private void Update()
        {
            // ditch out if we already have our first stamp
            if ((stampCount > 0 && singleStampOnly))
            {
                return;
            }

            // check the cache to see if our current orientation would benefit from a new stamp
            if (captureCamera.IsReady && !captureCamera.IsRequestingImage)
            {
                if (!map.IsCached(cameraOrientation.position, cameraOrientation.forward))
                {
                    captureCamera.RequestImage(OnReceivedImage);
                }
            }

            // If we have a target light rotation to get to, start lerping!
            if (lightStartTime > 0)
            {
                float t = Mathf.Clamp01((Time.time - lightStartTime) / lightTargetDuration);
                if (t >= 1)
                {
                    lightStartTime = 0;
                }

                // This is a cheap cubic in/out easing function, so we aren't doing this linear (ew)
                t = t < .5f ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
                directionalLight.transform.localRotation = Quaternion.Lerp(lightStartDir, lightTargetDir, t);
            }
        }
Exemple #2
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        protected virtual void Update()
        {
            // ditch out if we already have our first stamp
            if ((stampCount > 0 && singleStampOnly))
            {
                return;
            }

            // check the cache to see if our current orientation would benefit from a new stamp
            if (map != null && cameraCapture.IsReady && !cameraCapture.IsRequestingImage)
            {
                if (!map.IsCached(cameraOrientation.position, cameraOrientation.forward))
                {
                    // Take stamp, but do not await. Let it run blindly so we don't block the
                    // rest of our Update loop
                    var t = TakeStampAsync();
                }
            }

            // If we have a target light rotation to get to, start lerping!
            if (lightStartTime > 0)
            {
                float t = Mathf.Clamp01((Time.time - lightStartTime) / lightTargetDuration);
                if (t >= 1)
                {
                    lightStartTime = 0;
                }

                // This is a cheap cubic in/out easing function, so we aren't doing this linear (ew)
                t = t < .5f ? 4 * t * t * t : (t - 1) * (2 * t - 2) * (2 * t - 2) + 1;
                directionalLight.transform.localRotation = Quaternion.Lerp(lightStartDir, lightTargetDir, t);
            }
        }