private void SwitchToCurrentPlayerTL() { UITimeline tl_ui = levelUI_GO.GetComponent <UITimeline>(); PlayerController last_pc = GetCurrentPlayer(); tl_ui.trySwitchTimeline(last_pc.Mdl.TL); }
public void Initialize(UITimeline timeline, float[] samples, DataContainer container) { this.timeline = timeline; engine = new EmotionEngine(); engine.Initialize(timeline.Duration, samples, container, 1024); engine.Precompute(); }
public void Initialize(UITimeline timeline, int id) { this.TrackId = id; this.timeline = timeline; this.trackDuration = timeline.Duration; this.TrackColor = Random.ColorHSV(0f, 1f, 1f, 1f, .75f, 1f); OnInitialize(); }
void Start() { panel.SetActive(false); Events.OnTimelineUpdated += OnTimelineUpdated; Events.OnUIButtonClicked += OnUIButtonClicked; Events.AddNewScene += AddNewScene; Events.NewSceneActive += NewSceneActive; uiTimeline = GetComponent <UITimeline> (); }
public virtual void InitializeFromSerializedData(UITimeline timeline, AbstractDataTrack <T> track, Rect container, TrackChunkData chunk) { this.track = track; this.timeline = timeline; this.container = container; this.Position = chunk.start; this.Width = chunk.end - chunk.start; this.Snap = true; // For now... this.HarmonySequenceNumber = chunk.harmonySequenceNumber; this.IsVariation = chunk.isVariation; this.IntensityCurveType = chunk.intensityCurve; UpdatePosition(); UpdateChunkName(track.TrackName); chunkBackground.color = track.TrackColor; }
public void Initialize(UITimeline timeline, AbstractDataTrack <T> track, T data, Rect container, float position, float width) { this.track = track; this.timeline = timeline; this.container = container; this.Position = position; this.Width = width; this.Data = data; this.Snap = true; // For now... this.HarmonySequenceNumber = 1; this.IsVariation = false; this.IntensityCurveType = IntensityCurve.Invariant; UpdatePosition(); UpdateChunkName(track.TrackName); chunkBackground.color = track.TrackColor; }
private void SwitchToNextTL() { UITimeline tl_ui = levelUI_GO.GetComponent <UITimeline>(); int next_loop_level = tl_ui.getDisplayedLoopLevel() + 1; if (next_loop_level >= Mdl.Players.Count) { next_loop_level = 0; } CurrentCamera?.GetComponent <PostFXRenderer>()?.StartAnimation(Vector2.zero, Mathf.Max(0, tl_ui.getDisplayedLoopLevel()), Mathf.Max(0, next_loop_level)); var selected_player_for_tl = Mdl.Players[next_loop_level]; ITimeline tl_to_display = selected_player_for_tl.GetComponent <PlayerController>().Mdl.TL; tl_ui.trySwitchTimeline(tl_to_display); }
public TimelineLayer(UITimeline timeline) { Timeline = timeline; }
public override void Dispose() { base.Dispose(); Timeline = null; }
public void Initialize(UITimeline timeline, float baseDuration) { this.timeline = timeline; }
public override void InitializeFromSerializedData(UITimeline timeline, AbstractDataTrack <EmotionData> track, Rect container, TrackChunkData chunk) { base.InitializeFromSerializedData(timeline, track, container, chunk); this.Data = chunk.startData; }