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WordToMotionRunner.cs
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WordToMotionRunner.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Baku.VMagicMirror.WordToMotion
{
public class WordToMotionRunner : PresenterBase
{
public const float IkFadeDuration = 0.5f;
private readonly IVRMLoadable _vrmLoadable;
private readonly IWordToMotionPlayer[] _players;
private readonly WordToMotionBlendShape _blendShape;
private readonly IkWeightCrossFade _ikWeightCrossFade;
private readonly FingerController _fingerController;
private readonly WordToMotionAccessoryRequest _accessoryRequest;
public WordToMotionRunner(
IVRMLoadable vrmLoadable,
IEnumerable<IWordToMotionPlayer> players,
WordToMotionBlendShape blendShape,
IkWeightCrossFade ikWeightCrossFade,
FingerController fingerController,
WordToMotionAccessoryRequest accessoryRequest)
{
_vrmLoadable = vrmLoadable;
_players = players.ToArray();
_blendShape = blendShape;
_ikWeightCrossFade = ikWeightCrossFade;
_fingerController = fingerController;
_accessoryRequest = accessoryRequest;
}
public override void Initialize()
{
_vrmLoadable.VrmLoaded += OnVrmLoaded;
_vrmLoadable.VrmDisposing += OnVrmUnloaded;
}
public override void Dispose()
{
base.Dispose();
_accessoryResetCts?.Cancel();
_motionResetCts?.Cancel();
_blendShapeResetCts?.Cancel();
_vrmLoadable.VrmLoaded -= OnVrmLoaded;
_vrmLoadable.VrmDisposing -= OnVrmUnloaded;
}
private void OnVrmLoaded(VrmLoadedInfo info)
{
_blendShape.Initialize(info.blendShape);
_ikWeightCrossFade.OnVrmLoaded(info);
}
private void OnVrmUnloaded()
{
_ikWeightCrossFade.OnVrmDisposing();
_blendShape.DisposeProxy();
}
//NOTE: Previewかどうかによらず、実行中クリップがただひとつ存在する事にする
private MotionRequest _currentRequest;
private CancellationTokenSource _blendShapeResetCts;
private CancellationTokenSource _motionResetCts;
private CancellationTokenSource _accessoryResetCts;
//NOTE: モーションの終了処理をキャンセルした場合に要考慮になるので…
private bool _restoreIkOnMotionEnd = false;
private bool _previewIsActive = false;
private bool _previewUseIkFade = false;
public void Run(MotionRequest request)
{
if (_previewIsActive || (request.MotionType == MotionRequest.MotionTypeNone && !request.UseBlendShape))
{
return;
}
if (request.UseBlendShape)
{
CancelBlendShapeReset();
_blendShape.SetBlendShapes(
request.BlendShapeValuesDic.Select(
pair => (BlendShapeKeyFactory.CreateFrom(pair.Key), pair.Value)
),
request.PreferLipSync
);
}
var duration = request.DurationWhenOnlyBlendShape;
if (request.MotionType != MotionRequest.MotionTypeNone)
{
var playablePlayer = _players.FirstOrDefault(p => p.CanPlay(request));
if (playablePlayer == null)
{
//通常ここは通過しない
LogOutput.Instance.Write($"Error: unavailable motion specified, {JsonUtility.ToJson(request)}");
}
else
{
CancelMotionReset();
//NOTE: 実行中のと同じモーションが指定された場合も最初から再生してよい、というのがポイント
foreach (var player in _players.Where(p => p != playablePlayer))
{
player.Stop();
}
playablePlayer.Play(request, out duration);
if (playablePlayer.UseIkAndFingerFade && !_restoreIkOnMotionEnd)
{
// 直前モーションでIKオフにしてない場合、オフにしたいので実際そうする
_fingerController.FadeOutWeight(IkFadeDuration);
_ikWeightCrossFade.FadeOutArmIkWeights(IkFadeDuration);
}
else if (!playablePlayer.UseIkAndFingerFade && _restoreIkOnMotionEnd)
{
// IKオフのモーション中にIK有効が期待されたモーションを行う場合、IKがオンになる
_fingerController.FadeInWeight(IkFadeDuration);
_ikWeightCrossFade.FadeInArmIkWeights(IkFadeDuration);
}
}
_motionResetCts = new CancellationTokenSource();
_restoreIkOnMotionEnd = playablePlayer?.UseIkAndFingerFade ?? false;
ResetMotionAsync(duration, _restoreIkOnMotionEnd, _motionResetCts.Token)
.Forget();
}
if (request.UseBlendShape)
{
_blendShapeResetCts = new CancellationTokenSource();
//NOTE: HoldBlendShape == falseの場合、必ず有効なdurationが入ってるはず
if (!request.HoldBlendShape)
{
ResetBlendShapeAsync(duration, _blendShapeResetCts.Token).Forget();
}
}
//アクセサリの処理
CancelAccessoryReset();
_accessoryRequest.SetAccessoryRequest(request.AccessoryName);
if (!string.IsNullOrEmpty(request.AccessoryName))
{
_accessoryResetCts = new CancellationTokenSource();
ResetAccessoryAsync(duration, _accessoryResetCts.Token).Forget();
}
}
public void RunAsPreview(MotionRequest request)
{
if (!_previewIsActive)
{
return;
}
CancelBlendShapeReset();
if (request.UseBlendShape)
{
_blendShape.SetForPreview(
request.BlendShapeValuesDic.Select(
pair => (BlendShapeKeyFactory.CreateFrom(pair.Key), pair.Value)
),
request.PreferLipSync
);
}
else
{
_blendShape.ResetBlendShape();
}
var playablePlayer = _players.FirstOrDefault(p => p.CanPlay(request));
foreach (var player in _players.Where(p => p != playablePlayer))
{
player.StopPreview();
}
//NOTE: ここで同じ値が指定され続けた場合に動作し続けるのはPlayer側で保証してる
playablePlayer?.PlayPreview(request);
var useIkFade =
request.MotionType != MotionRequest.MotionTypeNone &&
playablePlayer?.UseIkAndFingerFade == true;
if (_previewUseIkFade != useIkFade)
{
_previewUseIkFade = useIkFade;
if (_previewUseIkFade)
{
_fingerController.FadeOutWeight(IkFadeDuration);
_ikWeightCrossFade.FadeOutArmIkWeights(IkFadeDuration);
}
else
{
_fingerController.FadeInWeight(IkFadeDuration);
_ikWeightCrossFade.FadeInArmIkWeights(IkFadeDuration);
}
}
//空の場合も通すことにより、アクセサリが非表示になる
_accessoryRequest.SetAccessoryRequest(request.AccessoryName);
}
public void EnablePreview()
{
_previewIsActive = true;
Stop();
}
public void StopPreview()
{
_previewIsActive = false;
_previewUseIkFade = false;
Stop();
}
public void Stop()
{
CancelBlendShapeReset();
CancelMotionReset();
CancelAccessoryReset();
_blendShape.ResetBlendShape();
_accessoryRequest.Reset();
foreach (var player in _players)
{
player.Stop();
}
_fingerController.FadeInWeight(0f);
_ikWeightCrossFade.FadeInArmIkWeightsImmediately();
_restoreIkOnMotionEnd = false;
}
private async UniTaskVoid ResetMotionAsync(float delay, bool fadeIkAndFinger, CancellationToken cancellationToken)
{
try
{
await UniTask.Delay(TimeSpan.FromSeconds(delay), cancellationToken: cancellationToken);
//NOTE: player.Abort()とかは特に呼ばないのがポイント
if (fadeIkAndFinger)
{
_fingerController.FadeInWeight(IkFadeDuration);
_ikWeightCrossFade.FadeInArmIkWeights(IkFadeDuration);
}
_restoreIkOnMotionEnd = false;
}
catch (OperationCanceledException)
{
//ignore
}
}
private async UniTaskVoid ResetBlendShapeAsync(float delay, CancellationToken cancellationToken)
{
try
{
await UniTask.Delay(TimeSpan.FromSeconds(delay), cancellationToken: cancellationToken);
_blendShape.ResetBlendShape();
}
catch (OperationCanceledException)
{
//ignore
}
}
private async UniTaskVoid ResetAccessoryAsync(float delay, CancellationToken cancellationToken)
{
try
{
await UniTask.Delay(TimeSpan.FromSeconds(delay), cancellationToken: cancellationToken);
_accessoryRequest.Reset();
}
catch (OperationCanceledException)
{
//ignore
}
}
private void CancelMotionReset()
{
_motionResetCts?.Cancel();
_motionResetCts?.Dispose();
_motionResetCts = null;
}
private void CancelBlendShapeReset()
{
_blendShapeResetCts?.Cancel();
_blendShapeResetCts?.Dispose();
_blendShapeResetCts = null;
}
private void CancelAccessoryReset()
{
_accessoryResetCts?.Cancel();
_accessoryResetCts?.Dispose();
_accessoryResetCts = null;
}
}
}