// Use this for initialization
 void Start()
 {
     mInstance     = this;
     _leftShoulder = GameObject.FindWithTag("Player1 Left Shoulder");
     if (_leftShoulder == null)
     {
         Debug.Log("Can't find left Shoulder gameobject");
     }
     _rightShoulder = GameObject.FindWithTag("Player1 Right Shoulder");
     if (_rightShoulder == null)
     {
         Debug.Log("Can't find right Shoulder gameobject");
     }
 }
Beispiel #2
0
 // Update is called once per frame
 void Update()
 {
     mRightAngle = SingletonAngle.GetInstance().RightAngle;
     mLeftAngle  = SingletonAngle.GetInstance().LeftAngle;
     GetIndexFromPos();
     GetSongNumFromPos();
     StayJudge();
     if (/*Input.mousePosition.x > Screen.width / 2 &&*/ mSongNum != mCurrentSongnum)
     {
         audio.Stop();
         audio.clip      = mSong_chorus[mSongNum];
         mCurrentSongnum = mSongNum;
     }
     if (!audio.isPlaying /*&& Input.mousePosition.x > Screen.width / 2*/)
     {
         audio.Play();
     }
     print(mRightAngle);
 }
Beispiel #3
0
    // Update is called once per frame
    void Update()
    {
        //检测手部角度并设置状态
        mShoulderAngle = SingletonAngle.GetInstance().RightAngle;
        if (mShoulderAngle < 50.0f && mShoulderAngle > 20.0f)
        {
            mIsGoOnSelected = true;
        }
        else
        {
            mIsGoOnSelected = false;
        }
        //print (shoulderAngle);

        //mIsGoOnSelected = true;
        //如果被选中,变化alpha值
        if (mIsGoOnSelected)
        {
            //"继续游戏"
            GoOn2.guiTexture.color = new Color(
                GoOn2.guiTexture.color.r,
                GoOn2.guiTexture.color.g,
                GoOn2.guiTexture.color.b,
                mAlphaDirection * AlphaSpeed * Time.deltaTime + GoOn2.guiTexture.color.a
                );
            //箭头
            Arrow.guiTexture.color = new Color(
                Arrow.guiTexture.color.r,
                Arrow.guiTexture.color.g,
                Arrow.guiTexture.color.b,
                mAlphaDirection * AlphaSpeed * Time.deltaTime + Arrow.guiTexture.color.a
                );

            if (GoOn2.guiTexture.color.a < AlphaLowerBound)
            {
                mAlphaDirection = 1.0f;
            }
            if (GoOn2.guiTexture.color.a > AlphaUpperBound)
            {
                mAlphaDirection = -1.0f;
            }
            if (GoOn2.transform.position.x <= 0.77)
            {
                mIsDirectionLeft = false;
            }
            if (GoOn2.transform.position.x >= 0.8)
            {
                mIsDirectionLeft = true;
            }
            if (mIsDirectionLeft)
            {
                GoOn2.transform.Translate(Vector3.left * LeftSpeed * Time.deltaTime);
                GoOn.transform.Translate(Vector3.left * LeftSpeed * Time.deltaTime);
                Arrow.transform.Translate(Vector3.left * LeftSpeed * Time.deltaTime);
            }
            else
            {
                GoOn2.transform.Translate(Vector3.right * RightSpeed * Time.deltaTime);
                GoOn.transform.Translate(Vector3.right * RightSpeed * Time.deltaTime);
                Arrow.transform.Translate(Vector3.right * RightSpeed * Time.deltaTime);
            }


            /*if(Arrow.guiTexture.color.a < AlphaLowerBound){
             *      mArrowDirection = 1.0f;
             * }
             * if(Arrow.guiTexture.color.a > AlphaUpperBound){
             *      mArrowDirection = -1.0f;
             * }*/
        }
        //如果未被选中,将alpha值变化到下界
        else
        {
            if (GoOn2.guiTexture.color.a > AlphaLowerBound)
            {
                GoOn2.guiTexture.color = new Color(
                    GoOn2.guiTexture.color.r,
                    GoOn2.guiTexture.color.g,
                    GoOn2.guiTexture.color.b,
                    -1.0f * AlphaSpeed * Time.deltaTime + GoOn2.guiTexture.color.a
                    );
            }

            if (Arrow.guiTexture.color.a > AlphaLowerBound)
            {
                Arrow.guiTexture.color = new Color(
                    Arrow.guiTexture.color.r,
                    Arrow.guiTexture.color.g,
                    Arrow.guiTexture.color.b,
                    -1.0f * AlphaSpeed * Time.deltaTime + Arrow.guiTexture.color.a
                    );
            }
        }
    }