diff --git a/Batches/version.txt b/Batches/version.txt index 1cb84824..65aee83a 100644 --- a/Batches/version.txt +++ b/Batches/version.txt @@ -1 +1 @@ -v3.8.4 \ No newline at end of file +v3.9.0 \ No newline at end of file diff --git a/README.md b/README.md index 4b48d405..e66ec0b4 100644 --- a/README.md +++ b/README.md @@ -4,10 +4,10 @@ Logo: by [@otama_jacksy](https://twitter.com/otama_jacksy) -v3.8.4 +v3.9.0 * 作成: 獏星(ばくすたー) -* 2024/10/31 +* 2024/11/30 WindowsでVRMを表示し、追加のデバイスなしで動かせるアプリケーションです。 @@ -181,6 +181,8 @@ https://github.com/malaybaku/VMagicMirror/blob/master/WPF/VMagicMirrorConfig/VMa https://malaybaku.github.io/VMagicMirror/credit_license +また、本レポジトリに含む画像の一部は [Otomanopee](https://github.com/Gutenberg-Labo/Otomanopee) フォントを使って作成しています。フォント自体を再配布するものではないため、あくまで補足情報として記載しています。 + ### 5.2. Creative Commons Licenseに基づくモデルについて @@ -191,7 +193,6 @@ https://malaybaku.github.io/VMagicMirror/credit_license VMagicMirrorでは元モデルに対し、他のデバイスとの一貫性を保つためにマテリアルを適用しているほか、カスタマイズのためにテクスチャを変更可能にしています。 - ## 6. ローカリゼーションについて 日本語、英語以外のローカリゼーションでのContributionに興味がある場合、[about_localization.md](./about_localization.md)を参照して下さい。 diff --git a/README_en.md b/README_en.md index 270a0627..f91d21b3 100644 --- a/README_en.md +++ b/README_en.md @@ -5,10 +5,10 @@ Logo: by [@otama_jacksy](https://twitter.com/otama_jacksy) -v3.8.4 +v3.9.0 * Author: Baxter -* 2024/Oct/31 +* 2024/Nov/30 The VRM avatar application without any special device. @@ -183,6 +183,7 @@ This page is similar, but it also refers to the libraries which are used in past https://malaybaku.github.io/VMagicMirror/credit_license +Note that some images are created with [Otomanopee](https://github.com/Gutenberg-Labo/Otomanopee) font. This is not license notice, since the font itself is not redistributed. ### 5.2. 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@@ -0,0 +1,243 @@ +using System; +using System.IO; +using UniRx; +using UnityEngine; +using Zenject; +using Random = UnityEngine.Random; + +namespace Baku.VMagicMirror +{ + /// + /// マンガ風パーティクルをなんか頑張って制御するやつ + /// + /// + /// このクラスが面倒を見るとこ(色々ある) + /// - エフェクトの実行の最短間隔の保証 + /// - エフェクトの発生頻度とか出現位置のランダム化 + /// - いろんな種類のエフェクトが同時に出すぎることの防止 + /// - app起動時に画像があれば差し替えるやつ + /// + public class MangaParticleController : PresenterBase + { + private const float MouseClickProbability = 0.4f; + private const float KeyDownProbability = 0.5f; + private const float EnterKeyDownProbability = 0.7f; + + private const float GamepadButtonDownProbability = 0.5f; + // NOTE: ゲームパッドだけ発火回数がだいぶ違うはずなので下げている。あんまり意味ない可能性もあるが… + private const float GamepadButtonStickProbability = 0.2f; + + + private readonly MangaParticleView _view; + private readonly ParticleModeController _particleModeController; + private readonly BodyMotionModeController _motionModeController; + private readonly IKeyMouseEventSource _keyMouse; + private readonly XInputGamePad _gamePad; + + private readonly Subject _runKeyDownParticle = new(); + private readonly Subject _runEnterKeyDownParticle = new(); + + private readonly Subject _runMouseClickParticle = new(); + private readonly Subject _runMouseMoveParticle = new(); + + private readonly Subject _runGamepadButtonParticle = new(); + private readonly Subject _runGamepadStickParticle = new(); + + [Inject] + public MangaParticleController( + MangaParticleView view, + ParticleModeController particleModeController, + BodyMotionModeController motionModeController, + IKeyMouseEventSource keyMouse, + XInputGamePad gamePad) + { + _view = view; + _particleModeController = particleModeController; + _motionModeController = motionModeController; + _keyMouse = keyMouse; + _gamePad = gamePad; + } + + private bool _isActive; + + public override void Initialize() + { + ReplaceTextureIfExists(); + + _particleModeController.MangaEffectActive + .Subscribe(active => + { + _isActive = active; + _view.SetActive(active); + }) + .AddTo(this); + + // 入力 to パーティクルの実行 + _keyMouse.KeyDown + .Subscribe(OnKeyDown) + .AddTo(this); + + _keyMouse.MouseButton + .Subscribe(OnMouseClick) + .AddTo(this); + + _gamePad.ButtonUpDown + .Subscribe(OnGamepadButton) + .AddTo(this); + + //左右スティックどっちも見るべきかもしれない + _gamePad.LeftStickPosition + .Subscribe(OnGamepadStick) + .AddTo(this); + + // パーティクルの実行に対してThrottleとか併発防止のフィルタリングがかかるやつ。 + // - とりあえず併発防止はせずにThrottleだけやっている + // - Throttleの長さはパーティクルごとに違ってよいことに注意 + + _runKeyDownParticle + .Where(_ => _motionModeController.MotionMode.Value == BodyMotionMode.Default) + .ThrottleFirst(TimeSpan.FromSeconds(0.25f)) + .Subscribe(_ => _view.RunNormalKeyDownEffect()) + .AddTo(this); + + _runEnterKeyDownParticle + .Where(_ => _motionModeController.MotionMode.Value == BodyMotionMode.Default) + .ThrottleFirst(TimeSpan.FromSeconds(1.5f)) + .Subscribe(_ => _view.RunEnterKeyDownEffect()) + .AddTo(this); + + _runMouseClickParticle + .Where(_ => _motionModeController.MotionMode.Value == BodyMotionMode.Default) + .ThrottleFirst(TimeSpan.FromSeconds(1.2f)) + .Subscribe(_ => _view.RunMouseKeyDownEffect()) + .AddTo(this); + + _runGamepadButtonParticle + .Where(_ => _motionModeController.MotionMode.Value == BodyMotionMode.Default) + .ThrottleFirst(TimeSpan.FromSeconds(0.52f)) + .Subscribe(_ => _view.RunGamepadButtonDownEffect()) + .AddTo(this); + + _runGamepadStickParticle + .Where(_ => _motionModeController.MotionMode.Value == BodyMotionMode.Default) + .ThrottleFirst(TimeSpan.FromSeconds(0.87f)) + .Subscribe(_ => _view.RunGamepadStickMoveEffect()) + .AddTo(this); + } + + private void OnKeyDown(string key) + { + if (!_isActive) return; + + if (key == nameof(System.Windows.Forms.Keys.Enter)) + { + if (DoRandom(EnterKeyDownProbability)) + { + _runEnterKeyDownParticle.OnNext(Unit.Default); + } + } + else + { + // NOTE: がちゃがちゃしてたら必ず反応してほしいが、確率上そうなるはずなので特段のケアはしない + if (DoRandom(KeyDownProbability)) + { + return; + } + _runKeyDownParticle.OnNext(Unit.Default); + } + } + + private void OnGamepadButton(GamepadKeyData data) + { + if (!_isActive) return; + + if (!data.IsPressed || data.IsArrowKey) return; + + //NOTE: 確率以外で「短時間でたくさん打鍵したら100%」みたいなジャッジもほしい (低頻度の打鍵でも出てほしいけど) + if (DoRandom(GamepadButtonDownProbability)) + { + _runGamepadButtonParticle.OnNext(Unit.Default); + } + } + + private void OnMouseClick(string buttonName) + { + if (!_isActive) return; + + if (DoRandom(MouseClickProbability)) + { + _runMouseClickParticle.OnNext(Unit.Default); + } + + } + + private void OnGamepadStick(Vector2Int input) + { + if (!_isActive) return; + + // ほぼスティックを倒し終わっている状態で動かすと一定確率で発火 + var sqrMagnitude = new Vector2(input.x / 32767f, input.y / 32767f).sqrMagnitude; + if (sqrMagnitude < 0.95f) + { + return; + } + + if (DoRandom(GamepadButtonStickProbability)) + { + _runGamepadStickParticle.OnNext(Unit.Default); + } + } + + private void ReplaceTextureIfExists() + { + if (LoadTexture("manga_keydown.png") is { } keyDownTexture) + { + _view.SetKeyDownTexture(keyDownTexture); + } + + if (LoadTexture("manga_enter_keydown.png") is { } enterKeyDownTexture) + { + _view.SetEnterKeyDownTexture(enterKeyDownTexture); + } + + if (LoadTexture("manga_click.png") is { } clickTexture) + { + _view.SetMouseClickTexture(clickTexture); + } + + if (LoadTexture("manga_gamepad_button.png") is { } gamepadButtonTexture) + { + _view.SetGamepadButtonDownTexture(gamepadButtonTexture); + } + + if (LoadTexture("manga_gamepad_stick.png") is { } gamepadStickTexture) + { + _view.SetGamepadStickTexture(gamepadStickTexture); + } + } + + //NOTE: 破棄についてはケアしない (アプリ起動中に1回だけ読み込んでずっと使うため) + private static Texture2D LoadTexture(string fileName) + { + var filePath = SpecialFiles.GetTextureReplacementPath(fileName); + if (!File.Exists(filePath)) + { + return null; + } + + try + { + var texture = new Texture2D(32, 32); + texture.LoadImage(File.ReadAllBytes(filePath), true); + return texture; + } + catch (Exception e) + { + LogOutput.Instance.Write(e); + return null; + } + } + + private static bool DoRandom(float probability) => Random.value < probability; + } +} diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleController.cs.meta b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleController.cs.meta new file mode 100644 index 00000000..d3d8b11e --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a701bc8dce4ec9b46831b9ceb9e66003 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleView.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleView.cs new file mode 100644 index 00000000..863fa866 --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleView.cs @@ -0,0 +1,94 @@ +using UnityEngine; + +namespace Baku.VMagicMirror +{ + /// + /// マンガ風エフェクトを何かするやつ + /// + public class MangaParticleView : MonoBehaviour + { + [SerializeField] private Canvas canvas; + // 配列になってるパーティクルは順繰りに使われる + [SerializeField] private TextParticleBase[] normalKeyDowns; + [SerializeField] private TextParticleBase enterKeyDown; + [SerializeField] private TextParticleBase mouseButtonDown; + [SerializeField] private TextParticleBase mouseMove; + [SerializeField] private TextParticleBase[] gamepadButtonDowns; + [SerializeField] private TextParticleBase[] gamepadStickMoves; + + private int _normalKeyDownIndex = 0; + private int _gamepadButtonDownIndex = 0; + private int _gamepadStickMoveIndex = 0; + + + /// + /// マンガ風エフェクト全体の有効/無効を指定する + /// + /// + public void SetActive(bool active) => canvas.gameObject.SetActive(active); + + public void RunNormalKeyDownEffect() + { + var target = normalKeyDowns[_normalKeyDownIndex]; + target.SetAnchorPosition(target.GenerateAnchorPosition()); + target.RunAnimation(); + _normalKeyDownIndex = (_normalKeyDownIndex + 1) % normalKeyDowns.Length; + } + + public void RunEnterKeyDownEffect() + { + enterKeyDown.SetAnchorPosition(enterKeyDown.GenerateAnchorPosition()); + enterKeyDown.RunAnimation(); + } + + public void RunMouseKeyDownEffect() + { + mouseButtonDown.SetAnchorPosition(mouseButtonDown.GenerateAnchorPosition()); + mouseButtonDown.RunAnimation(); + } + + public void RunGamepadButtonDownEffect() + { + var target = gamepadButtonDowns[_gamepadButtonDownIndex]; + target.SetAnchorPosition(target.GenerateAnchorPosition()); + target.RunAnimation(); + _gamepadButtonDownIndex = (_gamepadButtonDownIndex + 1) % gamepadButtonDowns.Length; + } + + public void RunGamepadStickMoveEffect() + { + var target = gamepadStickMoves[_gamepadStickMoveIndex]; + target.SetAnchorPosition(target.GenerateAnchorPosition()); + target.RunAnimation(); + _gamepadStickMoveIndex = (_gamepadStickMoveIndex + 1) % gamepadStickMoves.Length; + } + + public void SetKeyDownTexture(Texture2D texture) + { + foreach (var target in normalKeyDowns) + { + target.SetTexture(texture); + } + } + public void SetEnterKeyDownTexture(Texture2D texture) => enterKeyDown.SetTexture(texture); + + public void SetMouseClickTexture(Texture2D texture) => mouseButtonDown.SetTexture(texture); + public void SetMouseMoveTexture(Texture2D texture) => mouseMove.SetTexture(texture); + + public void SetGamepadButtonDownTexture(Texture2D texture) + { + foreach (var target in gamepadButtonDowns) + { + target.SetTexture(texture); + } + } + + public void SetGamepadStickTexture(Texture2D texture) + { + foreach (var target in gamepadStickMoves) + { + target.SetTexture(texture); + } + } + } +} diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleView.cs.meta b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleView.cs.meta new file mode 100644 index 00000000..537b731c --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/MangaParticleView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 908196ba11638a34cbe72b084aa19466 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleControlReceiver.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleControlReceiver.cs index 007135de..999d9be2 100644 --- a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleControlReceiver.cs +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleControlReceiver.cs @@ -1,5 +1,6 @@ namespace Baku.VMagicMirror { + //TODO: ParticleStoreの public class ParticleControlReceiver { private const int InvalidTypingEffectIndex = ParticleStore.InvalidTypingEffectIndex; diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleModeController.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleModeController.cs new file mode 100644 index 00000000..ff5f8b85 --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleModeController.cs @@ -0,0 +1,101 @@ +using UniRx; +using Zenject; + +namespace Baku.VMagicMirror +{ + public class ParticleModeController : PresenterBase + { + private const int InvalidTypingEffectIndex = -1; + private const int MangaTypingEffectIndex = 4; + + private readonly IMessageReceiver _receiver; + private readonly DeviceVisibilityRepository _deviceVisibilityRepository; + private readonly BodyMotionModeController _bodyMotionModeController; + + [Inject] + public ParticleModeController( + IMessageReceiver receiver, + DeviceVisibilityRepository deviceVisibilityRepository, + BodyMotionModeController bodyMotionModeController + ) + { + _receiver = receiver; + _deviceVisibilityRepository = deviceVisibilityRepository; + _bodyMotionModeController = bodyMotionModeController; + } + + private readonly ReactiveProperty _rawIndex = new(InvalidTypingEffectIndex); + private readonly ReactiveProperty _gamepadMotionMode = new(GamepadMotionModes.Gamepad); + + private readonly ReactiveProperty _mangaEffectActive = new(false); + public IReadOnlyReactiveProperty MangaEffectActive => _mangaEffectActive; + + // 下記3つはそれぞれデバイスが表示されてて実際に使ってそうな場合のみ、-1以外の値を取る + private readonly ReactiveProperty _keyboardParticleIndex = new(-1); + public IReadOnlyReactiveProperty KeyboardParticleIndex => _keyboardParticleIndex; + + private readonly ReactiveProperty _midiParticleIndex = new(-1); + public IReadOnlyReactiveProperty MidiParticleIndex => _keyboardParticleIndex; + + private readonly ReactiveProperty _arcadeStickParticleIndex = new(-1); + public IReadOnlyReactiveProperty ArcadeStickParticleIndex => _keyboardParticleIndex; + + private IReadOnlyReactiveProperty MotionMode => _bodyMotionModeController.MotionMode; + + public override void Initialize() + { + _receiver.BindIntProperty(VmmCommands.SetKeyboardTypingEffectType, _rawIndex); + _receiver.BindEnumProperty(VmmCommands.SetGamepadMotionMode, _gamepadMotionMode); + + // TODO: 実際にオブジェクトが見えてるかどうかの判定としては下記は微妙に不十分であることに注意 + // ちゃんとやるならKeyboardVisibilityUpdaterとかの計算結果を見に行ったほうがよい (MIDI等も同様) + _rawIndex.CombineLatest( + _deviceVisibilityRepository.HidVisible, + MotionMode, + (index, hidVisible, motionMode) => hidVisible && motionMode is not BodyMotionMode.GameInputLocomotion + ? GetNormalParticleIndex(index) + : InvalidTypingEffectIndex + ) + .Subscribe(index => _keyboardParticleIndex.Value = index) + .AddTo(this); + + _rawIndex.CombineLatest( + _deviceVisibilityRepository.MidiControllerVisible, + MotionMode, + (index, midiVisible, motionMode) => midiVisible && motionMode is not BodyMotionMode.GameInputLocomotion + ? GetNormalParticleIndex(index) + : InvalidTypingEffectIndex + ) + .Subscribe(index => _midiParticleIndex.Value = index) + .AddTo(this); + + _rawIndex.CombineLatest( + _deviceVisibilityRepository.GamepadVisible, + _gamepadMotionMode, + MotionMode, + (index, gamepadVisible, gamepadMotionMode, motionMode) => + gamepadVisible && gamepadMotionMode is GamepadMotionModes.ArcadeStick && motionMode is not BodyMotionMode.GameInputLocomotion + ? GetNormalParticleIndex(index) + : InvalidTypingEffectIndex + ) + .Subscribe(index => _arcadeStickParticleIndex.Value = index) + .AddTo(this); + + _rawIndex.CombineLatest( + MotionMode, + (index, motionMode) => motionMode is not BodyMotionMode.GameInputLocomotion && + index == MangaTypingEffectIndex + ) + .Subscribe(value => _mangaEffectActive.Value = value) + .AddTo(this); + } + + // NOTE: マンガ風エフェクトのインデックスは-1に変換される(=ParticleSystem的なパーティクルとしては何も出さない) + private static int GetNormalParticleIndex(int index) => index switch + { + >= -1 and < MangaTypingEffectIndex => index, + MangaTypingEffectIndex => -1, + _ => -1, + }; + } +} diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleModeController.cs.meta b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleModeController.cs.meta new file mode 100644 index 00000000..74ee9bc2 --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleModeController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 99b39508b7f02664f82debac06a99301 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleStore.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleStore.cs index e13ef713..537d95c8 100644 --- a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleStore.cs +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/ParticleStore.cs @@ -8,6 +8,7 @@ namespace Baku.VMagicMirror public class ParticleStore : MonoBehaviour { public const int InvalidTypingEffectIndex = -1; + public const int MangaTypingEffectIndex = 4; [Serializable] class ParticlePrefabInfo @@ -82,7 +83,7 @@ public void Initialize( _keyboardParticleParent = keyboard.transform; _mouseParticlePrefabParent = touchPad.transform; - var _ = new ParticleControlReceiver(receiver, this); + _ = new ParticleControlReceiver(receiver, this); } private void Start() @@ -166,8 +167,6 @@ public void SetParticleIndex(int keyAndPadIndex, int midiIndex, int arcadeStickI SetupArcadeStickParticle(arcadeStickIndex); } } - - } /// @@ -346,6 +345,7 @@ public void RequestPenTabletClickParticle() _penTabletEndParticle.Play(); } } + private void ClearKeyAndPadParticles() { for (int i = 0; i < _keyParticles.Length; i++) diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/TextParticleBase.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/TextParticleBase.cs new file mode 100644 index 00000000..2d7806f8 --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/TextParticleBase.cs @@ -0,0 +1,135 @@ +using System; +using System.Threading; +using Cysharp.Threading.Tasks; +using DG.Tweening; +using UnityEngine; +using UnityEngine.UI; +using Random = UnityEngine.Random; + +namespace Baku.VMagicMirror +{ + [RequireComponent(typeof(RectTransform))] + public class TextParticleBase : MonoBehaviour + { + // 画面中央から半径それぞれ(x, y)で指定された楕円にだいたい乗る形で文字を置きに行く。 + // ただし、楕円のうち真上/真下から30度以内の範囲は候補範囲ではない + [Range(0f, 0.5f)] [SerializeField] private float avoidRangeX; + [Range(0f, 0.5f)] [SerializeField] private float avoidRangeY; + [SerializeField] private RawImage image; + + [SerializeField] private Vector2 angleRange = new(-60, 60); + + [SerializeField] private bool usePositionRandom; + [Tooltip("AnchorPosition基準なので、非ゼロにする場合の数値感は 0.01 程度")] + [SerializeField] private Vector2 positionRandomRange = new(0, 0); + + [SerializeField] private Vector2 localAngleRange = new(-20, 20); + + [SerializeField] private float totalDuration = 1f; + [SerializeField] private float inDuration = 0.25f; + [SerializeField] private float endDuration = 0.25f; + [SerializeField] private Vector3 initialLocalScale = new(1.5f, 0.666f, 1f); + [SerializeField] private Vector2 moveOffset = new(36, 18); + + [SerializeField] private bool useRotate; + [SerializeField] private bool fixRotateDirection; + [Range(-20f, 20f)] + [SerializeField] private float rotateAngleDeg; + [SerializeField] private float rotateXOffset; + + private RectTransform _rt; + private RectTransform RectTransform => _rt ??= GetComponent(); + + public void SetTexture(Texture2D texture) => image.texture = texture; + + public Vector2 GenerateAnchorPosition() + { + var rand = Random.Range(0f, 1f); + var angle = Mathf.Lerp(angleRange.x, angleRange.y, rand) * Mathf.PI / 180f; + + var result = new Vector2( + 0.5f + avoidRangeX * Mathf.Cos(angle), + 0.5f + avoidRangeY * Mathf.Sin(angle) + ); + + if (usePositionRandom) + { + result += new Vector2( + Random.Range(-positionRandomRange.x, positionRandomRange.x), + Random.Range(-positionRandomRange.y, positionRandomRange.y) + ); + } + + return result; + } + + public void SetAnchorPosition(Vector2 pos) + { + RectTransform.anchorMin = pos; + RectTransform.anchorMax = pos; + } + + public void RunAnimation() + { + RunAnimateAsync(this.GetCancellationTokenOnDestroy()).Forget(); + } + + protected async UniTask RunAnimateAsync(CancellationToken cancellationToken) + { + RectTransform.localScale = initialLocalScale; + RectTransform.anchoredPosition = Vector2.zero; + var startLocalAngleEuler = new Vector3(0f, 0f, Random.Range(localAngleRange.x, localAngleRange.y)); + RectTransform.localRotation = Quaternion.Euler(startLocalAngleEuler); + + var offset = moveOffset; + if (Random.Range(0f, 1f) > 0.5f) + { + offset.x = -offset.x; + } + + var useRotateSign = 1f; + if (useRotate && !fixRotateDirection) + { + useRotateSign = Random.Range(0f, 1f) > 0.5f ? 1 : -1; + } + + if (useRotate) + { + offset.x -= rotateXOffset * useRotateSign; + // 回転つきの場合、XだけEaseしたいので分ける + RectTransform.DOAnchorPosX(offset.x, totalDuration).SetEase(Ease.InCubic); + RectTransform.DOAnchorPosY(offset.y, totalDuration); + } + else + { + RectTransform.DOAnchorPos(offset, totalDuration); + } + + image.DOFade(1.0f, inDuration); + RectTransform.DOScaleX(1f, inDuration).SetEase(Ease.OutBounce); + RectTransform.DOScaleY(1f, inDuration).SetEase(Ease.OutBounce); + + if (useRotate) + { + RectTransform + .DOLocalRotate( + startLocalAngleEuler + new Vector3(0, 0, rotateAngleDeg * useRotateSign), + totalDuration + ) + .SetEase(Ease.OutCubic); + } + + await UniTask.Delay(TimeSpan.FromSeconds(inDuration), cancellationToken: cancellationToken); + + + + await UniTask.Delay( + TimeSpan.FromSeconds(totalDuration - inDuration - endDuration), cancellationToken: cancellationToken + ); + + image.DOFade(0f, endDuration); + + await UniTask.Delay(TimeSpan.FromSeconds(endDuration), cancellationToken: cancellationToken); + } + } +} diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/TextParticleBase.cs.meta b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/TextParticleBase.cs.meta new file mode 100644 index 00000000..bd3928f2 --- /dev/null +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Environment/Particle/TextParticleBase.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bbc8bc17a3309b44ad06cc8e732a3a6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/InputMonitoring/KeyAndMouseInput/RawInputChecker.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/InputMonitoring/KeyAndMouseInput/RawInputChecker.cs index 18326f64..604df02d 100644 --- a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/InputMonitoring/KeyAndMouseInput/RawInputChecker.cs +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/InputMonitoring/KeyAndMouseInput/RawInputChecker.cs @@ -468,6 +468,22 @@ private void EditorCheckKeyDown() _keyUp.OnNext(keyName); } } + + { + var enterKey = nameof(Keys.Enter); + + if (Input.GetKeyDown(KeyCode.Return)) + { + _keyDown.OnNext(enterKey); + _rawKeyDown.OnNext(enterKey); + } + + if (Input.GetKeyUp(KeyCode.Return)) + { + _keyUp.OnNext(enterKey); + _rawKeyUp.OnNext(enterKey); + } + } } #endif diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Installer/Devices/DevicesInstaller.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Installer/Devices/DevicesInstaller.cs index 732bc09f..34da285a 100644 --- a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Installer/Devices/DevicesInstaller.cs +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Installer/Devices/DevicesInstaller.cs @@ -16,6 +16,7 @@ public class DevicesInstaller : InstallerBase, IDevicesRoot [SerializeField] private PenController penController = null; [SerializeField] private MidiControllerProvider midiControllerProvider = null; [SerializeField] private ParticleStore particleStore = null; + [SerializeField] private MangaParticleView mangaParticleView = null; public Transform Transform => transform; @@ -29,7 +30,12 @@ public override void Install(DiContainer container) container.BindInstance(controller); container.BindInterfacesAndSelfTo().AsSingle(); + container.BindInterfacesAndSelfTo().AsSingle(); + // NOTE: マンガ風パーティクルは構造上はほかのパーティクルと違ってデバイス類との関連が薄いが、似てはいるのでここで管理してる + container.BindInstance(mangaParticleView); + container.BindInterfacesTo().AsSingle(); + //NOTE: ペンタブより先にバインドしといたほうが無難(PenTabletProvider側で必要) container.Bind() .FromComponentInNewPrefab(penController) diff --git a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Interprocess/Interfaces/IMessageReceiver.cs b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Interprocess/Interfaces/IMessageReceiver.cs index 861beb3d..55ad3b27 100644 --- a/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Interprocess/Interfaces/IMessageReceiver.cs +++ b/VMagicMirror/Assets/Baku/VMagicMirror/Scripts/Interprocess/Interfaces/IMessageReceiver.cs @@ -54,6 +54,16 @@ public static void BindIntProperty( receiver.AssignCommandHandler(command, c => target.Value = c.ToInt()); } + public static void BindEnumProperty( + this IMessageReceiver receiver, + string command, + IReactiveProperty target) where T : Enum + { + receiver.AssignCommandHandler(command, + c => target.Value = (T)Enum.ToObject(typeof(T), c.ToInt()) + ); + } + public static void BindPercentageProperty( this IMessageReceiver receiver, string command, diff --git a/WPF/VMagicMirrorConfig/Common/AppConsts.cs b/WPF/VMagicMirrorConfig/Common/AppConsts.cs index 8649172e..5ec15e98 100644 --- a/WPF/VMagicMirrorConfig/Common/AppConsts.cs +++ b/WPF/VMagicMirrorConfig/Common/AppConsts.cs @@ -11,6 +11,6 @@ public static class AppConsts public static string AppFullNameWithEnvSuffix => AppFullName + (TargetEnvironmentChecker.CheckDevEnvFlagEnabled() ? "(Dev)" : ""); - public static VmmAppVersion AppVersion => new VmmAppVersion(3, 8, 4); + public static VmmAppVersion AppVersion => new VmmAppVersion(3, 9, 0); } } diff --git a/WPF/VMagicMirrorConfig/Model/Entity/LayoutSetting.cs b/WPF/VMagicMirrorConfig/Model/Entity/LayoutSetting.cs index f87a33b7..ac44dabe 100644 --- a/WPF/VMagicMirrorConfig/Model/Entity/LayoutSetting.cs +++ b/WPF/VMagicMirrorConfig/Model/Entity/LayoutSetting.cs @@ -8,6 +8,7 @@ public class LayoutSetting : SettingEntityBase public const int TypingEffectIndexLight = 1; //private const int TypingEffectIndexLaser = 2; public const int TypingEffectIndexButtefly = 3; + public const int TypingEffectIndexManga = 4; /// /// NOTE: 規約としてこの値は書き換えません。 diff --git a/WPF/VMagicMirrorConfig/Resources/English.xaml b/WPF/VMagicMirrorConfig/Resources/English.xaml index 1601c4f0..0064685e 100644 --- a/WPF/VMagicMirrorConfig/Resources/English.xaml +++ b/WPF/VMagicMirrorConfig/Resources/English.xaml @@ -397,6 +397,7 @@ Translate (2 way): None Text Light + Manga Hide Unused Devices diff --git a/WPF/VMagicMirrorConfig/Resources/Japanese.xaml b/WPF/VMagicMirrorConfig/Resources/Japanese.xaml index 2f40e2dc..44f56781 100644 --- a/WPF/VMagicMirrorConfig/Resources/Japanese.xaml +++ b/WPF/VMagicMirrorConfig/Resources/Japanese.xaml @@ -397,6 +397,7 @@ png画像やglb/gltfモデルが利用可能です。 なし テキスト ライト + マンガ風 操作中ではないデバイスを自動で隠す diff --git a/WPF/VMagicMirrorConfig/ViewModel/ControlPanel/StreamingTabViewModels.cs b/WPF/VMagicMirrorConfig/ViewModel/ControlPanel/StreamingTabViewModels.cs index 008d601a..9e91d25c 100644 --- a/WPF/VMagicMirrorConfig/ViewModel/ControlPanel/StreamingTabViewModels.cs +++ b/WPF/VMagicMirrorConfig/ViewModel/ControlPanel/StreamingTabViewModels.cs @@ -369,6 +369,7 @@ public TypingEffectSelectionItem? TypingEffectItem new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexLight, "Light", PackIconKind.FlashOn), //new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexLaser, "Laser", PackIconKind.Wand), new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexButtefly, "Butterfly", PackIconKind.DotsHorizontal), + new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexManga, "Manga", PackIconKind.Comment), }; private void OnTypingEffectIdChanged(object? sender, PropertyChangedEventArgs e) diff --git a/WPF/VMagicMirrorConfig/ViewModel/SettingWindowTab/LayoutSettingViewModel.cs b/WPF/VMagicMirrorConfig/ViewModel/SettingWindowTab/LayoutSettingViewModel.cs index 8a67474f..346e3cbf 100644 --- a/WPF/VMagicMirrorConfig/ViewModel/SettingWindowTab/LayoutSettingViewModel.cs +++ b/WPF/VMagicMirrorConfig/ViewModel/SettingWindowTab/LayoutSettingViewModel.cs @@ -136,6 +136,7 @@ public TypingEffectSelectionItem? TypingEffectItem new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexLight, "Light", PackIconKind.FlashOn), //new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexLaser, "Laser", PackIconKind.Wand), new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexButtefly, "Butterfly", PackIconKind.DotsHorizontal), + new TypingEffectSelectionItem(LayoutSetting.TypingEffectIndexManga, "Manga", PackIconKind.Comment), }; #endregion @@ -156,7 +157,7 @@ private async void ShowPenUnavailableWarning() } } - //Recordで書けそうと思ってたが、なんか挙動が + //Recordで書けそうと思ってたが、なんか挙動が悪いので諦めている public class TypingEffectSelectionItem { public TypingEffectSelectionItem(int id, string name, PackIconKind iconKind) diff --git a/docs/_config.yml b/docs/_config.yml index 9e90abf6..57f7ef08 100644 --- a/docs/_config.yml +++ b/docs/_config.yml @@ -4,8 +4,8 @@ author: 獏星(ばくすたー) description: Mirror-like software to reflect yourself as VRM avatar, without any special devices. summary: VMagicMirrorはキーボードとマウスを使ってVRMアバターを鏡写しのように動かせるソフトウェアです。 -latest_version: v3.8.4 -latest_update: 2024/10/31 +latest_version: v3.9.0 +latest_update: 2024/11/30 sass: style: compressed diff --git a/docs/_local_config.yml b/docs/_local_config.yml index 0e0c3d1c..8d697295 100644 --- a/docs/_local_config.yml +++ b/docs/_local_config.yml @@ -4,8 +4,8 @@ author: 獏星(ばくすたー) description: Mirror-like software to reflect yourself as VRM avatar, without any special devices. summary: VMagicMirrorはキーボードとマウスを使ってVRMアバターを鏡写しのように動かせるソフトウェアです。 -latest_version: v3.8.4 -latest_update: 2024/10/31 +latest_version: v3.9.0 +latest_update: 2024/11/30 sass: style: compressed diff --git a/docs/langs/_english/changelog.md b/docs/langs/_english/changelog.md index 67af7adc..02fa56fc 100644 --- a/docs/langs/_english/changelog.md +++ b/docs/langs/_english/changelog.md @@ -8,6 +8,14 @@ lang: en
+#### v3.9.0 +{: .doc-sec2 } + +2024/11/30 + +* Add: `Manga` effect option added to `Typing Effect`, to show manga-like effect. + + #### v3.8.4 {: .doc-sec2 } diff --git a/docs/langs/_english/docs/layout.md b/docs/langs/_english/docs/layout.md index 3926ce43..22f6bf1c 100644 --- a/docs/langs/_english/docs/layout.md +++ b/docs/langs/_english/docs/layout.md @@ -38,3 +38,7 @@ In `Layout` tab you can access to the parameters to adjust surrounding device la `Hide Unused Devices`: If checked, keyboard and gamepad like objects are automatially hidden during the avatar controller other devices. This option is off by default. `Typing Effect`: Set typing effect. + +In v3.9.0 and later version, `Typing Effect` includes `Manga` option. This effect also works for gamepad inputs and effect appears foreground. + +The textures used in each devices and `Manga` effect can be customized by preparing png image. Please see detail at [Change Textures](../tips/change_textures). diff --git a/docs/langs/_english/tips/change_textures.md b/docs/langs/_english/tips/change_textures.md index 07fc8c77..f7879c20 100644 --- a/docs/langs/_english/tips/change_textures.md +++ b/docs/langs/_english/tips/change_textures.md @@ -28,6 +28,11 @@ Put the images to replace in this folder. Please use specific file name for each * Pen tablet, when pen tablet motion enabled: `pen_tablet.png` * Arcade stick parts: `arcade_stick.png` * Car steering: `car_handle.png` +* (v3.9.0 and later) Manga effect key down: `manga_keydown.png` +* (v3.9.0 and later) Manga effect enter key down: `manga_enter_keydown.png` +* (v3.9.0 and later) Manga effect mouse click: `manga_click.png` +* (v3.9.0 and later) Manga effect gamepad button: `manga_gamepad_button.png` +* (v3.9.0 and later) Manga effect gamepad stick: `manga_gameoad_stick.png` You do not have to put all of the images. Put files which you want to overwrite. @@ -35,6 +40,8 @@ For the gamepad and pen, see following UV template. Car steering model only supp Other parts do not have UV template because those images are used as-is. First image in below shows the example to replace key and touch pad. +For the images that file name starts with `manga_`, aspect ratio should be 4:3. + After the setup, start `VMagicMirror.exe` to load the specified image.
diff --git a/docs/langs/_japanese/changelog.md b/docs/langs/_japanese/changelog.md index f5b70203..8d340f12 100644 --- a/docs/langs/_japanese/changelog.md +++ b/docs/langs/_japanese/changelog.md @@ -7,6 +7,14 @@ title: Change Log
+#### v3.9.0 +{: .doc-sec2 } + +2024/11/30 + +* 追加: `タイピング演出` に `Manga` オプションを追加し、擬音ライクなエフェクト表現をサポートしました。 + + #### v3.8.4 {: .doc-sec2 } diff --git a/docs/langs/_japanese/docs/layout.md b/docs/langs/_japanese/docs/layout.md index 8f140290..1907a54c 100644 --- a/docs/langs/_japanese/docs/layout.md +++ b/docs/langs/_japanese/docs/layout.md @@ -42,3 +42,7 @@ title: Layout `操作中ではないデバイスを自動で隠す`: オンにすると、キーボード・タッチパッドやゲームパッドについて、そのデバイスを実際に操作しない場合は各デバイスの表示が有効であっても非表示になります。デフォルトではオフになっています。 `タイピング演出`: キーボードを表示しているときの、タイピング時の演出を設定します。配信タブからもアクセス可能な機能です。 + +とくにv3.9.0以降では `タイピング演出` に `Manga` オプションが追加されました。この演出は他の演出と異なり、ゲームパッドの入力時にも反応し、かつ画面の最前面にエフェクトが表示されます。 + +表示したデバイスのテクスチャや、`Manga` オプションの演出で使用する画像は差し替えが可能です。詳細は [キーボードやタッチパッドの見た目を変更する](../tips/change_textures) を参照ください。 diff --git a/docs/langs/_japanese/tips/change_textures.md b/docs/langs/_japanese/tips/change_textures.md index 9659e54e..84cca474 100644 --- a/docs/langs/_japanese/tips/change_textures.md +++ b/docs/langs/_japanese/tips/change_textures.md @@ -28,6 +28,11 @@ title: キーボードやタッチパッドの見た目を変更する * ペンタブレット使用時のペンタブレット: `pen_tablet.png` * アーケードスティック: `arcade_stick.png` * 車のハンドル: `car_handle.png` +* (v3.9.0以降) マンガ風エフェクトのキー押下: `manga_keydown.png` +* (v3.9.0以降) マンガ風エフェクトのENTERキー押下: `manga_enter_keydown.png` +* (v3.9.0以降) マンガ風エフェクトのマウスクリック: `manga_click.png` +* (v3.9.0以降) マンガ風エフェクトのゲームパッドボタン押下: `manga_gamepad_button.png` +* (v3.9.0以降) マンガ風エフェクトのスティック操作: `manga_gameoad_stick.png` デフォルトのままでよいものについては、ファイルが無い状態のままにします。 @@ -35,6 +40,8 @@ title: キーボードやタッチパッドの見た目を変更する それ以外については画像がほぼそのまま使用されるため、UVテンプレートはありません。下記の1枚目の画像では例として、キーボードとタッチパッドの画像が差し替わっています。 +ファイル名が `manga_` から始まるエフェクト用の画像は、横長でアスペクト比が4:3の画像として用意します。 + 画像ファイルの配置後に`VMagicMirror.exe`を実行することで画像が適用されます。