void Start() { m_dataAccessor = Application.Instance.CreatureDataAccessor; m_beatInfoManager = Application.Instance.BeatInfoManager; videoPlayers = new VideoPlayer[m_dataAccessor.Clips.Length]; RT = new RenderTexture[m_dataAccessor.Clips.Length]; for (int i = 0; i < m_dataAccessor.Clips.Length; i++) { videoPlayers[i] = gameObject.AddComponent <VideoPlayer>(); RT[i] = new RenderTexture(VIDEO_RT_RES, VIDEO_RT_RES, 0, RenderTextureFormat.ARGB32); videoPlayers[i].isLooping = true; videoPlayers[i].audioOutputMode = VideoAudioOutputMode.None; videoPlayers[i].renderMode = VideoRenderMode.RenderTexture; videoPlayers[i].clip = m_dataAccessor.Clips[i]; videoPlayers[i].targetTexture = RT[i]; } creatures = new Creature[MaxCreatures]; for (int i = 0; i < MaxCreatures; i++) { GameObject ob = Instantiate(Resources.Load("Prefabs/Creature") as GameObject); ob.name = $"Creature{i}"; ob.transform.SetParent(Application.Instance.WorldParent); creatures[i] = ob.GetComponent <Creature>(); creatures[i].Init(this); } }
void Start() { m_dataAccessor = Application.Instance.CreatureDataAccessor; m_beatInfoManager = Application.Instance.BeatInfoManager; creatureTextures = Resources.LoadAll("Textures/Particles", typeof(Texture)).Cast <Texture>().ToArray(); videoPlayer = new VideoPlayer(); videoPlayer = gameObject.AddComponent <VideoPlayer>(); RT = new RenderTexture(VIDEO_RT_RES, VIDEO_RT_RES, 0, RenderTextureFormat.ARGB32); videoPlayer.isLooping = true; videoPlayer.audioOutputMode = VideoAudioOutputMode.None; videoPlayer.renderMode = VideoRenderMode.RenderTexture; videoPlayer.clip = m_dataAccessor.GetRandomClip(); videoPlayer.targetTexture = RT; GameObject ob = Instantiate(Resources.Load("Prefabs/StaticCreature") as GameObject); ob.name = "StaticCreature"; ob.transform.SetParent(Application.Instance.WorldParent); creature = ob.GetComponent <StaticCreature>(); creature.Renderer.material.mainTexture = videoPlayer.targetTexture; creature.transform.position = new Vector3(0, 0, Layer); creature.SetScale(Scale); creature.AudioSensitive = true; creature.Init(this); }
void Start() { m_depthManager = Application.Instance.KinectDepthManager; m_beatInfoManager = Application.Instance.BeatInfoManager; m_videoPlaneManager = Application.Instance.VideoPlaneManager; m_dataAccessor = Application.Instance.CreatureDataAccessor; settings = new BoidSettings(); settings.obstacleMask = 1 << LayerMask.NameToLayer("Bounds") | 1 << LayerMask.NameToLayer("ColliderMesh"); settings.layer = Layer; videoPlayer = gameObject.AddComponent <VideoPlayer>(); videoPlayer.isLooping = true; videoPlayer.audioOutputMode = VideoAudioOutputMode.None; videoPlayer.renderMode = VideoRenderMode.RenderTexture; videoPlayer.clip = m_dataAccessor.GetRandomClip(); RT = new RenderTexture(VIDEO_RT_RES, VIDEO_RT_RES, 0, RenderTextureFormat.ARGB32); videoPlayer.targetTexture = RT; videoPlayer.Play(); boids = new Boid[NumBoids]; for (int i = 0; i < NumBoids; i++) { GameObject ob = Instantiate(Resources.Load("Prefabs/Boid") as GameObject); ob.name = $"Boid{i}"; ob.transform.SetParent(Application.Instance.WorldParent); boids[i] = ob.GetComponent <Boid>(); boids[i].Init(settings); } computeShader = Resources.Load("ComputeShaders/Boids") as ComputeShader; }
void Start() { m_beatInfoManager = Application.Instance.BeatInfoManager; m_beatInfoManager.OnNormalizedAudioLevelInputLP += (x) => NormalizedAudioLevelInput(x); position = transform.position; forward = (position + Random.insideUnitCircle).normalized; }
void Start() { m_beatInfoManager = Application.Instance.BeatInfoManager; m_beatInfoManager.OnNormalizedAudioLevelInputHP += (x) => NormalizedAudioLevelInput(x); videoFrameBuffer = new RenderTexture[NUM_BUFFERS]; videoPlayer = new VideoPlayer[NUM_BUFFERS]; videoPlane = new VideoPlane[NUM_BUFFERS]; for (int i = 0; i < NUM_BUFFERS; i++) { videoFrameBuffer[i] = new RenderTexture(1920, 1080, 0, RenderTextureFormat.BGRA32); GameObject ob = GameObject.CreatePrimitive(PrimitiveType.Plane); ob.transform.SetParent(Application.Instance.MainCamera.transform); videoPlane[i] = ob.AddComponent <VideoPlane>(); videoPlane[i].Init(i); videoPlane[i].SetVideoTexture(videoFrameBuffer[i]); videoPlane[i].PlaneMaterial.SetColor("_Tint", Color.black); videoPlane[i].PlaneMaterial.SetFloat("_TintPct", 0); videoPlayer[i] = gameObject.AddComponent <VideoPlayer>(); videoPlayer[i].playOnAwake = false; videoPlayer[i].isLooping = true; videoPlayer[i].audioOutputMode = VideoAudioOutputMode.None; videoPlayer[i].renderMode = VideoRenderMode.RenderTexture; videoPlayer[i].targetTexture = videoFrameBuffer[i]; videoPlayer[i].prepareCompleted += (vp) => { vp.Play(); }; } // brightnessPlane GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Plane); obj.transform.SetParent(Application.Instance.MainCamera.transform); brightnessPlane = obj.AddComponent <VideoPlane>(); brightnessPlane.Init(NUM_BUFFERS + 1); brightnessPlane.SetVideoTexture(Resources.Load("Textures/Etc/Black") as Texture); brightnessPlane.PlaneMaterial.SetFloat("_Alpha", 0); _front = NUM_BUFFERS - 1; videoIndexStack = new VideoIndexStack(videoClips.Length / 2); videoIndex = Random.Range(0, videoClips.Length); previousVideoIndex = videoIndex; videoPlayer[_back].clip = videoClips[(videoIndex + 1) % videoClips.Length]; videoPlayer[_front].clip = videoClips[videoIndex]; videoPlayer[_front].Play(); PrepareClip(videoPlayer[_back]); activeRoutine = StartCoroutine(ActionDelay(3f)); noiseSeed = Random.Range(0, 1024f); colorizerTime = Random.Range(8f, 30f); StartCoroutine(ColorizerRoutine()); }
void Start() { m_camera = Application.Instance.MainCamera; m_beatInfoManager = Application.Instance.BeatInfoManager; m_beatInfoManager.OnNormalizedAudioLevelInputLP += (x) => NormalizedAudioLevelInput(x); GameObject ob = GameObject.CreatePrimitive(PrimitiveType.Plane); ob.transform.SetParent(m_camera.transform); m_titlePlane = ob.AddComponent <VideoPlane>(); m_titlePlane.Init(Depth); m_titlePlane.PlaneMaterial.SetFloat("_Alpha", 0); cachedScale = m_titlePlane.transform.localScale; }
void Start() { m_beatInfoManager = Application.Instance.BeatInfoManager; position = transform.position; forward = (position + Random.insideUnitCircle).normalized; cachedRadius = Collider.radius; noiseSeed = Random.Range(0, 64f); ResetTargetLocation(); if (AudioSensitive) { m_beatInfoManager.OnNormalizedAudioLevelInputLP += (x) => NormalizedAudioLevelInput(x); m_beatInfoManager.OnAudioBeat += () => Impulse(); } }