RogoDigital.Lipsync.BlendSystemclass. They exist as hidden components on a GameObject that has LipSync or Eye Controller added to it, and they are managed automatically.
notReadyMessagehere. The two DisplayName variables are used in place of 'Blendable'/'Blendables' in the inspector, e.g. 'Blend Shape' or 'Sprite'. You can also optionally set the values of
blendRangeHighto re-map the minimum and maximum values on the blendable sliders in the Pose Editor. These are set to 0 and 100 respectively by default.
base.OnEnable()after setting these variables to ensure that the Blend System works correctly.
stringcontaining the names of each blendable in its corresponding index. By convention, the index itself is appended in parentheses, though this is not strictly required.
AddBlendable(int index, float startingValue)if necessary and then return the list.
GetBlendables()method from BlendShapeBlendSystem.cs for reference:
SetInternalValue(int index, float value).
GetBlendableValue(int blendable)is called. This helps with preventing conflicts when multiple scripts attempt to change the same value.