public CamSchema(FramingType _scale, string _tLoc, Orient _tOrient, Hangle _hangle, Vangle _vangle) { scale = _scale; targetLocation = _tLoc; targetOrientation = _tOrient; hangle = _hangle; vangle = _vangle; }
// 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]; } } } } } }
public static int HangleToInt(Hangle hangle) { if (hangle.Equals(Hangle.None)) { return(-1); } var theRest = hangle.ToString().Split('h')[1]; return(Int32.Parse(theRest)); }
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; }
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) }
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); }