// Update is called once per frame void Update() { currFace = getFace(transform.eulerAngles.x, transform.eulerAngles.y, transform.eulerAngles.z); rend.material.SetColor("_Color", Color.Lerp(rend.material.color, colors[currFace], Time.deltaTime * transitionRate)); if (Input.GetMouseButtonDown(0)) { Debug.Log("clicked " + currFace + "!"); AnimationBuffer.GetBuffer().Add(AnimationBuffer.GetBuffer().Count + 1, currFace); } }
private void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } spawner = GetComponent <Spawner>(); UIHandler = GetComponent <UIHandler>(); animBuffer = GetComponent <AnimationBuffer>(); audioHandler = GetComponent <AudioHandler>(); }
public override void Animate(double ticks, AnimationBuffer frame) { int i = 0; foreach (KeyValuePair<Channel, bool> m in frame.Mask) if (m.Value) i++; string[] joints = new string[i]; double[] values = new double[i]; double[] speed = new double[i]; i = 0; foreach (KeyValuePair<Channel, double> channel in frame.Values) if (frame.Mask[channel.Key]) { joints[i] = channel.Key.FullName; speed[i] = frame.Speed[channel.Key]; values[i++] = channel.Value*frame.Passthrough[channel.Key] + (1-frame.Passthrough[channel.Key])*outputState.Values[channel.Key]; } nao.Animate(ticks, joints, values, speed, frame.DeltaSeconds, frame.FrameType.ToString()); }
void nao_HeartbeatEcho(Double ticks, string[] joints, double[] value) { AnimationBuffer ab = new AnimationBuffer(nutty.BodyModel, ticks - DateTime.Now.Ticks); for (int i = 0; i < joints.Length;i++) { string channelName = joints[i]; foreach (BodySet b in ab.BodyModel.BodySets.Values) if (b.Contains(channelName)) { channelName = b.Channels[joints[i]].FullName; break; } if (ab.BodyModel.AllChannels.ContainsKey(channelName)) ab.SetChannelValue(ab.BodyModel.AllChannels[channelName], value[i]); } outputState = ab; NotifyHeartbeatEcho(ticks, ab); }
private void Awake() { gm = GetComponent <GameManager>(); backgroundRays = backgroundRays.GetComponent <ParticleSystem>(); animBuffer = GetComponent <AnimationBuffer>(); }
private void Awake() { gm = GetComponent <GameManager>(); animBuffer = GetComponent <AnimationBuffer>(); }