// Use this for initialization
	void Start () {
		this.visManager = gameObject.GetComponent<VisualizerManager> ();
		player = GameObject.Find ("First Person Controller");
		fadeCurve = new AnimationCurve[7];
		fadeCurve[0] = fadeCurveG1E1;
		fadeCurve[1] = fadeCurveG1E2;
		fadeCurve[2] = fadeCurveG1E3;
		fadeCurve[3] = fadeCurveG2E1;
		fadeCurve[4] = fadeCurveG2E2;
		fadeCurve[5] = fadeCurveG2E3;
		fadeCurve[6] = fadeCurveG2E4;
	}
	// Update is called once per frame
	void Update () {

		if (mState == States.NONE)
		{
			/* Press F to start fading */
			if (Input.GetKeyDown(KeyCode.F))
			{
				mVisManager = gameObject.GetComponent<VisualizerManager>();
				mVisualizations = mVisManager.visualizations;
				mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis];
				timeSincePathStart = 0;
				//firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position;
				mState = States.FADING;
			}	
		}
		else if (mState == States.FADING)
		{
			/* Press F again to stop fading */
			if (Input.GetKeyDown(KeyCode.F))
			{
				mState = States.NONE;
			}	

			int prevIndex;
			int nextIndex;
			timeSincePathStart += Time.deltaTime;

			prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond);
			nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond);

			mCurrentVis.targetMetadataParser.output[prevIndex].material.color = new Color(1.0f, 1.0f, 1.0f, (timeSincePathStart * picsPerSecond) - prevIndex);
			try {
				if (fadeOut)
				{
					float alpha = 1 - ((timeSincePathStart * picsPerSecond) - prevIndex);
					if (alpha < fadeOutMin)
						alpha = fadeOutMin;

					mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut].material.color = new Color(1.0f, 1.0f, 1.0f, alpha);
					mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut - 1].material.color = new Color(1.0f, 1.0f, 1.0f, fadeOutMin);
				}
			} 
			catch (Exception e) 
			{
				//Debug.Log ("exception" + e);
			}

		
		}
	}
예제 #3
0
    // Update is called once per frame
    void Update()
    {
        if (mState == States.NONE)
        {
            /* Press F to start fading */
            if (Input.GetKeyDown(KeyCode.F))
            {
                mVisManager        = gameObject.GetComponent <VisualizerManager>();
                mVisualizations    = mVisManager.visualizations;
                mCurrentVis        = mVisualizations[mVisManager.currentlySelectedVis];
                timeSincePathStart = 0;
                //firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position;
                mState = States.FADING;
            }
        }
        else if (mState == States.FADING)
        {
            /* Press F again to stop fading */
            if (Input.GetKeyDown(KeyCode.F))
            {
                mState = States.NONE;
            }

            int prevIndex;
            int nextIndex;
            timeSincePathStart += Time.deltaTime;

            prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond);
            nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond);

            mCurrentVis.targetMetadataParser.output[prevIndex].material.color = new Color(1.0f, 1.0f, 1.0f, (timeSincePathStart * picsPerSecond) - prevIndex);
            try {
                if (fadeOut)
                {
                    float alpha = 1 - ((timeSincePathStart * picsPerSecond) - prevIndex);
                    if (alpha < fadeOutMin)
                    {
                        alpha = fadeOutMin;
                    }

                    mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut].material.color     = new Color(1.0f, 1.0f, 1.0f, alpha);
                    mCurrentVis.targetMetadataParser.output[prevIndex - beforeFadeOut - 1].material.color = new Color(1.0f, 1.0f, 1.0f, fadeOutMin);
                }
            }
            catch (Exception e)
            {
                //Debug.Log ("exception" + e);
            }
        }
    }
	// Update is called once per frame
	void Update () {

		if (mState == States.NONE)
		{
			/* Press SPACE to start path following */
			if (Input.GetKeyDown(KeyCode.Space))
			{
				mVisManager = gameObject.GetComponent<VisualizerManager>();
				mVisualizations = mVisManager.visualizations;
				mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis];
				timeSincePathStart = 0;
				firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position;
				mState = States.FOLLOWING;
			}	
		}
		else if (mState == States.FOLLOWING)
		{
			/* Press SPACE again to stop following */
			if (Input.GetKeyDown(KeyCode.Space))
			{
				mState = States.NONE;
			}	

			int prevIndex;
			int nextIndex;
			timeSincePathStart += Time.deltaTime;

			prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond);
			nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond);

			if (prevIndex == nextIndex)
			{
				/* If we're right on a waypoint use that waypoint ...*/
				firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position;
			}
			else
			{
				/* ... otherwise lerp between adjacent waypoints */
				Vector3 diff = mCurrentVis.targetMetadataParser.output[nextIndex].transform.position -
					mCurrentVis.targetMetadataParser.output[prevIndex].transform.position;
				firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position + 
					(diff * ((timeSincePathStart * picsPerSecond) - prevIndex));
			}
		}
	}
예제 #5
0
    // Update is called once per frame
    void Update()
    {
        if (mState == States.NONE)
        {
            /* Press SPACE to start path following */
            if (Input.GetKeyDown(KeyCode.Space))
            {
                mVisManager                   = gameObject.GetComponent <VisualizerManager>();
                mVisualizations               = mVisManager.visualizations;
                mCurrentVis                   = mVisualizations[mVisManager.currentlySelectedVis];
                timeSincePathStart            = 0;
                firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[0].transform.position;
                mState = States.FOLLOWING;
            }
        }
        else if (mState == States.FOLLOWING)
        {
            /* Press SPACE again to stop following */
            if (Input.GetKeyDown(KeyCode.Space))
            {
                mState = States.NONE;
            }

            int prevIndex;
            int nextIndex;
            timeSincePathStart += Time.deltaTime;

            prevIndex = (int)Mathf.Floor(timeSincePathStart * picsPerSecond);
            nextIndex = (int)Mathf.Ceil(timeSincePathStart * picsPerSecond);

            if (prevIndex == nextIndex)
            {
                /* If we're right on a waypoint use that waypoint ...*/
                firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position;
            }
            else
            {
                /* ... otherwise lerp between adjacent waypoints */
                Vector3 diff = mCurrentVis.targetMetadataParser.output[nextIndex].transform.position -
                               mCurrentVis.targetMetadataParser.output[prevIndex].transform.position;
                firstPersonTransform.position = mCurrentVis.targetMetadataParser.output[prevIndex].transform.position +
                                                (diff * ((timeSincePathStart * picsPerSecond) - prevIndex));
            }
        }
    }
    // Use this for initialization
    void Start()
    {
        this.visManager = gameObject.GetComponent <VisualizerManager> ();
        player          = GameObject.Find("First Person Controller");

        fadeCurve    = new AnimationCurve[6];
        fadeCurve[0] = fadeCurveG1E1;
        fadeCurve[1] = fadeCurveG1E2;
        fadeCurve[2] = fadeCurveG2E1;
        fadeCurve[3] = fadeCurveG2E2;
        fadeCurve[4] = fadeCurveG2E3;
        fadeCurve[5] = fadeCurveG2E4;

        BlackCurve     = new AnimationCurve[6];
        BlackCurve [0] = BlackCurveG1E1;
        BlackCurve [1] = BlackCurveG1E2;
        BlackCurve [2] = BlackCurveG2E1;
        BlackCurve [3] = BlackCurveG2E2;
        BlackCurve [4] = BlackCurveG2E3;
        BlackCurve [5] = BlackCurveG2E4;
    }
예제 #7
0
    // Update is called once per frame
    void Update()
    {
        bool changeVis = false;
        int  changeTo  = -1;

        if (Input.GetKeyDown(KeyCode.Alpha0))
        {
            changeVis = true;
            changeTo  = 0;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            changeVis = true;
            changeTo  = 1;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            changeVis = true;
            changeTo  = 2;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha3))
        {
            changeVis = true;
            changeTo  = 3;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha4))
        {
            changeVis = true;
            changeTo  = 4;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha5))
        {
            changeVis = true;
            changeTo  = 5;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha6))
        {
            changeVis = true;
            changeTo  = 6;
        }

        if (changeVis)
        {
            mVisManager     = gameObject.GetComponent <VisualizerManager>();
            mVisualizations = mVisManager.visualizations;
            mCurrentVis     = mVisualizations[mVisManager.currentlySelectedVis];

            if (changeTo == 0)
            {
                /* All paths visible */
                foreach (Visualization vis in mVisualizations)
                {
                    foreach (MetaDataItem mdi in vis.targetMetadataParser.output)
                    {
                        mdi.quad.renderer.enabled = true;
                    }
                }
            }
            else
            {
                /* All paths invisible */
                foreach (Visualization vis in mVisualizations)
                {
                    foreach (MetaDataItem mdi in vis.targetMetadataParser.output)
                    {
                        mdi.quad.renderer.enabled = false;
                    }
                }
                /* make selected path visible */
                try {
                    foreach (MetaDataItem mdi in mVisualizations[changeTo - 1].targetMetadataParser.output)
                    {
                        mdi.quad.renderer.enabled = true;
                    }
                } catch (Exception e) {
                    Debug.Log("Could not make path " + changeTo + " visible.");
                }
                mVisManager.setCurrentVisualization(changeTo - 1);
            }
        }
    }
	// Use this for initialization
	void Start () {
		this.visManager = gameObject.GetComponent<VisualizerManager> ();
	}
예제 #9
0
 // Use this for initialization
 void Start()
 {
     this.visManager = gameObject.GetComponent <VisualizerManager> ();
 }
	// Update is called once per frame
	void Update () {

		bool changeVis = false;
		int changeTo = -1;

		if (Input.GetKeyDown(KeyCode.Alpha0)) {
			changeVis = true;
			changeTo = 0;
		} else if (Input.GetKeyDown(KeyCode.Alpha1)) {
			changeVis = true;
			changeTo = 1;
		} else if (Input.GetKeyDown(KeyCode.Alpha2)) {
			changeVis = true;
			changeTo = 2;
		} else if (Input.GetKeyDown(KeyCode.Alpha3)) {
			changeVis = true;
			changeTo = 3;
		} else if (Input.GetKeyDown(KeyCode.Alpha4)) {
			changeVis = true;
			changeTo = 4;
		} else if (Input.GetKeyDown(KeyCode.Alpha5)) {
			changeVis = true;
			changeTo = 5;
		} else if (Input.GetKeyDown(KeyCode.Alpha6)) {
			changeVis = true;
			changeTo = 6;
		} 

		if (changeVis)
		{
			mVisManager = gameObject.GetComponent<VisualizerManager>();
			mVisualizations = mVisManager.visualizations;
			mCurrentVis = mVisualizations[mVisManager.currentlySelectedVis];

			if (changeTo == 0)
			{
				/* All paths visible */
				foreach (Visualization vis in mVisualizations) {
					foreach (MetaDataItem mdi in vis.targetMetadataParser.output) {
						mdi.quad.renderer.enabled = true;
					}
				}
			} else {
				/* All paths invisible */
				foreach (Visualization vis in mVisualizations) {
					foreach (MetaDataItem mdi in vis.targetMetadataParser.output) {
						mdi.quad.renderer.enabled = false;
					}
				}
				/* make selected path visible */
				try {
					foreach (MetaDataItem mdi in mVisualizations[changeTo - 1].targetMetadataParser.output) {
						mdi.quad.renderer.enabled = true;
					}
				} catch (Exception e) {
					Debug.Log ("Could not make path " + changeTo + " visible.");
				}
				mVisManager.setCurrentVisualization(changeTo - 1);
			}
		}	
	}