using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Passer.Humanoid { [System.Serializable] public class BlendshapePose { public SkinnedMeshRenderer renderer; public int blendshapeId; public float value; public virtual void ShowPose(HumanoidControl humanoid, float value) { if (renderer == null || blendshapeId >= renderer.sharedMesh.blendShapeCount || this.value == 0) return; renderer.SetBlendShapeWeight(blendshapeId, this.value * value * 100); } } }