Example #1
0
 public CamSchema(FramingType _scale, string _tLoc, Orient _tOrient, Hangle _hangle, Vangle _vangle)
 {
     scale             = _scale;
     targetLocation    = _tLoc;
     targetOrientation = _tOrient;
     hangle            = _hangle;
     vangle            = _vangle;
 }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        if (Controller.bGame)
        {
            GameObject[] touchObj = MyTouch.TouchObject();

            for (int i = 0; i < touchObj.Length; i++)
            {
                if (touchObj[i] == gameObject)
                {
                    switch (gameObject.name)
                    {
                    case "Delete":
                        if (Controller.Japan.Count != 0)
                        {
                            Controller.Japan.RemoveAt(Controller.Japan.Count - 1);
                        }
                        break;

                    case "Shift":
                        shift = !shift;
                        break;

                    case "Space":
                        Controller.Japan.Add(" ");
                        break;

                    case "Complete":
                        Controller.bComplete = true;
                        //GameObject.Find("Result").GetComponent<Text>().text = Hangle.WriteHangle(string.Join("", Controller.Japan.ToArray()));
                        break;

                    default:
                        shift = false;
                        Controller.Japan.Add(gameObject.name);
                        break;
                    }
                    GameObject.Find("Result").GetComponent <Text>().text = Hangle.WriteHangle(string.Join("", Controller.Japan.ToArray()));

                    if (shift && GameObject.Find(originalKeys[0]) != null)
                    {
                        for (int j = 0; j < originalKeys.Length; j++)
                        {
                            GameObject.Find(originalKeys[j]).name = changeKeys[j];
                        }
                    }
                    else if (!shift && GameObject.Find(changeKeys[0]) != null)
                    {
                        for (int j = 0; j < originalKeys.Length; j++)
                        {
                            GameObject.Find(changeKeys[j]).name = originalKeys[j];
                        }
                    }
                }
            }
        }
    }
Example #3
0
        public static int HangleToInt(Hangle hangle)
        {
            if (hangle.Equals(Hangle.None))
            {
                return(-1);
            }
            var theRest = hangle.ToString().Split('h')[1];

            return(Int32.Parse(theRest));
        }
Example #4
0
 public CamSchema(FramingType _scale, string _tLoc, Orient _tOrient, Hangle _hangle, Vangle _vangle, float _distance, float _height)
 {
     scale             = _scale;
     targetLocation    = _tLoc;
     targetOrientation = _tOrient;
     hangle            = _hangle;
     vangle            = _vangle;
     distance          = _distance;
     height            = _height;
 }
Example #5
0
    private void Break_Word()
    {
        break_word = voice_text.gameObject.AddComponent <Hangle>(); // 3D_text에 한글 스크립트 추가(모음 자음 분리 스크립트)
        Vector3 particle_dir = new Vector3(0, 0, 19);

        voice.ResultsField.text = "말을해주세요";                 // 기본 글씨로 다시 바꿔준다

        particle_01.SetActive(true);                        // 파티클 활성화
        particle_01.transform.SetParent(cam);               //파티클 위치 카메라 위치로 Parent화
        particle_01.transform.localPosition = particle_dir; // 파티클 로컬위치를 세부조정
        test_Record_Image.SetActive(false);                 // Recoring UI이미지를 비활성화

        break_word.check_break = false;                     // 한글 모음자음 분리 및 3D오브젝트로 매칭

        check_text = !check_text;                           // 다시 3D_text를 녹음할 수 있게 bool 함수 변경
        Destroy(voice_text, 0.15f);                         // 기존 생성된 3D_text오브젝트를 파괴한다(시간을 준 이유는 시간을 안주면 이상하게 파괴가 잘 안됨)
    }
Example #6
0
        public GameObject CreateCamera(TileNode loc, FramingType scale, Orient orient, Hangle hangle, Vangle vangle)
        {
            //Debug.Log(scale);
            GameObject camHost = new GameObject();
            //camHost.transform.position = loc.transform.position;
            var cva           = camHost.AddComponent <CinemachineVirtualCamera>();
            var cbod          = camHost.AddComponent <CinemachineCameraBody>();
            var cc            = cva.AddCinemachineComponent <CinemachineComposer>();
            var cbmcp         = cva.AddCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
            var camattributes = camHost.AddComponent <CamAttributesStruct>();

            camattributes.Set(scale, loc.transform.gameObject.name, orient, hangle, vangle);

            // composer parameters TODO: tweak via separate gameobject component structure
            cc.m_HorizontalDamping = 10;
            cc.m_VerticalDamping   = 10;
            cc.m_LookaheadTime     = 0.2f;
            cc.m_DeadZoneWidth     = 0.25f;
            cc.m_SoftZoneWidth     = 0.5f;

            var framing_data = FramingParameters.FramingTable[scale];

            // FStop
            cbod.IndexOfFStop = CinematographyAttributes.fStops[framing_data.DefaultFStop];
            // Lens
            cbod.IndexOfLens = CinematographyAttributes.lenses[framing_data.DefaultFocalLength];

            // set at planning time.
            //cbod.FocusTransform = target_go.transform;

            // create small amount of noise
            cbmcp = cva.AddCinemachineComponent <CinemachineBasicMultiChannelPerlin>();
            cbmcp.m_NoiseProfile  = CinematographyAttributes.standardNoise;
            cbmcp.m_AmplitudeGain = 0.5f;
            cbmcp.m_FrequencyGain = 1f;

            // worldDirectionOf Camera relative to location transform
            var camTransformDirection = DegToVector3(camattributes.OrientInt + camattributes.HangleInt);

            // calculate where to put camera
            var fakeTarget = CreateFakeTarget(actors[0].gameObject, loc.transform);
            var camDist    = CinematographyAttributes.CalcCameraDistance(fakeTarget, scale);

            GameObject.DestroyImmediate(fakeTarget);
            cbod.FocusDistance = camDist;

            // Calculate Camera Position
            camHost.transform.position = loc.transform.position + camTransformDirection * camDist;
            var height = CinematographyAttributes.SolveForY(loc.transform.position, camHost.transform.position, 0.5f, camattributes.VangleInt);

            camHost.transform.position = new Vector3(camHost.transform.position.x, height, camHost.transform.position.z);

            // Gives starting orientation of camera. At planning time, a "lookAt" parameter is set to specific target.
            camHost.transform.rotation.SetLookRotation(loc.transform.position);

            // Set Name of camera object
            camHost.name = string.Format("{0}.{1}.{2}.{3}.{4}", loc.name, scale, camattributes.targetOrientation, camattributes.hangle, camattributes.vangle);
            return(camHost);
        }