Esempio n. 1
0
 void ChangeToPickup()
 {
     currentStateTime = 0;
     bandState = BandState.Pickup;
     tag = "RubberBand";
     gameObject.layer = LayerMask.NameToLayer("RubberBand");
     body.velocity = new Vector2 (0, 0);
 }
Esempio n. 2
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 public void Shoot(float angle, float power)
 {
     Enable ();
     currentStateTime = 0;
     animator.SetTrigger ("StartScaling");
     body.isKinematic = false;
     bandState = BandState.Projectile;
     transform.localEulerAngles = new Vector3 (0, 0, Mathf.Rad2Deg*angle);
     body.velocity = new Vector2 (Mathf.Cos (angle), Mathf.Sin (angle)) * power;
 }
 public void Copy(Source_FrequencyBand from)
 {
     this.band         = from.band;
     this.state        = from.state;
     this.multiplier   = from.multiplier;
     this.divider      = from.divider;
     this.minDACBand   = from.minDACBand;
     this.affinityBand = from.affinityBand;
     this.maxDACBand   = from.maxDACBand;
     this.guardBand    = from.guardBand;
 }
Esempio n. 4
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    private void PopulateFrequencyBands()
    {
        //Range of a spectrum sample is : (sample rate of clip / number of samples)
        float sampleWidth = AudioClip.frequency / SampleSize;

        //Get average frequency of each spectrum sample
        for (int i = 0; i < SampleSize; i++)
        {
            float startFrequency = i * sampleWidth;
            float endFrequency   = (i + 1) * sampleWidth;
            sampleAverages[i] = (startFrequency + endFrequency) / 2f;
        }

        #warning Can optimize this to do all in 1 pass instead of each bands!
        //See which band the ave freq of each sample falls into
        //Add value to that band until all checked, divide by len for average
        for (int b = 0; b < FrequencyBands.Length; b++)
        {
            BandState bs = bandStates[b];
            bs.averageAmp  = 0f;
            bs.sampleCount = 0;
            for (int i = 0; i < SampleSize; i++)
            {
                if (sampleAverages[i] >= FrequencyBands[b].startFrequency &&
                    sampleAverages[i] < FrequencyBands[b].endFrequency)
                {
                    bs.averageAmp += samples[i];
                    bs.sampleCount++;
                }
            }
            if (bs.sampleCount > 0)
            {
                bs.averageAmp /= bs.sampleCount;
            }
            if (bs.averageAmp > bs.maxAmp)
            {
                bs.maxAmp = bs.averageAmp;
            }

            bs.percentToMaxAmp = Mathf.InverseLerp(0f, bs.maxAmp, bs.averageAmp);
        }
    }
Esempio n. 5
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 private void ApplyBuffer()
 {
     for (int b = 0; b < FrequencyBands.Length; b++)
     {
         BandState bs = bandStates[b];
         if (Mathf.Approximately(bs.lastAmp, 0f))
         {
             bs.lastAmp = bs.averageAmp;
         }
         if (bs.averageAmp < bs.lastAmp)
         {
             float bufferedAmp = bs.lastAmp * (1 - fallFactor * Time.deltaTime);
             bs.percentToMaxAmp = Mathf.InverseLerp(0f, bs.maxAmp, bufferedAmp);
             bs.lastAmp         = bufferedAmp;
         }
         else
         {
             bs.lastAmp = bs.averageAmp;
         }
     }
 }
 public Source_FrequencyBand(
     UInt32    band,
     BandState state,
     UInt16    multiplier,
     UInt16    divider,
     UInt16    minDACBand,
     UInt16    affinityBand,
     UInt16    maxDACBand,
     UInt16    guardBand
 )
     : base()
 {
     this.band           = band;
     this.state          = state;
     this.multiplier     = multiplier;
     this.divider        = divider;
     this.minDACBand     = minDACBand;
     this.affinityBand   = affinityBand;
     this.maxDACBand     = maxDACBand;
     this.guardBand      = guardBand;
 }
Esempio n. 7
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    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(this);
        }

        audioSource             = GetComponent <AudioSource>();
        samples                 = new float[SampleSize];
        sampleAverages          = new float[SampleSize];
        bandStates              = new BandState[FrequencyBands.Length];
        cubeEmissionStartColors = new Color[FrequencyBands.Length];
        for (int b = 0; b < FrequencyBands.Length; b++)
        {
            bandStates[b] = new BandState();
            cubeEmissionStartColors[b] = new Color();
        }
    }
 public Source_FrequencyBand
 (
     UInt32 band,
     BandState state,
     UInt16 multiplier,
     UInt16 divider,
     UInt16 minDACBand,
     UInt16 affinityBand,
     UInt16 maxDACBand,
     UInt16 guardBand
 )
     :
     base( )
 {
     this.band         = band;
     this.state        = state;
     this.multiplier   = multiplier;
     this.divider      = divider;
     this.minDACBand   = minDACBand;
     this.affinityBand = affinityBand;
     this.maxDACBand   = maxDACBand;
     this.guardBand    = guardBand;
 }
        // Load frequency info, actually does Nx calls - any
        // of which may fail and cause an error return

        public rfid.Constants.Result load
        (
            rfid.Linkage transport,
            UInt32 readerHandle
        )
        {
            UInt32 config  = 0;
            UInt32 multdiv = 0;
            UInt32 pllcc   = 0;

            rfid.Constants.Result result = transport.API_ConfigWriteRegister
                                           (
                SELECTOR_ADDRESS,
                this.band
                                           );

            if (rfid.Constants.Result.OK != result)
            {
                return(result);
            }

            result = transport.API_ConfigReadRegister
                     (
                CONFIG_ADDRESS,
                ref config
                     );

            if (rfid.Constants.Result.OK != result)
            {
                return(result);
            }

            result = transport.API_ConfigReadRegister
                     (
                MULTDIV_ADDRESS,
                ref multdiv
                     );

            if (rfid.Constants.Result.OK != result)
            {
                return(result);
            }

            result = transport.API_ConfigReadRegister
                     (
                PLLCC_ADDRESS,
                ref pllcc
                     );

            if (rfid.Constants.Result.OK != result)
            {
                return(result);
            }

            try
            {
                this.state = ( BandState )(config == 0 ? 0 : 1);
            }
            catch (Exception)
            {
                this.state = BandState.UNKNOWN;
            }

            this.multiplier = ( UInt16 )((multdiv >> 0) & 0xffff);
            this.divider    = ( UInt16 )((multdiv >> 16) & 0xff);

            this.minDACBand   = ( UInt16 )((pllcc >> 0) & 0xff);
            this.affinityBand = ( UInt16 )((pllcc >> 8) & 0xff);
            this.maxDACBand   = ( UInt16 )((pllcc >> 16) & 0xff);
            this.guardBand    = ( UInt16 )((pllcc >> 24) & 0xff);

            return(rfid.Constants.Result.OK);
        }
Esempio n. 10
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 void PlayerPickup(Player player)
 {
     Disable ();
     activeBand = false;
     bandState = BandState.Disabled;
     player.AddRubberBandAmmo (gameObject);
 }
        // Load frequency info, actually does Nx calls - any
        // of which may fail and cause an error return
        public rfid.Constants.Result load(
            rfid.Linkage transport,
            UInt32       readerHandle
        )
        {
            UInt32 config            = 0;
            UInt32 multdiv           = 0;
            UInt32 pllcc             = 0;

            rfid.Constants.Result result = transport.API_ConfigWriteRegister
            (
                SELECTOR_ADDRESS,
                this.band
            );

            if ( rfid.Constants.Result.OK != result )
            {
                return result;
            }

            result = transport.API_ConfigReadRegister
            (
                CONFIG_ADDRESS,
                ref config
            );

            if ( rfid.Constants.Result.OK != result )
            {
                return result;
            }

            result = transport.API_ConfigReadRegister
            (
                MULTDIV_ADDRESS,
                ref multdiv
            );

            if ( rfid.Constants.Result.OK != result )
            {
                return result;
            }

            result = transport.API_ConfigReadRegister
            (
                PLLCC_ADDRESS,
                ref pllcc
            );

            if ( rfid.Constants.Result.OK != result )
            {
                return result;
            }

            try
            {
                this.state = ( BandState ) ( config == 0 ? 0 : 1 );
            }
            catch ( Exception )
            {
                this.state = BandState.UNKNOWN;
            }

            this.multiplier   = ( UInt16 ) ( ( multdiv >> 0  ) & 0xffff );
            this.divider      = ( UInt16 ) ( ( multdiv >> 16 ) & 0xff   );

            this.minDACBand   = ( UInt16 ) ( ( pllcc >> 0  ) & 0xff );
            this.affinityBand = ( UInt16 ) ( ( pllcc >> 8  ) & 0xff );
            this.maxDACBand   = ( UInt16 ) ( ( pllcc >> 16 ) & 0xff );
            this.guardBand    = ( UInt16 ) ( ( pllcc >> 24 ) & 0xff );

            return rfid.Constants.Result.OK;
        }
 public void Copy( Source_FrequencyBand from )
 {
     this.band           = from.band;
     this.state          = from.state;
     this.multiplier     = from.multiplier;
     this.divider        = from.divider;
     this.minDACBand     = from.minDACBand;
     this.affinityBand   = from.affinityBand;
     this.maxDACBand     = from.maxDACBand;
     this.guardBand      = from.guardBand;
 }