity.meta │ ├── VisemeShapeClips.meta │ └── VisemeShapeClips │ │ ├── Aa.asset.meta │ │ ├── E.asset.meta │ │ ├── Ih.asset.meta │ │ ├── Oh.asset.meta │ │ ├── Ou.asset.meta │ │ ├── Aa.asset │ │ ├── E.asset │ │ ├── Oh.asset │ │ ├── Ou.asset │ │ └── Ih.asset │ └── Prefabs │ ├── AniLipSync-live2d.prefab.meta │ └── AniLipSync-live2d.prefab ├── LICENSE ├── Packages └── manifest.json ├── .gitignore └── README.md /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2018.2.10f1 2 | -------------------------------------------------------------------------------- /docs/sample.gif: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/nkjzm/AniLipSync-live2d/HEAD/docs/sample.gif -------------------------------------------------------------------------------- /docs/clip-setting.png: -------------------------------------------------------------------------------- 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-------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2018 Nakaji Kohki 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 7 7 | m_Gravity: {x: 0, y: -9.81, z: 0} 8 | m_DefaultMaterial: {fileID: 0} 9 | m_BounceThreshold: 2 10 | m_SleepThreshold: 0.005 11 | m_DefaultContactOffset: 0.01 12 | m_DefaultSolverIterations: 6 13 | m_DefaultSolverVelocityIterations: 1 14 | m_QueriesHitBackfaces: 0 15 | m_QueriesHitTriggers: 1 16 | m_EnableAdaptiveForce: 0 17 | m_ClothInterCollisionDistance: 0 18 | m_ClothInterCollisionStiffness: 0 19 | m_ContactsGeneration: 1 20 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 21 | m_AutoSimulation: 1 22 | m_AutoSyncTransforms: 1 23 | m_ClothInterCollisionSettingsToggle: 0 24 | m_ContactPairsMode: 0 25 | m_BroadphaseType: 0 26 | m_WorldBounds: 27 | m_Center: {x: 0, y: 0, z: 0} 28 | m_Extent: {x: 250, y: 250, z: 250} 29 | m_WorldSubdivisions: 8 30 | -------------------------------------------------------------------------------- /Assets/AniLipSync-live2d/Examples/VisemeShapeClips/Aa.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 0 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInternal: {fileID: 0} 8 | m_GameObject: {fileID: 0} 9 | m_Enabled: 1 10 | m_EditorHideFlags: 0 11 | m_Script: {fileID: 11500000, guid: 39dc801bd0fec7341bf676305bd3948c, type: 3} 12 | m_Name: Aa 13 | m_EditorClassIdentifier: 14 | m_prefab: {fileID: 1633094335610166, guid: 6f0e06de47dbcee4c92ffcb3cbd11a22, type: 2} 15 | Preset: 10 16 | TransitionCurve: 17 | serializedVersion: 2 18 | m_Curve: 19 | - 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Humanoid 92 | -------------------------------------------------------------------------------- /Assets/AniLipSync-live2d/Scripts/VisemeShapeClip.cs: -------------------------------------------------------------------------------- 1 | using Live2D.Cubism.Core; 2 | using System; 3 | using UnityEngine; 4 | 5 | namespace AniLipSync.Live2D 6 | { 7 | [Serializable] 8 | public struct BlendShapeBinding 9 | { 10 | public int Index; 11 | public float Weight; 12 | } 13 | 14 | [CreateAssetMenu(menuName = "AniLipSync/VisemeClip")] 15 | public class VisemeShapeClip : ScriptableObject 16 | { 17 | [SerializeField] 18 | GameObject m_prefab; 19 | public GameObject Prefab 20 | { 21 | set { m_prefab = value; } 22 | get { return m_prefab; } 23 | } 24 | 25 | [SerializeField] 26 | public OVRLipSync.Viseme Preset = OVRLipSync.Viseme.aa; 27 | 28 | [SerializeField] 29 | public AnimationCurve TransitionCurve = null; 30 | 31 | [SerializeField] 32 | public BlendShapeBinding[] Values = new BlendShapeBinding[] { }; 33 | 34 | public void Apply(CubismModel root, float value) 35 | { 36 | foreach (var x in Values) 37 | { 38 | var parameter = root.Parameters[x.Index]; 39 | if (parameter != null) 40 | { 41 | var target = Mathf.Lerp(parameter.DefaultValue, x.Weight, value); 42 | parameter.Value = Mathf.Clamp(target, parameter.MinimumValue, parameter.MaximumValue); 43 | } 44 | } 45 | } 46 | 47 | public void Reset(CubismModel root) 48 | { 49 | foreach (var x in Values) 50 | { 51 | var parameter = root.Parameters[x.Index]; 52 | if (parameter != null) 53 | { 54 | parameter.Value = parameter.DefaultValue; 55 | } 56 | } 57 | } 58 | } 59 | } -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | 2 | # Created by https://www.gitignore.io/api/unity,macos,windows 3 | 4 | ### macOS ### 5 | # General 6 | .DS_Store 7 | .AppleDouble 8 | .LSOverride 9 | 10 | # Icon must end with two \r 11 | Icon 12 | 13 | # Thumbnails 14 | ._* 15 | 16 | # Files that might appear in the root of a volume 17 | .DocumentRevisions-V100 18 | .fseventsd 19 | .Spotlight-V100 20 | .TemporaryItems 21 | .Trashes 22 | .VolumeIcon.icns 23 | .com.apple.timemachine.donotpresent 24 | 25 | # Directories potentially created on remote AFP share 26 | .AppleDB 27 | .AppleDesktop 28 | Network Trash Folder 29 | Temporary Items 30 | .apdisk 31 | 32 | ### Unity ### 33 | [Ll]ibrary/ 34 | [Tt]emp/ 35 | [Oo]bj/ 36 | [Bb]uild/ 37 | [Bb]uilds/ 38 | Assets/AssetStoreTools* 39 | 40 | # Visual Studio cache directory 41 | .vs/ 42 | 43 | # Autogenerated VS/MD/Consulo solution and project files 44 | ExportedObj/ 45 | .consulo/ 46 | *.csproj 47 | *.unityproj 48 | *.sln 49 | *.suo 50 | *.tmp 51 | *.user 52 | *.userprefs 53 | *.pidb 54 | *.booproj 55 | *.svd 56 | *.pdb 57 | *.opendb 58 | 59 | # Unity3D generated meta files 60 | *.pidb.meta 61 | *.pdb.meta 62 | 63 | # Unity3D Generated File On Crash Reports 64 | sysinfo.txt 65 | 66 | # Builds 67 | *.apk 68 | *.unitypackage 69 | 70 | ### Windows ### 71 | # Windows thumbnail cache files 72 | Thumbs.db 73 | ehthumbs.db 74 | ehthumbs_vista.db 75 | 76 | # Dump file 77 | *.stackdump 78 | 79 | # Folder config file 80 | [Dd]esktop.ini 81 | 82 | # Recycle Bin used on file shares 83 | $RECYCLE.BIN/ 84 | 85 | # Windows Installer files 86 | *.cab 87 | *.msi 88 | *.msix 89 | *.msm 90 | *.msp 91 | 92 | # Windows shortcuts 93 | *.lnk 94 | 95 | 96 | # End of https://www.gitignore.io/api/unity,macos,windows 97 | 98 | Assets/Live2D* 99 | Assets/Oculus* 100 | Assets/csc* 101 | Assets/mcs* 102 | 103 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 12 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_AlwaysIncludedShaders: 32 | - 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Windows 10 / macOS High Sierra 18 | - Unity 2018.2.10f1 19 | 20 | ## Requirement 21 | 22 | - [OVRLipSync Version 1.28.0](https://developer.oculus.com/downloads/package/oculus-lipsync-unity/1.28.0/) 23 | - [Live2d Cubism 3 SDK for Unity R9](https://live2d.github.io/#unity) 24 | 25 | 各パッケージについてはそれぞれが定めるライセンスに準拠してください。 26 | Please comply with license defined by each package. 27 | 28 | ## Samples 29 | 30 | `Assets/AniLipSync-live2d/Examples/Scenes/AniLipSync-live2d.unity` 31 | 32 | ## Getting Stared 33 | 34 | 1. Open your unity project 35 | 1. Import OVRLipSync 36 | 1. Import Live2d Cubism 3 SDK for Unity 37 | 1. Import AniLipSync-live2d.unitypackage 38 | 1. Add prefab, `Assets/Oculus/LipSync/Prefabs/LipSyncInterface` in the scene 39 | 1. Add prefab, `Assets/AniLipSync-live2d/Prefabs/AniLipSync-live2d` in the scene 40 | 1. Create 5 VisemeShapeClips, `aa`, `E`, `ih`, `oh`, `ou` 41 | 1. Set `AnimMorphTarget` component in `AniLipSync-live2d` prefab 42 | 43 | ### VisemeShapeClip 44 | 45 | ![](docs/clip-setting.png) 46 | 47 | // write later 48 | 49 | ### Reference 50 | 51 | Live2Dでアニメ調のリップシンクを実現する『AniLipSync-live2d』の使い方 - Qiita 52 | https://qiita.com/nkjzm/items/b0d283cf8b1f7fdcf91b 53 | 54 | 【解説】AniLipSync-live2dをモデルに適用する手順の紹介 - YouTube 55 | https://www.youtube.com/watch?v=2j2KALzretk 56 | 57 | ## License 58 | 59 | This library under [MIT License](LICENSE) 60 | 61 | This library is derived from [AniLipSync](https://github.com/XVI/AniLipSync/blob/master/LICENSE) 62 | 63 | ### NOTE 64 | 65 | このライブラリは[Live2D Open Software 使用許諾契約書](http://live2d.com/eula/live2d-open-software-license-agreement_jp.html)の1.5項が定める **「拡張性アプリケーション」** に該当しますが、株式会社Live2Dと個別に連絡を取り、出版許諾契約不要での公開の許可をいただいております。 66 | 67 | このライブラリを使用して製作されたアプリケーションが「拡張性アプリケーション」に該当する場合は、出版の際に別途ライセンス契約が必要になります。詳しくは以下のページを参照してください。 68 | 69 | [拡張性アプリケーションのリリースライセンスについて](https://www.live2d.com/ja/products/releaselicense/expandable_application) 70 | 71 | 72 | 73 | 74 | 75 | -------------------------------------------------------------------------------- /Assets/AniLipSync-live2d/Scripts/LowLatencyLipSyncContext.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | namespace AniLipSync.Live2D 5 | { 6 | public class LowLatencyLipSyncContext : OVRLipSyncContextBase 7 | { 8 | AudioClip clip; 9 | int head = 0; 10 | const int samplingFrequency = 48000; 11 | const int lengthSeconds = 1; 12 | float[] processBuffer = new float[1024]; 13 | float[] microphoneBuffer = new float[lengthSeconds * samplingFrequency]; 14 | 15 | void Start() 16 | { 17 | clip = Microphone.Start(null, true, lengthSeconds, samplingFrequency); 18 | } 19 | 20 | void Update() 21 | { 22 | var position = Microphone.GetPosition(null); 23 | if (position < 0 || head == position) 24 | { 25 | return; 26 | } 27 | 28 | clip.GetData(microphoneBuffer, 0); 29 | while (GetDataLength(microphoneBuffer.Length, head, position) > processBuffer.Length) 30 | { 31 | var remain = microphoneBuffer.Length - head; 32 | if (remain < processBuffer.Length) 33 | { 34 | Array.Copy(microphoneBuffer, head, processBuffer, 0, remain); 35 | Array.Copy(microphoneBuffer, 0, processBuffer, remain, processBuffer.Length - remain); 36 | } 37 | else 38 | { 39 | Array.Copy(microphoneBuffer, head, processBuffer, 0, processBuffer.Length); 40 | } 41 | 42 | OVRLipSync.ProcessFrame(Context, processBuffer, Frame); 43 | 44 | head += processBuffer.Length; 45 | if (head > microphoneBuffer.Length) 46 | { 47 | head -= microphoneBuffer.Length; 48 | } 49 | } 50 | } 51 | 52 | public float GetMicVolume() 53 | { 54 | float a = 0; 55 | 56 | foreach (float s in processBuffer) 57 | { 58 | a += Mathf.Abs(s); 59 | } 60 | 61 | return a / processBuffer.Length; 62 | } 63 | 64 | static int GetDataLength(int bufferLength, int head, int tail) 65 | { 66 | if (head < tail) 67 | { 68 | return tail - head; 69 | } 70 | else 71 | { 72 | return bufferLength - head + tail; 73 | } 74 | } 75 | } 76 | } -------------------------------------------------------------------------------- /Assets/AniLipSync-live2d/Scripts/AnimMorphTarget.cs: -------------------------------------------------------------------------------- 1 | using Live2D.Cubism.Core; 2 | using UnityEngine; 3 | 4 | namespace AniLipSync.Live2D 5 | { 6 | public class AnimMorphTarget : MonoBehaviour 7 | { 8 | [Tooltip("カーブの値を適用する際の倍率")] 9 | public float curveAmplifier = 100.0f; 10 | 11 | [Range(0.0f, 100.0f), Tooltip("この閾値未満の音素の重みは無視する")] 12 | public float weightThreashold = 2.0f; 13 | 14 | [Tooltip("Shapeの重みを変化させるフレームレート")] 15 | public float frameRate = 12.0f; 16 | 17 | [Tooltip("値を変化させるCubismModel")] 18 | public CubismModel model; 19 | 20 | [Tooltip("aa, E, ih, oh, ouの順で割り当てるVisemeShapeClip")] 21 | public VisemeShapeClip[] visemeToShape = new VisemeShapeClip[5]; 22 | 23 | [Tooltip("OVRLipSyncに渡すSmoothing amountの値")] 24 | public int smoothAmount = 100; 25 | 26 | OVRLipSyncContextBase context; 27 | OVRLipSync.Viseme previousViseme = OVRLipSync.Viseme.sil; 28 | float transitionTimer = 0.0f; 29 | float frameRateTimer = 0.0f; 30 | 31 | void Start() 32 | { 33 | if (model == null) 34 | { 35 | Debug.LogError("CubismModelが指定されていません。", this); 36 | } 37 | 38 | context = GetComponent(); 39 | if (context == null) 40 | { 41 | Debug.LogError("同じGameObjectにOVRLipSyncContextBaseを継承したクラスが見つかりません。", this); 42 | } 43 | 44 | context.Smoothing = smoothAmount; 45 | } 46 | 47 | void LateUpdate() 48 | { 49 | if (context == null || model == null) 50 | { 51 | return; 52 | } 53 | 54 | var frame = context.GetCurrentPhonemeFrame(); 55 | if (frame == null) 56 | { 57 | return; 58 | } 59 | 60 | transitionTimer += Time.deltaTime; 61 | 62 | // 設定したフレームレートへUpdate関数を低下させる 63 | frameRateTimer += Time.deltaTime; 64 | if (frameRateTimer < 1.0f / frameRate) 65 | { 66 | return; 67 | } 68 | frameRateTimer -= 1.0f / frameRate; 69 | 70 | // すでに設定されている重みをリセット 71 | foreach (var shape in visemeToShape) 72 | { 73 | shape.Reset(model); 74 | } 75 | 76 | // 最大の重みを持つ音素を探す 77 | var maxVisemeIndex = 0; 78 | var maxVisemeWeight = 0.0f; 79 | // 子音は無視する 80 | for (var i = (int)OVRLipSync.Viseme.aa; i < frame.Visemes.Length; i++) 81 | { 82 | if (frame.Visemes[i] > maxVisemeWeight) 83 | { 84 | maxVisemeWeight = frame.Visemes[i]; 85 | maxVisemeIndex = i; 86 | } 87 | } 88 | 89 | // 音素の重みが小さすぎる場合は口を閉じる 90 | if (maxVisemeWeight * 100.0f < weightThreashold) 91 | { 92 | transitionTimer = 0.0f; 93 | return; 94 | } 95 | 96 | // 音素の切り替わりでタイマーをリセットする 97 | if (previousViseme != (OVRLipSync.Viseme)maxVisemeIndex) 98 | { 99 | transitionTimer = 0.0f; 100 | previousViseme = (OVRLipSync.Viseme)maxVisemeIndex; 101 | } 102 | 103 | var visemeIndex = maxVisemeIndex - (int)OVRLipSync.Viseme.aa; 104 | var targetShape = visemeToShape[visemeIndex]; 105 | targetShape.Apply(model, 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1 167 | realtimeReflectionProbes: 0 168 | billboardsFaceCameraPosition: 0 169 | vSyncCount: 1 170 | lodBias: 2 171 | maximumLODLevel: 0 172 | particleRaycastBudget: 4096 173 | asyncUploadTimeSlice: 2 174 | asyncUploadBufferSize: 4 175 | resolutionScalingFixedDPIFactor: 1 176 | excludedTargetPlatforms: [] 177 | m_PerPlatformDefaultQuality: 178 | Android: 2 179 | Nintendo 3DS: 5 180 | Nintendo Switch: 5 181 | PS4: 5 182 | PSM: 5 183 | PSP2: 2 184 | Standalone: 5 185 | Tizen: 2 186 | WebGL: 3 187 | WiiU: 5 188 | Windows Store Apps: 5 189 | XboxOne: 5 190 | iPhone: 2 191 | tvOS: 2 192 | -------------------------------------------------------------------------------- /Assets/AniLipSync-live2d/Scripts/Editor/VisemeShapeClipEditor.cs: -------------------------------------------------------------------------------- 1 | using Live2D.Cubism.Core; 2 | using System; 3 | using System.Linq; 4 | using UnityEditor; 5 | using UnityEditorInternal; 6 | using UnityEngine; 7 | 8 | namespace AniLipSync.Live2D 9 | { 10 | [CustomEditor(typeof(VisemeShapeClip))] 11 | public class VisemeShapeClipEditor : Editor 12 | { 13 | SerializedProperty m_PresetProp; 14 | SerializedProperty m_ValuesProp; 15 | SerializedProperty m_TransitionCurveProp; 16 | ReorderableList m_ValuesList; 17 | 18 | VisemeShapeClip m_target; 19 | 20 | protected GameObject Prefab 21 | { 22 | get { return m_target.Prefab; } 23 | private set { m_target.Prefab = value; } 24 | } 25 | 26 | protected void OnEnable() 27 | { 28 | m_target = (VisemeShapeClip)target; 29 | 30 | m_PresetProp = serializedObject.FindProperty("Preset"); 31 | m_ValuesProp = serializedObject.FindProperty("Values"); 32 | m_TransitionCurveProp = serializedObject.FindProperty("TransitionCurve"); 33 | 34 | m_ValuesList = new ReorderableList(serializedObject, m_ValuesProp); 35 | m_ValuesList.elementHeight = BlendShapeBindingHeight; 36 | m_ValuesList.drawElementCallback = 37 | (rect, index, isActive, isFocused) => 38 | { 39 | var element = m_ValuesProp.GetArrayElementAtIndex(index); 40 | rect.height -= 4; 41 | rect.y += 2; 42 | DrawBlendShapeBinding(rect, element, m_target.Prefab); 43 | }; 44 | } 45 | 46 | public override void OnInspectorGUI() 47 | { 48 | Prefab = (GameObject)EditorGUILayout.ObjectField("prefab", Prefab, typeof(GameObject), false); 49 | 50 | EditorGUILayout.Space(); 51 | 52 | serializedObject.Update(); 53 | 54 | EditorGUILayout.PropertyField(m_PresetProp, true); 55 | EditorGUILayout.PropertyField(m_TransitionCurveProp, true); 56 | 57 | EditorGUILayout.LabelField("ShapeBindings", EditorStyles.boldLabel); 58 | m_ValuesList.DoLayoutList(); 59 | 60 | serializedObject.ApplyModifiedProperties(); 61 | } 62 | 63 | public override string GetInfoString() 64 | { 65 | return ((VisemeShapeClip)target).Preset.ToString(); 66 | } 67 | 68 | public static int BlendShapeBindingHeight = 40; 69 | public static void DrawBlendShapeBinding(Rect position, SerializedProperty property, GameObject prefab) 70 | { 71 | if (prefab == null) 72 | { 73 | return; 74 | } 75 | 76 | var model = prefab.GetComponent(); 77 | var height = 16; 78 | 79 | var y = position.y; 80 | var rect = new Rect(position.x, y, position.width, height); 81 | int blendShapeIndex; 82 | IntPopup(rect, property.FindPropertyRelative("Index"), model.Parameters.Select(p => p.Id).ToArray(), out blendShapeIndex); 83 | 84 | var minVal = 0f; 85 | var maxVal = 1f; 86 | if (blendShapeIndex >= 0 && blendShapeIndex < model.Parameters.Length) 87 | { 88 | minVal = model.Parameters[blendShapeIndex].MinimumValue; 89 | maxVal = model.Parameters[blendShapeIndex].MaximumValue; 90 | } 91 | 92 | y += height; 93 | rect = new Rect(position.x, y, position.width, height); 94 | FloatSlider(rect, property.FindPropertyRelative("Weight"), minVal, maxVal); 95 | } 96 | 97 | static bool StringPopup(Rect rect, SerializedProperty prop, string[] options, out int newIndex) 98 | { 99 | if (options == null) 100 | { 101 | newIndex = -1; 102 | return false; 103 | } 104 | 105 | var oldIndex = Array.IndexOf(options, prop.stringValue); 106 | newIndex = EditorGUI.Popup(rect, oldIndex, options); 107 | if (newIndex != oldIndex && newIndex >= 0 && newIndex < options.Length) 108 | { 109 | prop.stringValue = options[newIndex]; 110 | return true; 111 | } 112 | else 113 | { 114 | return false; 115 | } 116 | } 117 | 118 | static bool IntPopup(Rect rect, SerializedProperty prop, string[] options, out int newIndex) 119 | { 120 | if (options == null) 121 | { 122 | newIndex = -1; 123 | return false; 124 | } 125 | 126 | var oldIndex = prop.intValue; 127 | newIndex = EditorGUI.Popup(rect, oldIndex, options); 128 | if (newIndex != oldIndex && newIndex >= 0 && newIndex < options.Length) 129 | { 130 | prop.intValue = newIndex; 131 | return true; 132 | } 133 | else 134 | { 135 | return false; 136 | } 137 | } 138 | 139 | static bool FloatSlider(Rect rect, SerializedProperty prop, float minValue, float maxValue) 140 | { 141 | var oldValue = prop.floatValue; 142 | var newValue = EditorGUI.Slider(rect, prop.floatValue, minValue, maxValue); 143 | if (newValue != oldValue) 144 | { 145 | prop.floatValue = newValue; 146 | return true; 147 | } 148 | else 149 | { 150 | return false; 151 | } 152 | } 153 | 154 | static bool ColorProp(Rect rect, SerializedProperty prop) 155 | { 156 | var oldValue = (Color)prop.vector4Value; 157 | var newValue = EditorGUI.ColorField(rect, prop.displayName, oldValue); 158 | if (newValue != oldValue) 159 | { 160 | prop.vector4Value = newValue; 161 | return true; 162 | } 163 | else 164 | { 165 | return false; 166 | } 167 | } 168 | 169 | static bool OffsetProp(Rect rect, SerializedProperty prop) 170 | { 171 | var oldValue = prop.vector4Value; 172 | var newValue = EditorGUI.Vector4Field(rect, prop.displayName, oldValue); 173 | if (newValue != oldValue) 174 | { 175 | prop.vector4Value = newValue; 176 | return true; 177 | } 178 | else 179 | { 180 | return false; 181 | } 182 | } 183 | } 184 | } 185 | 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