// ><> ><> ><> ><> void EvolutionParams() { if (globalEvolutionState == GlobalEvolution.GlobalEvolutionState.begin) { del_geyserCollision = GeyserCollision_BeginCeiling; del_flareHandling = FlareHandling_BeginCeiling; lightSpinEvent_prob = mx_lightSpinEvent_prob_begin; lightFlareEvent_durationRangePerSwell = mx_lightFlareEvent_durationRangePerSwell_begin; aud_lightFlareEvent_ampGlobal = mx_lightFlareEvent_ampGlobal_begin; lightFlareEvent_transposeDownAnOctave = false; } else if (globalEvolutionState == GlobalEvolution.GlobalEvolutionState.beginCeiling) { del_geyserCollision = GeyserCollision_BeginCeiling; del_flareHandling = FlareHandling_BeginCeiling; lightFlareEvent_transposeDownAnOctave = Random.Range(0, 2) == 1; } else if (globalEvolutionState == GlobalEvolution.GlobalEvolutionState.tallerTubes) { del_geyserCollision = GeyserCollision_BeginCeiling; del_flareHandling = FlareHandling_BeginCeiling; lightFlareEvent_transposeDownAnOctave = Random.Range(0, 2) == 1; } else if (globalEvolutionState == GlobalEvolution.GlobalEvolutionState.beginSpin) { del_geyserCollision = GeyserCollision_BeginCeiling; del_flareHandling = FlareHandling_BeginCeiling; lightSpinEvent_prob = mx_lightSpinEvent_prob_beginSpin; aud_lightFlareEvent_ampGlobal = mx_lightFlareEvent_ampGlobal_beginSpin; aud_lightSpinEvent_resonance_ampGlobal = mx_lightSpinEvent_resonance_ampGlobal; lightFlareEvent_transposeDownAnOctave = Random.Range(0, 2) == 1; } else if (globalEvolutionState == GlobalEvolution.GlobalEvolutionState.lowerAndRougher) { if (globalEvolutionStatePrev != GlobalEvolution.GlobalEvolutionState.lowerAndRougher) { // now we need a GrowAndFade() to govern the flareEvents instead of the geyser collisions lowerAndRougher_growAndFade = new GrowAndFade(); flare_lowerAndRougher_growAndFade_initStayPut = Random.Range(0f, 1f) >= mx_flare_lowerAndRougher_growAndFade_probInitStayPut; lightComponent.enabled = true; } del_geyserCollision = GeyserCollision_LowerAndRougher; del_flareHandling = FlareHandling_LowerAndRougher; // transposition and ampGlobal now come from ScoreDiscs and are set inside the SelectDiscModel delegate for this state } if (globalEvolutionState == GlobalEvolution.GlobalEvolutionState.lowerAndRougher) { del_selectDiscModel = SelectDiscModel_LowerAndRougher; } else { del_selectDiscModel = SelectDiscModel_BeginCeiling; } }
//*********************** void Void_UpsideDownReveal_OnOff() { // here's a nice coordination between OnOffTrackerWeighted and GrowAndFade // we get the onDur and divide it into the proportions we want for grow, stay, and fade void_upsideDownReveal_onOffCn = void_upsideDownReveal_onOffTracker.Return_OnOff_Cn(void_upsideDownReveal_initOn, mx_void_upsideDownReveal_on_shorter_durRange, mx_void_upsideDownReveal_on_longer_durRange, mx_void_upsideDownReveal_prob_onLonger, mx_void_upsideDownReveal_off_shorter_durRange, mx_void_upsideDownReveal_off_longer_durRange, mx_void_upsideDownReveal_prob_offLonger, 1f); void_upsideDownReveal_on = void_upsideDownReveal_onOffCn.on; if (void_upsideDownReveal_on == true) { if (void_upsideDownReveal_onOffCn.onClick == true) { void_upsideDownReveal_eventOnDur = void_upsideDownReveal_onOffCn.onDur; void_upsideDownReveal_growAndFade = new GrowAndFade(); // just make sure all adds to 1. void_upsideDownReveal_growDur = void_upsideDownReveal_eventOnDur * .35f; void_upsideDownReveal_stayDur = void_upsideDownReveal_eventOnDur * .15f; void_upsideDownReveal_fadeDur = void_upsideDownReveal_eventOnDur * .5f; void_upsideDownReveal_prerecorded_playPos = Random.Range(0, void_upsideDownReveal_prerecorded_brownianBufferDur); void_upsideDownReveal_transp = Random.Range(mx_void_upsideDownReveal_transpRange[0], mx_void_upsideDownReveal_transpRange[1]); } void_upsideDownReveal_ampLocal = void_upsideDownReveal_growAndFade.ReturnCurrentValue(false, false, new Vector2(.7f, 1f), Vector2.one * 0, Vector2.one * void_upsideDownReveal_growDur, Vector2.one * void_upsideDownReveal_fadeDur, Vector2.one * void_upsideDownReveal_stayDur, Vector2.one * 0f); } }
void Start() { growAndFade = new GrowAndFade(); }