예제 #1
0
    // Use this for initialization
    void Start()
    {
        if (data == null)
        {
            data = GetComponent <hBuff_DataOut>();
        }

        if (audio == null)
        {
            audio = GetComponent <AudioSource>();
        }
    }
예제 #2
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (data == null)
        {
            data = GetComponent <hBuff_DataOut>();
        }
        else
        {
            if (id == 2)
            {
//				print( (float)data.values[2]);
                ///print( (float)data.values[3]);
            }

            gs.playbackVolume = Mathf.Clamp(((float)data.values[1] * (float)data.values[1]) / volumeDivider, 0, 1);
            gs.playbackSpeed  = speedStart + (float)data.values[0] / speedDivider;
            gs.playbackTime   = playbackStart / (1 + (float)data.values[2] / playbackDivider);
        }
    }
예제 #3
0
    // Use this for initialization
    public void Live()
    {
        vBuf = gameObject.AddComponent <vBuffer>() as vBuffer;

        baseUpdater = gameObject.AddComponent <vBuffUpdater>() as vBuffUpdater;
        baseUpdater.computeShader = basePhysicsShader;
        baseUpdater.update        = true;


        vbt = gameObject.AddComponent <vBuff_Transform>() as vBuff_Transform;

        tBuf = gameObject.AddComponent <tBuffer>() as tBuffer;

        hBuf = gameObject.AddComponent <hBuffer>() as hBuffer;

        hBuf.tBuf = tBuf;
        hBuf.vBuf = vBuf;

        hBuf.numVertsPerHair = vertsPerHair;
        hBuf.hairLength      = hairLength;
        hBuf.totalHairs      = totalHairs;


//		print("HAHWS");

        hairUpdater = gameObject.AddComponent <hBuffUpdater>() as hBuffUpdater;

        hairUpdater.collisionShader  = hairCollisionShader;
        hairUpdater.constraintShader = hairConstraintShader;
        hairUpdater.update           = true;



        hbt = gameObject.AddComponent <hBuff_Transform>() as hBuff_Transform;
        hdo = gameObject.AddComponent <hBuff_DataOut>() as hBuff_DataOut;
        hdo.gatherShader = hairGatherShader;


        dhbwl   = gameObject.AddComponent <DisplayHairBufferWithLines>() as DisplayHairBufferWithLines;
        dhbwl.m = new Material(hairLineRenderer);


        dvbwl         = gameObject.AddComponent <DisplayVertBufferWithLines>() as DisplayVertBufferWithLines;
        dvbwl.m       = new Material(baseLineRenderer);
        dvbwl.enabled = false;


        dvbwt   = gameObject.AddComponent <DisplayVertBufferWithTriangles>() as DisplayVertBufferWithTriangles;
        dvbwt.m = new Material(baseRenderer);
        //dvbwt.enabled = false;

        hbh = gameObject.AddComponent <hBuff_Human>() as hBuff_Human;
        vbh = gameObject.AddComponent <vBuff_Human>() as vBuff_Human;

        hbh.human = humanBuffer;
        vbh.human = humanBuffer;

        tBuf.Live();
        vBuf.Live();
        hBuf.Live();

        baseUpdater.Live();
        hairUpdater.Live();

        vbt.Live();
        hbt.Live();

        vbh.Live();
        hbh.Live();

        hdo.Live();

        dhbwl.Live();
        dvbwl.Live();
        dvbwt.Live();

        GetComponent <MeshRenderer>().enabled = false;
    }
예제 #4
0
 void OnDisable()
 {
     gs   = null;
     data = null;
 }