// public void Update(PlayBandData data, float currentForce, Vector2 forceDirection, float forceAngel) { this.data.Update(data); force = currentForce; direction.Set(forceDirection.x, forceDirection.y); angel = forceAngel; }
public void Update(PlayBandData data) { Rotation.Set(data.Rotation.x, data.Rotation.y, data.Rotation.z, data.Rotation.w); EulerAngles.Set(data.EulerAngles.x, data.EulerAngles.y, data.EulerAngles.z); Acceleration.Set(data.Acceleration.x, data.Acceleration.y, data.Acceleration.z); FixedAcceleration.Set(data.FixedAcceleration.x, data.FixedAcceleration.y, data.FixedAcceleration.z); }
//-------------------------------------------------------------------- private void DecideWayTriggerZ(PlayBandData data, float currentForce, Vector2 forceDirection) { if (currentForce >= triggerForce) { triggerLockOffZ = false; OnZWayTriggerEvent(DecideZWay(forceDirection), data); Invoke("UnlockWayTriggerZ", triggerLockTime); } }
// 4way void DisplayWay(PlayBandDirection dir, PlayBandData data) { int ptr = (int)dir; if (OpenCheck) { if (Time.time < nextTime) { switch (ptr) { case 1: ShakeWay = 1; break; case 2: ShakeWay = 2; break; case 3: ShakeWay = 3; break; case 4: ShakeWay = 4; break; case 5: ShakeWay = 5; break; case 6: ShakeWay = 6; break; case 7: ShakeWay = 7; break; case 8: ShakeWay = 8; break; } OpenCheck = false; CheckAnswer(); } } }
// private void DecideWayTrigger(PlayBandData data, float currentForce, Vector2 forceDirection, float forceAngel) { // if (currentForce >= triggerForce) { // if (exactAngleMode) { if (!CorrectAngleDecide(dataCacheStream [0], dataCacheStream [2])) { return; } } // triggerLockOff = false; if (On4WayTriggerEvent != null) { On4WayTriggerEvent(Decide4Way(forceDirection, forceAngel), data); } if (On8WayTriggerEvent != null) { On8WayTriggerEvent(Decide8Way(forceDirection, forceAngel), data); } if (OnYWayTriggerEvent != null) { OnYWayTriggerEvent(DecideYWay(forceDirection), data); } if (OnXWayTriggerEvent != null) { OnXWayTriggerEvent(DecideXWay(forceDirection), data); } if (OnXYAngleTriggerEvent != null) { OnXYAngleTriggerEvent(forceAngel, forceDirection, data); } if (OnShakeTriggerEvent != null) { OnShakeTriggerEvent(data); } Invoke("UnlockWayTrigger", triggerLockTime); } // }
private void UpdateMouseCursor(PlayBandData data) { if (!enableMouse) { return; } // correctAngle.x = (bandData.EulerAngles.x <= 180f) ? bandData.EulerAngles.x : bandData.EulerAngles.x - 360f; correctAngle.y = (bandData.EulerAngles.y <= 180f) ? bandData.EulerAngles.y : bandData.EulerAngles.y - 360f; anglePosition.x = (mouseAngleMax.y + correctAngle.y) / (mouseAngleMax.y + mouseAngleMax.y); anglePosition.y = (mouseAngleMax.x + correctAngle.x) / (mouseAngleMax.x + mouseAngleMax.x); anglePosition.y = 1f - anglePosition.y; anglePosition.x = Mathf.Clamp(anglePosition.x, 0.02f, 0.98f); anglePosition.y = Mathf.Clamp(anglePosition.y, 0.02f, 0.98f); anglePosition.z = mouseCamera.nearClipPlane; anglePosition = Vector3.Lerp(anglePosition, anglePositionCache, 0.5f); mouseCursor.position = mouseCamera.ViewportToWorldPoint(anglePosition); anglePositionCache = anglePosition; }
private void DecidePeakTrigger(PlayBandData data, float currentForce, Vector2 forceDirection, float forceAngel) { if (currentForce < minPeakGate) { return; } if (currentForce < lastForce) { if (lastForce >= maxPeakGate) { OnPeak(forceDirection, forceAngel); } OnPeakEnd(); } else { dataStream.Add(data.Clone()); lastForce = currentForce; } }
//-------------------------------------------------------------------- private void DecidePeakTriggerZ(PlayBandData data, float currentForce, Vector2 forceDirection) { if (currentForce < minPeakGate) { return; } if (currentForce < lastForceZ) { if (lastForceZ >= maxPeakGate) { //OnZWayPeakEvent (DecideZWay (forceDirection), (PlayBandData[])dataStreamZ.ToArray (typeof(PlayBandData))); OnZWayPeakEvent(DecideZWay(forceDirection), dataStreamZ.ToArray()); } OnPeakEndZ(); } else { dataStreamZ.Add(data.Clone()); lastForceZ = currentForce; } // }
// //-------------------------------------------------------------------- private void PushDataCache(PlayBandData data, float currentForce, Vector2 forceDirection, float forceAngel) { dataCacheStream [2].Update(dataCacheStream [1]); dataCacheStream [1].Update(dataCacheStream [0]); dataCacheStream [0].Update(data, currentForce, forceDirection, forceAngel); }
public void ReceiveData(PlayBandData data) { obj3d.rotation = data.Rotation; res_Data = data.ToString(); }
// public PlayBandData(PlayBandData data) { Update(data); }