float f_update(Pillo.PilloID pillo) { Vector3 acceleration = PilloController.GetAccelero(pillo); float angleX = Vector3.Angle(Vector3.right, acceleration) - 90; float angleZ = Vector3.Angle(Vector3.up, acceleration) - 90; Quaternion accelQ = Quaternion.Euler(angleX, 0, angleZ); float accelZ = accelQ.eulerAngles.z; //Debug.Log (accelZ); //Debug.Log("Accelz" + acceleration); //Debug.Log (PilloController.GetSensor (pillo)); PilloController.GetSensor(pillo); //if (PilloController.GetSensor (pillo) < 0.05f) { // newSmooth [(int)pillo] = 0.05f; // oldSmooth[(int)pillo] = 0.05f; //if (PilloController.GetSensor (pillo) > 0.95f) { // newSmooth [(int)pillo] = 0.95f; // oldSmooth[(int)pillo] = 0.95f; //} else { newSmooth[(int)pillo] = (PilloController.GetSensor(pillo) / 100) * 100; //} float tempFloat = newSmooth[(int)pillo] * smoothFactor + oldSmooth[(int)pillo] * (1 - smoothFactor); oldSmooth[(int)pillo] = tempFloat; //tempfloat = smoothed value return(tempFloat); }
// Update is called once per frame void Update() { float pillo1Shake = PilloController.GetAccelero(Pillo.PilloID.Pillo1).magnitude; float pillo2Shake = PilloController.GetAccelero(Pillo.PilloID.Pillo2).magnitude; if (pillo1Shake < 900 && pillo1Shake != 0 || pillo1Shake > 1100) { ChangeToTrueForm(); } }
// Update is called once per frame void Update() { Pilloacc1 = PilloController.GetAccelero(PilloID.Pillo1); Pilloacc2 = PilloController.GetAccelero(PilloID.Pillo2); Pilloacc3 = PilloController.GetAccelero(PilloID.Pillo3); Pilloacc4 = PilloController.GetAccelero(PilloID.Pillo4); moveBall1(); moveBall2(); moveBall3(); moveBall4(); }
void _update(Pillo.PilloID pillo) { // set height based on Pillo sensor, and use calibrated values if available Vector3 tmp = m_slider[(int)pillo].transform.position; tmp.y = 10 * PilloController.GetSensor(pillo, PilloController.IsPilloCalibrated(pillo)); m_slider[(int)pillo].transform.position = tmp; // show Pillo orientation based on accelerometer Vector3 acceleration = PilloController.GetAccelero(pillo); float angleX = Vector3.Angle(Vector3.right, acceleration) - 90; float angleZ = Vector3.Angle(Vector3.up, acceleration) - 90; m_slider [(int)pillo].transform.rotation = Quaternion.Euler(angleX, 0, angleZ); Quaternion accelQ = Quaternion.Euler(angleX, 0, angleZ); float accelZ = accelQ.eulerAngles.z; Debug.Log(accelZ); //Debug.Log ("y" + (Vector3.Angle (Vector3.forward, acceleration) - 90)); }
// Update is called once per frame void Update() { move1 = PilloController.GetAccelero(Con1); move2 = PilloController.GetAccelero(Con2); usePillo(); checkShake(); ShakeTree(); timer1 += Time.deltaTime; timer2 += Time.deltaTime; if (appelCon.totalApples <= 0) { timer += Time.deltaTime; if (timer > 3 && !once) { FinishText.text = "fINISH!!!"; stopShaking = true; endSound.Play(); once = true; } } }
// Update is called once per frame void Update() { float additionRaw = PilloController.GetAccelero(Pillo.PilloID.Pillo1).magnitude - 1000; // we subtract 1000, since the magnitude will always be around 1000 when the pillo is not moving shakerAmount += additionRaw * 0.002f * Time.deltaTime; // use the raw addition to add up to the color lerp value shakerAmount -= Time.deltaTime * 0.2f; // make it decrease over time again shakerAmount = Mathf.Clamp(shakerAmount, 0.0f, 1.0f); // clamp the lerp value GetComponent <Renderer> ().material.color = Color.Lerp(Color.grey, Color.green, shakerAmount); //apply the color soundcooldown -= Time.deltaTime; if (Mathf.Abs(additionRaw) > 100) { if (soundcooldown <= 0.0f) { AudioSource.PlayClipAtPoint(shakerSound, transform.position, additionRaw * 0.001f); soundcooldown = 0.1f; } } transform.position = PilloController.GetAccelero(Pillo.PilloID.Pillo1) * 0.0001f; // add some movement to the cube for effect }