Exemple #1
0
    // Use this for initialization

    void Start()
    {
        match_music.clip = staticstuff.SelectedMusic.audio;
        Onsetfile        = staticstuff.SelectedMusic.onset;
        segmentfile      = staticstuff.SelectedMusic.segment;
        Beatfile         = staticstuff.SelectedMusic.beat;
        Pitchfile        = staticstuff.SelectedMusic.pitch;

        parser       = new CSVParser();
        musicinfo    = new MusicInfoScript();
        musicprocess = new MusicProcessor(musicinfo);
        bulletsystem = new BulletSystemControl(defaultenemybullet, origin, bulletrepo);
        bulletcontroler.musicinfo = musicinfo;


        musicprocess.processMusicOnset(parser.parseFile(Onsetfile));
        musicprocess.processMusicSegment(parser.parseFile(segmentfile));
        musicprocess.processMusicBeat(parser.parseFile(Beatfile));
        musicprocess.processMusicPitch(parser.parseFile(Pitchfile));
        Debug.Log("music loaded");

        musicinfo.calculateValues();
        Debug.Log("Info calced");

        bulletsystem.createpatterns(musicinfo);
        Debug.Log("Patterns loaded");

        bulletcontroler.loadBullets(bulletsystem.createBullets());
        Debug.Log("bullets created");


        loadanim   = new LoadAnimation();
        animations = loadanim.load(staticstuff.SelectedSprite);
        shipanimations.Init(animations, staticstuff.SelectedSprite.config.frame_length, staticstuff.SelectedSprite.config.frames_per_line - 2);
        colliderbox.size = (new Vector2((float)(staticstuff.SelectedSprite.config.width / staticstuff.SelectedSprite.config.pixel_per_unit * 0.6), (float)(staticstuff.SelectedSprite.config.height / staticstuff.SelectedSprite.config.pixel_per_unit * 0.6)));
        Debug.Log("sprite loaded");


        player.Xvelocity        = staticstuff.config.x_velocity;
        player.Yvelocity        = staticstuff.config.y_velocity;
        player.usemouse         = staticstuff.config.use_mouse;
        player.mousesensitivity = staticstuff.config.mouse_sensitivity;
        Debug.Log("loaded config");

        int musiclength = (int)match_music.clip.length;


        enemy.sethp(7 * (musiclength / 10));
        player.sethp(5 * (musiclength / 10));
        enemy.punchdmg = (int)player.HP / 20;

        hud.musiclenght = musiclength;
        bulletcontroler.audiosource.Play();
        Cursor.visible = false;
        Debug.Log("Music activated START THE HELL");
    }
        /// <summary>
        /// Pass the desired <see cref="Enums.LoadAnimation"/> and <see cref="Enums.UnloadAnimation"/> to the Constructor
        /// </summary>
        /// <param name="loadAnimation">Animate the View in when it's loaded</param>
        /// <param name="unloadAnimation">Animate the View out when it's unloaded</param>
        public BaseUserControl(
            IEventAggregator eventAggregator,
            LoadAnimation loadAnimation,
            UnloadAnimation unloadAnimation)
        {
            LoadAnimation   = loadAnimation;
            UnloadAnimation = unloadAnimation;

            // If we are animating in, hide to begin with
            if (LoadAnimation != LoadAnimation.None)
            {
                Visibility = Visibility.Collapsed;
            }

            // Listen out for the page loading
            Loaded += BaseUserControl_LoadedAsync;

            EventAggregator = eventAggregator;
        }
Exemple #3
0
 public void OnTrackableStateChanged(TrackableBehaviour.Status previousStatus, TrackableBehaviour.Status newStatus)
 {
     if (newStatus == TrackableBehaviour.Status.DETECTED ||
         newStatus == TrackableBehaviour.Status.TRACKED ||
         newStatus == TrackableBehaviour.Status.EXTENDED_TRACKED)
     {
         //if (Application.platform == RuntimePlatform.Android)
         //{
         //Handheld.Vibrate();
         //}
         ScanPanel.SetActive(false);
         arCam.SetActive(false);
         Map.SetActive(true);
         BackButton.SetActive(true);
         LoadAnimation scriptToAccess = objectToAccess.GetComponent <LoadAnimation>();
         scriptToAccess.moveArrowAndCamera(mTrackableBehaviour.TrackableName + "_location");
     }
     else
     {
         arCam.SetActive(true);
         Map.SetActive(false);
     }
 }