Esempio n. 1
0
 // Use this for initialization
 void Start()
 {
     calm = 0;
     specAny = GetComponent<SpectrumAnalyzer> ();
     audioPlayer = Camera.main.GetComponent<AudioSource> ();
     audioInput = GetComponent<SpectrumAnalyzer> ();
     currentFocusState = FocalStates.NotFocusing;
     toggle = GameObject.FindGameObjectWithTag("ManToggle").GetComponent<Toggle>();
 }
Esempio n. 2
0
    // Update is called once per frame
    void Update()
    {
        notManual = toggle.enabled;
        if (notManual) {
            UIController.calmnessUIValue = calm;
        } else {
            calm = UIController.calmnessUIValue;
        }
        //Debug.Log (currentFocusState);
        //Debug.Log ( Input.GetAxis("Fire10"));
        //D//ebug.Log (calm);

        noise = audioInput.musicSum * 100;

        if (!specAny.musicMode) {
            if (Input.GetAxis ("Fire10") > .5) {
                audioPlayer.pitch = 1.4f;
            } else {
                audioPlayer.pitch = 1f;
            }
        }

        if (noise > 1.0f) {
            musicPeak = true;
        } else {
            musicPeak = false;
        }

        if (currentFocusState != FocalStates.Focusing) {

            if (Input.GetButtonDown ("Fire0"))
            {
                audioPlayer.PlayOneShot (G, 1);
                playingMusic = true;
                currentFocusState = FocalStates.PlayingMusic;
            }

            else if (Input.GetButtonDown ("Fire1"))
            {
                audioPlayer.PlayOneShot (C, 1);
                playingMusic = true;
                currentFocusState = FocalStates.PlayingMusic;
            }
            else if (Input.GetButtonDown ("Fire2"))
            {
                audioPlayer.PlayOneShot (A, 1);
                playingMusic = true;
                currentFocusState = FocalStates.PlayingMusic;
            }
            else if (Input.GetButtonDown ("Fire3"))
            {
                audioPlayer.PlayOneShot (E, 1);
                playingMusic = true;
                currentFocusState = FocalStates.PlayingMusic;
            }else
            {

            }
        }
        if (Input.GetButton ("Fire4")) {

            currentFocusState = FocalStates.Focusing;
            telescope.TurnOnGameObject();
            //Camera.main.gameObject.TurnOffGameObject();
            playingMusic = false;
        }
        else
        {
            if(!playingMusic){
            telescope.TurnOffGameObject();
            //Camera.main.gameObject.TurnOnGameObject();
            currentFocusState = FocalStates.NotFocusing;
            }
        }

        //calm, calmMax, calmMin, calmDecayRate, calmIncramentRate;

            if (FeedBackController.musicPeak && calm < calmMax) {
                //windMaker.CreateWind(windSpeed);
                calm += Mathf.Lerp (calmMin, calmMax, calmIncramentRate * Time.deltaTime);
            } else {
                if (calm > calmMin) {
                    calm -= Mathf.Lerp (calmMin, calmMax, calmDecayRate * Time.deltaTime);
                }
            }

        //Current Focusing States
        if (currentFocusState == FocalStates.Focusing && focus < focusMax) {
            //windMaker.CreateWind(windSpeed);
            focus += Mathf.Lerp (focusMin, focusMax, focusIncriment * Time.deltaTime);
        }else
        {
            if (focus > focusMin) {
                focus -= Mathf.Lerp (focusMin, focusMax, focusDecayRate * Time.deltaTime);
            }
        }

        if (Input.GetButtonDown ("Fire5"))
        {

        }
    }