// Use this for initialization void Start() { if (data == null) { data = GetComponent <hBuff_DataOut>(); } if (audio == null) { audio = GetComponent <AudioSource>(); } }
// 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); } }
// 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; }
void OnDisable() { gs = null; data = null; }