Exemplo n.º 1
0
    private void OnNotePressWithHand(int note, HandMovement hand)
    {
        if (useRightHandOnly)
        {
            hand = handRight;
        }

        HandMovement otherHand = hand == handLeft ? handRight : handLeft;

        int mult     = hand == handRight ? 1 : -1;
        int handBase = hand == handRight ? 0 : 4; // Which finger to start on

        // Get White key positions
        int whiteNote     = player.GetKeyPosByNoteIndex(note);
        int whiteBaseNote = player.GetKeyPosByNoteIndex(hand.CurrentBaseNote);

        // Is note in current reach of the hand?
        if (whiteNote >= whiteBaseNote && whiteNote <= whiteBaseNote + 7)
        {
            // If yes, determine the finger
            int finger;
            int lowerNote = hand.LastPlayedNote;
            int upperNote = note;
            if (note < hand.LastPlayedNote)
            {
                lowerNote = note;
                upperNote = hand.LastPlayedNote;
            }
            int interval = upperNote - lowerNote;

            finger = optimalFingers[player.CurrentNoteIndex] - 1;

            /*if (interval > 0 && interval <= 12)
             * {
             *  finger = fingering.GetOptimalFinger(hand.CurrentFinger + 1, lowerNote, upperNote, note < hand.LastPlayedNote) - 1;
             * }
             * else
             * {
             *  // Repeated note -> stay on same finger
             *  finger = hand.CurrentFinger;
             * }
             * //finger = whiteNote - whiteBaseNote;*/

            // Crossover
            bool crossover           = false;
            int  crossoverDownFinger = -1;
            int  nextNote            = -1;
            if ((nextNote = player.GetUpcomingNote()) != -1)
            {
                int lowerFinger = finger;
                int upperFinger = optimalFingers[player.CurrentNoteIndex + 1] - 1;
                if (nextNote < note)
                {
                    // Next up a decreasing interval
                    lowerFinger         = upperFinger;
                    upperFinger         = finger;
                    crossoverDownFinger = lowerFinger;
                }
                if ((lowerFinger == 1 || lowerFinger == 2 || lowerFinger == 3) && upperFinger == 0)
                {
                    // Crossover with index, middle or ring finger
                    crossover = false;
                }
            }

            // Check if it requires a greater hand span
            if (finger > 4)
            {
                // Use full octave span, but use different finger depending on actual note
                if (finger == 5)
                {
                    finger = 3;
                }
                else if (finger == 6)
                {
                    finger = 4;
                }
                else if (finger == 7)
                {
                    finger = 4;
                }

                // Set hand to span an entire octave and move it accordingly
                hand.SetOctaveSpan(1.0f);
                int   octaveMovement = hand == handLeft ? 3 : 4;
                float zPos           = player.GetNoteWorldPosition(hand.CurrentBaseNote, octaveMovement).z;
                hand.TargetPosition = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
                //hand.CurrentBaseNote = note; // Leave at old base note ??
            }
            else
            {
                if (interval > 2)
                {
                    // Determine unusual finger spans
                    float octaveSpan = 0.0f;
                    int   fingerDiff = Mathf.Abs(finger - hand.CurrentFinger); // Difference between the two current fingers
                    if (interval <= 4)
                    {
                        if (fingerDiff == 1)
                        {
                            octaveSpan = 0.5f;
                        }
                        else
                        {
                            octaveSpan = 0.0f;
                            //hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, 0);
                        }
                    }
                    else // if (interval <= 7)
                    {
                        if (fingerDiff <= 2)
                        {
                            octaveSpan = 1.0f;
                        }
                        else if (fingerDiff == 3)
                        {
                            octaveSpan = 0.5f;
                        }
                        else
                        {
                            octaveSpan = 0.0f;
                            //hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -4);
                        }
                    }


                    hand.SetOctaveSpan(octaveSpan);
                    int   octaveMovement = hand == handLeft ? 3 : 4;
                    float zPos           = player.GetNoteWorldPosition(hand.CurrentBaseNote, octaveMovement).z;
                    hand.TargetPosition = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
                }
                else
                {
                    if (finger == 0)
                    {
                        hand.CurrentBaseNote = note;
                    }
                    else if (finger == 1)
                    {
                        hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -1);
                    }
                    else if (finger == 2)
                    {
                        hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -2);
                    }
                    else if (finger == 3)
                    {
                        hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -3);
                    }
                    if (finger == 4)
                    {
                        hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -4);
                    }

                    // Reset hand span
                    float zPos = player.GetNoteWorldPosition(hand.CurrentBaseNote, 2).z;
                    hand.TargetPosition = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
                    hand.SetOctaveSpan(0.0f);
                }
            }

            int actualFinger = Mathf.Abs(handBase - finger);
            hand.FingerDown(actualFinger, crossover, crossoverDownFinger);
            hand.LastPlayedNote = note;
            hand.CurrentFingerNotes[actualFinger] = note;
        }
        else
        {
            // If not, move hand to the according position

            int finger = optimalFingers[player.CurrentNoteIndex] - 1;

            // Check first, if hand can be moved -> otherwise try to use the other hand

            /*int interval = Mathf.Abs(note - hand.LastPlayedNote);
             * if (!useRightHandOnly && handSwitches < 2 && hand.IsFingerOccupied(finger) && !otherHand.IsOccupied() && interval > 12)
             * {
             *  handSwitches++;
             *  OnNotePressWithHand(note, otherHand);
             *  return;
             * }
             * else
             * {
             *  handSwitches = 0;
             * }*/

            if (finger == 0)
            {
                hand.CurrentBaseNote = note;
            }
            else if (finger == 1)
            {
                hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -1);
            }
            else if (finger == 2)
            {
                hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -2);
            }
            else if (finger == 3)
            {
                hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -3);
            }
            if (finger == 4)
            {
                hand.CurrentBaseNote = player.GetWhiteNoteWithOffset(note, -4);
            }

            // Reset hand span
            float zPos = player.GetNoteWorldPosition(hand.CurrentBaseNote, 2).z;
            hand.TargetPosition = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
            hand.SetOctaveSpan(0.0f);

            hand.FingerDown(finger);
            hand.LastPlayedNote             = note;
            hand.CurrentFingerNotes[finger] = note;
        }

        // Handle Black Keys
        if (player.IsBlackKey(note))
        {
            var pos = hand.TargetPosition;
            pos.x = initHandX + BlackKeyOffsetX;
            hand.TargetPosition = pos;
        }
        else
        {
            var pos = hand.TargetPosition;
            pos.x = initHandX;
            hand.TargetPosition = pos;
        }
    }
Exemplo n.º 2
0
    private void OnNotePressWithHandSingle(int note, HandMovement hand)
    {
        if (useRightHandOnly)
        {
            hand = handRight;
        }

        HandMovement otherHand = hand == handLeft ? handRight : handLeft;

        int mult     = hand == handRight ? 1 : -1;
        int handBase = hand == handRight ? 0 : 4; // Which finger to start on

        // Get White key positions
        int whiteNote     = player.GetKeyPosByNoteIndex(note);
        int whiteBaseNote = player.GetKeyPosByNoteIndex(hand.CurrentBaseNote);

        // Is note in current reach of the hand?
        if (whiteNote >= whiteBaseNote && whiteNote <= whiteBaseNote + 7)
        {
            // If yes, determine the finger
            int finger;
            int lowerNote = hand.LastPlayedNote;
            int upperNote = note;
            if (note < hand.LastPlayedNote)
            {
                lowerNote = note;
                upperNote = hand.LastPlayedNote;
            }
            if (lowerNote != upperNote && upperNote - lowerNote <= 12)
            {
                finger = fingering.GetOptimalFinger(hand.CurrentFinger + 1, lowerNote, upperNote, note < hand.LastPlayedNote) - 1;
            }
            else
            {
                // Repeated note -> stay on same finger
                finger = hand.CurrentFinger;
            }

            //finger = whiteNote - whiteBaseNote;

            // Check if a cross-over should be performed
            player.GetUpcomingNoteBuffer(upcomingNoteBuffer);
            if (finger == 3 && upcomingNoteBuffer[0] > note && upcomingNoteBuffer[1] > upcomingNoteBuffer[0])
            {
                finger = 0;
                hand.CurrentBaseNote = note;
            }

            // Check if it requires a greater hand span
            if (finger > 4)
            {
                // Use full octave span, but use different finger depending on actual note
                if (finger == 5)
                {
                    finger = 3;
                }
                else if (finger == 6)
                {
                    finger = 4;
                }
                else if (finger == 7)
                {
                    finger = 4;
                }

                // Set hand to span an entire octave and move it accordingly
                hand.SetOctaveSpan(1.0f);
                int   octaveMovement = hand == handLeft ? 3 : 4;
                float zPos           = player.GetNoteWorldPosition(hand.CurrentBaseNote, octaveMovement).z;
                hand.TargetPosition = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
                //hand.CurrentBaseNote = note; // Leave at old base note ??
            }
            else
            {
                // Reset hand span
                float zPos = player.GetNoteWorldPosition(hand.CurrentBaseNote, 2).z;
                hand.TargetPosition = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
                hand.SetOctaveSpan(0.0f);
            }

            int actualFinger = Mathf.Abs(handBase - finger);
            hand.FingerDown(actualFinger);
            hand.LastPlayedNote = note;
            hand.CurrentFingerNotes[actualFinger] = note;
        }
        else
        {
            // If not, move hand to the according position

            // Check first, if hand can be moved -> otherwise try to use the other hand

            /*if (!useRightHandOnly && handSwitches < 2 && hand.IsOccupied() && !otherHand.IsOccupied())
             * {
             *  handSwitches++;
             *  OnNotePressWithHandSingle(note, otherHand);
             *  return;
             * }
             * else
             * {
             *  handSwitches = 0;
             * }*/

            float zPos = player.GetNoteWorldPosition(note, 2).z;
            hand.TargetPosition  = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
            hand.CurrentBaseNote = note;

            // Start with thumb or pinky - depending on the upcoming note(s)
            int nextNote = player.GetUpcomingNote();
            int finger   = handBase;

            if (nextNote < note)
            {
                // Start with pinky
                finger = 4 - handBase;
                zPos   = player.GetNoteWorldPosition(note, -2).z;
                hand.TargetPosition  = new Vector3(hand.transform.position.x, hand.transform.position.y, zPos);
                hand.CurrentBaseNote = note - 7;
            }

            hand.FingerDown(finger);
            hand.LastPlayedNote             = note;
            hand.CurrentFingerNotes[finger] = note;

            // Reset hand span
            hand.SetOctaveSpan(0.0f);
        }

        // Handle Black Keys
        if (player.IsBlackKey(note))
        {
            var pos = hand.TargetPosition;
            pos.x = initHandX + BlackKeyOffsetX;
            hand.TargetPosition = pos;
        }
        else
        {
            var pos = hand.TargetPosition;
            pos.x = initHandX;
            hand.TargetPosition = pos;
        }
    }