Esempio n. 1
0
    // Update is called once per frame
    public void UpdateChart(GameSettings settings, Shake.ShakePower shakePower, bool immediately = false)
    {
        List <float> data = new List <float>()
        {
            shakePower.y.power *settings.chartMultiplier,
            shakePower.x.power *settings.chartMultiplier,
            shakePower.rotZ.power *settings.chartMultiplier,
            0
        };
        var            colorA = new Color32(244, 12, 12, 100);
        var            colorB = new Color32(244, 244, 12, 100);
        List <Color32> color  = new List <Color32>()
        {
            Color.Lerp(colorA, colorB, shakePower.y.freq * settings.rotationFreqMultiplier),
            Color.Lerp(colorA, colorB, shakePower.x.freq * settings.rotationFreqMultiplier),
            Color.Lerp(colorA, colorB, shakePower.rotZ.freq * settings.rotationFreqMultiplier),
        };

        chart.ApplyData(data, color, immediately);
    }
Esempio n. 2
0
    /// <summary>
    /// Calculates the Shake.ShakePower
    /// Call at the end of shake recording
    /// </summary>
    public static Shake.ShakePower CalculatePower(GameSettings settings, Shake.ShakeMovie movie)
    {
        float xShake         = 0.0f;
        float yShake         = 0.0f;
        float zRotShake      = 0.0f;
        int   xShakeCount    = 0;
        int   yShakeCount    = 0;
        int   zRotShakeCount = 0;
        int   xShakeFrame    = 0;
        int   yShakeFrame    = 0;
        int   zRotShakeFrame = 0;

        for (int i = 0; i < movie.frames.Count; ++i)
        {
            Quaternion rotation         = movie.frames[i].attitude;
            Quaternion lastRotation     = i > 0 ? movie.frames[i - 1].attitude : Quaternion.identity;
            Quaternion last2Rotation    = i > 1 ? movie.frames[i - 2].attitude : Quaternion.identity;
            Vector3    acceleration     = movie.frames[i].userAcceleration;
            Vector3    lastAcceleration = i > 0 ? movie.frames[i - 1].userAcceleration : Vector3.zero;

            // Calculate power
            float xShakeTmp, yShakeTmp, zRotShakeTmp;
            {
                var lastVec = new Vector2(lastAcceleration.z, lastAcceleration.y);
                var vec     = new Vector2(acceleration.z, acceleration.y);
                if (Vector2.Dot(lastVec, vec) < 0)
                {
                    xShakeCount++;
                }
                xShakeTmp = vec.magnitude;
            }
            {
                var lastVec = new Vector2(lastAcceleration.x, 0);
                var vec     = new Vector2(acceleration.x, 0);
                if (Vector2.Dot(lastVec, vec) < 0)
                {
                    yShakeCount++;
                }
                yShakeTmp = vec.magnitude;
            }
            {
                var diffRotation  = rotation * Quaternion.Inverse(lastRotation);
                var vec           = (diffRotation * Vector3.up) - Vector3.up;
                var diff2Rotation = lastRotation * Quaternion.Inverse(last2Rotation);
                var vec2          = (diff2Rotation * Vector3.up) - Vector3.up;
                if (Vector2.Dot(vec, vec2) < 0)
                {
                    zRotShakeCount++;
                }
                zRotShakeTmp = Quaternion.Angle(rotation, lastRotation);
            }

            // Multiplier
            xShakeTmp    *= settings.yMultiplier;
            yShakeTmp    *= settings.xMultiplier;
            zRotShakeTmp *= settings.rotationMultiplier;
            var xShakeTimeTmp    = 1;
            var yShakeTimeTmp    = 1;
            var zRotShakeTimeTmp = 1;

            // Choose biggest one
            if (xShakeTmp < yShakeTmp || xShakeTmp < zRotShakeTmp)
            {
                xShakeTmp     = 0;
                xShakeTimeTmp = 0;
            }
            if (yShakeTmp < xShakeTmp || yShakeTmp < zRotShakeTmp)
            {
                yShakeTmp     = 0;
                yShakeTimeTmp = 0;
            }
            if (zRotShakeTmp < yShakeTmp || zRotShakeTmp < xShakeTmp)
            {
                zRotShakeTmp     = 0;
                zRotShakeTimeTmp = 0;
            }

            // Add value
            xShake    += xShakeTmp;
            yShake    += yShakeTmp;
            zRotShake += zRotShakeTmp;

            xShakeFrame    += xShakeTimeTmp;
            yShakeFrame    += yShakeTimeTmp;
            zRotShakeFrame += zRotShakeTimeTmp;
        }
        // Apply a multiplier to adjust
        xShake    *= settings.totalMultiplier;
        yShake    *= settings.totalMultiplier;
        zRotShake *= settings.totalMultiplier;

        float xShakeTime    = (float)xShakeFrame / (float)movie.frames.Count * settings.shakingTime;
        float yShakeTime    = (float)yShakeFrame / (float)movie.frames.Count * settings.shakingTime;
        float zRotShakeTime = (float)zRotShakeFrame / (float)movie.frames.Count * settings.shakingTime;

        var maxValue = Mathf.Max(xShake, yShake, zRotShake);

        if (maxValue > 1)
        {
            xShake    /= maxValue;
            yShake    /= maxValue;
            zRotShake /= maxValue;
        }

        // If there is any resistance
        // add it here
        float xPower = xShake;
        float yPower = yShake;
        float zRot   = zRotShake;
        // Frequency = 1 / T
        float xFrequency    = xShakeCount / xShakeTime;
        float yFrequency    = yShakeCount / yShakeTime;
        float zRotFrequency = zRotShakeCount / zRotShakeTime;

        var shakePower = new Shake.ShakePower()
        {
            x = new Shake.ShakeWave()
            {
                power = xShake, count = xShakeCount, time = xShakeTime
            },
            y = new Shake.ShakeWave()
            {
                power = yShake, count = yShakeCount, time = yShakeTime
            },
            rotZ = new Shake.ShakeWave()
            {
                power = zRotShake, count = zRotShakeCount, time = zRotShakeTime
            },
        };

        return(shakePower);
    }