Esempio n. 1
0
    // Update is called once per frame
    void Update()
    {
        if (FaceColors.Length == 20)
        {
            for (int i = 0; i < 20; ++i)
            {
                FaceColors[i] = Color.black;
            }
            switch (currentState)
            {
            case State.Waiting:
            {
                if (animations.Count > 0)
                {
                    timeLeft -= Time.deltaTime;
                    if (timeLeft <= 0.0f)
                    {
                        currentState = State.Playing;
                        currentAnimationIndex++;
                        if (currentAnimationIndex >= animations.Count)
                        {
                            currentAnimationIndex = 0;
                        }
                        if (animations[currentAnimationIndex] != null)
                        {
                            SetupInstance(currentAnimationIndex, (int)(Time.time * 1000), 0xFF);
                        }
                        else
                        {
                            currentState = State.Waiting;
                        }
                    }
                }
                // Else don't switch to playing state
            }
            break;

            case State.Playing:
            {
                Debug.Assert(currentInstance != null);
                // Update the animation time
                int time = (int)(Time.time * 1000);
                if (time > (currentInstance.startTime + currentInstance.animationPreset.duration))
                {
                    for (int i = 0; i < 20; ++i)
                    {
                        FaceColors[i] = Color.black;
                    }
                    currentInstance = null;
                    currentState    = State.Waiting;
                    timeLeft        = delay;
                }
                else
                {
                    int [] retIndices = new int[20];
                    uint[] retColors  = new uint[20];
                    int    ledCount   = currentInstance.updateLEDs(time, retIndices, retColors);
                    for (int t = 0; t < ledCount; ++t)
                    {
                        uint    color   = retColors[t];
                        Color32 color32 = new Color32(
                            ColorUtils.getRed(color),
                            ColorUtils.getGreen(color),
                            ColorUtils.getBlue(color),
                            255);
                        FaceColors[retIndices[t]] = color32;
                    }
                }
            }
            break;

            default:
                break;
            }

            UpdateColors();
            switch (rotationState)
            {
            case RotationState.Auto:
            {
                _currentAngle += Time.deltaTime * rotationSpeedDeg;
            }
            break;

            case RotationState.Drag:
            {
                // Angle is set externally;
            }
            break;

            case RotationState.Idle:
            {
                if (_currentSpeed > 0.0f)
                {
                    _currentSpeed -= Time.deltaTime * deceleration;
                    if (_currentSpeed < 0.0f)
                    {
                        _currentSpeed = 0.0f;
                    }
                }
                else if (_currentSpeed < 0.0f)
                {
                    _currentSpeed += Time.deltaTime * deceleration;
                    if (_currentSpeed > 0.0f)
                    {
                        _currentSpeed = 0.0f;
                    }
                }
                _currentAngle += Time.deltaTime * _currentSpeed;
            }
            break;
            }
        }

        var quat = Quaternion.AngleAxis(_currentAngle, Vector3.up);

        transform.localRotation = quat;
    }