using OmiLAXR.Types; using UnityEngine; namespace OmiLAXR.Components.Facial.Emotion { [CreateAssetMenu(menuName = "OmiLAXR / Facial / Emotions / Happiness")] public class HappinessLogic : EmotionLogic { public override string EmotionType => OmiLAXR.Types.Emotion.Happiness.ToString(); [Range(0f, 1f)] public float cheekWeight = 0.35f; protected override float ComputeActivation(FaceData p) { var au12 = p.GetAU(FaceActionUnit.AU12_LipCornerPuller); var au6 = p.GetAU(FaceActionUnit.AU6_CheekRaiser); return (1f - cheekWeight) * au12 + cheekWeight * au6; } } }