// Use this for initialization void Start () { this.visManager = gameObject.GetComponent<VisualizerManager> (); player = GameObject.Find ("First Person Controller"); fadeCurve = new AnimationCurve[7]; fadeCurve[0] = fadeCurveG1E1; fadeCurve[1] = fadeCurveG1E2; fadeCurve[2] = fadeCurveG1E3; fadeCurve[3] = fadeCurveG2E1; fadeCurve[4] = fadeCurveG2E2; fadeCurve[5] = fadeCurveG2E3; fadeCurve[6] = fadeCurveG2E4; }
// Update is called once per frame void Update () { if (mState == States.NONE) { /* Press F to start fading */ if (Input.GetKeyDown(KeyCode.F)) { mVisManager = gameObject.GetComponent<VisualizerManager>(); mVisualizations = mVisManager.visualizations; mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis]; timeSincePathStart = 0; //firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position; mState = States.FADING; } } else if (mState == States.FADING) { /* Press F again to stop fading */ if (Input.GetKeyDown(KeyCode.F)) { mState = States.NONE; } int prevIndex; int nextIndex; timeSincePathStart += Time.deltaTime; prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond); nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond); mCurrentVis.targetMetadataParser.output[prevIndex].material.color = new Color(1.0f, 1.0f, 1.0f, (timeSincePathStart * picsPerSecond) - prevIndex); try { if (fadeOut) { float alpha = 1 - ((timeSincePathStart * picsPerSecond) - prevIndex); if (alpha < fadeOutMin) alpha = fadeOutMin; mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut].material.color = new Color(1.0f, 1.0f, 1.0f, alpha); mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut - 1].material.color = new Color(1.0f, 1.0f, 1.0f, fadeOutMin); } } catch (Exception e) { //Debug.Log ("exception" + e); } } }
// Update is called once per frame void Update() { if (mState == States.NONE) { /* Press F to start fading */ if (Input.GetKeyDown(KeyCode.F)) { mVisManager = gameObject.GetComponent <VisualizerManager>(); mVisualizations = mVisManager.visualizations; mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis]; timeSincePathStart = 0; //firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position; mState = States.FADING; } } else if (mState == States.FADING) { /* Press F again to stop fading */ if (Input.GetKeyDown(KeyCode.F)) { mState = States.NONE; } int prevIndex; int nextIndex; timeSincePathStart += Time.deltaTime; prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond); nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond); mCurrentVis.targetMetadataParser.output[prevIndex].material.color = new Color(1.0f, 1.0f, 1.0f, (timeSincePathStart * picsPerSecond) - prevIndex); try { if (fadeOut) { float alpha = 1 - ((timeSincePathStart * picsPerSecond) - prevIndex); if (alpha < fadeOutMin) { alpha = fadeOutMin; } mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut].material.color = new Color(1.0f, 1.0f, 1.0f, alpha); mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut - 1].material.color = new Color(1.0f, 1.0f, 1.0f, fadeOutMin); } } catch (Exception e) { //Debug.Log ("exception" + e); } } }
// Update is called once per frame void Update () { if (mState == States.NONE) { /* Press SPACE to start path following */ if (Input.GetKeyDown(KeyCode.Space)) { mVisManager = gameObject.GetComponent<VisualizerManager>(); mVisualizations = mVisManager.visualizations; mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis]; timeSincePathStart = 0; firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position; mState = States.FOLLOWING; } } else if (mState == States.FOLLOWING) { /* Press SPACE again to stop following */ if (Input.GetKeyDown(KeyCode.Space)) { mState = States.NONE; } int prevIndex; int nextIndex; timeSincePathStart += Time.deltaTime; prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond); nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond); if (prevIndex == nextIndex) { /* If we're right on a waypoint use that waypoint ...*/ firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position; } else { /* ... otherwise lerp between adjacent waypoints */ Vector3 diff = mCurrentVis.targetMetadataParser.output[nextIndex].transform.position - mCurrentVis.targetMetadataParser.output[prevIndex].transform.position; firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position + (diff * ((timeSincePathStart * picsPerSecond) - prevIndex)); } } }
// Update is called once per frame void Update() { if (mState == States.NONE) { /* Press SPACE to start path following */ if (Input.GetKeyDown(KeyCode.Space)) { mVisManager = gameObject.GetComponent <VisualizerManager>(); mVisualizations = mVisManager.visualizations; mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis]; timeSincePathStart = 0; firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position; mState = States.FOLLOWING; } } else if (mState == States.FOLLOWING) { /* Press SPACE again to stop following */ if (Input.GetKeyDown(KeyCode.Space)) { mState = States.NONE; } int prevIndex; int nextIndex; timeSincePathStart += Time.deltaTime; prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond); nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond); if (prevIndex == nextIndex) { /* If we're right on a waypoint use that waypoint ...*/ firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position; } else { /* ... otherwise lerp between adjacent waypoints */ Vector3 diff = mCurrentVis.targetMetadataParser.output[nextIndex].transform.position - mCurrentVis.targetMetadataParser.output[prevIndex].transform.position; firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position + (diff * ((timeSincePathStart * picsPerSecond) - prevIndex)); } } }
// Use this for initialization void Start() { this.visManager = gameObject.GetComponent <VisualizerManager> (); player = GameObject.Find("First Person Controller"); fadeCurve = new AnimationCurve[6]; fadeCurve[0] = fadeCurveG1E1; fadeCurve[1] = fadeCurveG1E2; fadeCurve[2] = fadeCurveG2E1; fadeCurve[3] = fadeCurveG2E2; fadeCurve[4] = fadeCurveG2E3; fadeCurve[5] = fadeCurveG2E4; BlackCurve = new AnimationCurve[6]; BlackCurve [0] = BlackCurveG1E1; BlackCurve [1] = BlackCurveG1E2; BlackCurve [2] = BlackCurveG2E1; BlackCurve [3] = BlackCurveG2E2; BlackCurve [4] = BlackCurveG2E3; BlackCurve [5] = BlackCurveG2E4; }
// Update is called once per frame void Update() { bool changeVis = false; int changeTo = -1; if (Input.GetKeyDown(KeyCode.Alpha0)) { changeVis = true; changeTo = 0; } else if (Input.GetKeyDown(KeyCode.Alpha1)) { changeVis = true; changeTo = 1; } else if (Input.GetKeyDown(KeyCode.Alpha2)) { changeVis = true; changeTo = 2; } else if (Input.GetKeyDown(KeyCode.Alpha3)) { changeVis = true; changeTo = 3; } else if (Input.GetKeyDown(KeyCode.Alpha4)) { changeVis = true; changeTo = 4; } else if (Input.GetKeyDown(KeyCode.Alpha5)) { changeVis = true; changeTo = 5; } else if (Input.GetKeyDown(KeyCode.Alpha6)) { changeVis = true; changeTo = 6; } if (changeVis) { mVisManager = gameObject.GetComponent <VisualizerManager>(); mVisualizations = mVisManager.visualizations; mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis]; if (changeTo == 0) { /* All paths visible */ foreach (Visualization vis in mVisualizations) { foreach (MetaDataItem mdi in vis.targetMetadataParser.output) { mdi.quad.renderer.enabled = true; } } } else { /* All paths invisible */ foreach (Visualization vis in mVisualizations) { foreach (MetaDataItem mdi in vis.targetMetadataParser.output) { mdi.quad.renderer.enabled = false; } } /* make selected path visible */ try { foreach (MetaDataItem mdi in mVisualizations[changeTo - 1].targetMetadataParser.output) { mdi.quad.renderer.enabled = true; } } catch (Exception e) { Debug.Log("Could not make path " + changeTo + " visible."); } mVisManager.setCurrentVisualization(changeTo - 1); } } }
// Use this for initialization void Start () { this.visManager = gameObject.GetComponent<VisualizerManager> (); }
// Use this for initialization void Start() { this.visManager = gameObject.GetComponent <VisualizerManager> (); }
// Update is called once per frame void Update () { bool changeVis = false; int changeTo = -1; if (Input.GetKeyDown(KeyCode.Alpha0)) { changeVis = true; changeTo = 0; } else if (Input.GetKeyDown(KeyCode.Alpha1)) { changeVis = true; changeTo = 1; } else if (Input.GetKeyDown(KeyCode.Alpha2)) { changeVis = true; changeTo = 2; } else if (Input.GetKeyDown(KeyCode.Alpha3)) { changeVis = true; changeTo = 3; } else if (Input.GetKeyDown(KeyCode.Alpha4)) { changeVis = true; changeTo = 4; } else if (Input.GetKeyDown(KeyCode.Alpha5)) { changeVis = true; changeTo = 5; } else if (Input.GetKeyDown(KeyCode.Alpha6)) { changeVis = true; changeTo = 6; } if (changeVis) { mVisManager = gameObject.GetComponent<VisualizerManager>(); mVisualizations = mVisManager.visualizations; mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis]; if (changeTo == 0) { /* All paths visible */ foreach (Visualization vis in mVisualizations) { foreach (MetaDataItem mdi in vis.targetMetadataParser.output) { mdi.quad.renderer.enabled = true; } } } else { /* All paths invisible */ foreach (Visualization vis in mVisualizations) { foreach (MetaDataItem mdi in vis.targetMetadataParser.output) { mdi.quad.renderer.enabled = false; } } /* make selected path visible */ try { foreach (MetaDataItem mdi in mVisualizations[changeTo - 1].targetMetadataParser.output) { mdi.quad.renderer.enabled = true; } } catch (Exception e) { Debug.Log ("Could not make path " + changeTo + " visible."); } mVisManager.setCurrentVisualization(changeTo - 1); } } }