private void DropCalled(DropColor color, int length) { if (length == 8) //short drop should not be followed by intro { AkSoundEngine.SetState("GrooveType", "Flow"); } else if (length == 16) //this is the medium drop, every other medium drop should be followed by intro { if (!mediumDropCounter) { mediumDropCounter = true; AkSoundEngine.SetState("GrooveType", "Flow"); } else { AkSoundEngine.SetState("GrooveType", "Intro"); mediumDropCounter = false; } } else if (length == 32) //this is the long drop, should always be followed by intro { AkSoundEngine.SetState("GrooveType", "Intro"); mediumDropCounter = false; } }
void DropColorChange(DropColor givenColor, int dropLength) { IncrementMinMaxIntensity(); switch (givenColor) { case DropColor.Purple: StartCoroutine(FadeToGivenColor(purpleColor)); break; case DropColor.Blue: StartCoroutine(FadeToGivenColor(blueColor)); break; case DropColor.Green: StartCoroutine(FadeToGivenColor(greenColor)); break; case DropColor.Yellow: StartCoroutine(FadeToGivenColor(yellowColor)); break; case DropColor.Orange: StartCoroutine(FadeToGivenColor(orangeColor)); break; case DropColor.Red: StartCoroutine(FadeToGivenColor(redColor)); break; } }
void ChangeMatColorOnStart() { DropColor whichColor = StereoRail_AudioManager.Instance.colorOfDrop; Color newColor = Color.black; switch (whichColor) { case DropColor.Purple: newColor = duringPurple; break; case DropColor.Red: newColor = duringRed; break; case DropColor.Orange: newColor = duringOrange; break; case DropColor.Yellow: newColor = duringYellow; break; case DropColor.Green: newColor = duringGreen; break; case DropColor.Blue: newColor = duringBlue; break; } colorRenderer.material.SetColor("_Color", newColor); //Debug.Log("Set Color to " + newColor); }
void DropColorChange(DropColor givenColor, int dropLength) { switch (givenColor) { case DropColor.Purple: matGear.colorGradient = purpleGrad; break; case DropColor.Blue: matGear.colorGradient = blueGrad; break; case DropColor.Green: matGear.colorGradient = greenGrad; break; case DropColor.Yellow: matGear.colorGradient = yellowGrad; break; case DropColor.Orange: matGear.colorGradient = orangeGrad; break; case DropColor.Red: matGear.colorGradient = redGrad; break; } }
void ChangeMatColorOnDrop(DropColor dColor, int dropLength) { Color newColor = Color.black; switch (dColor) { case DropColor.Purple: newColor = duringPurple; break; case DropColor.Red: newColor = duringRed; break; case DropColor.Orange: newColor = duringOrange; break; case DropColor.Yellow: newColor = duringYellow; break; case DropColor.Green: newColor = duringGreen; break; case DropColor.Blue: newColor = duringBlue; break; } colorRenderer.material.SetColor("_Color", newColor); }
void SetDropColor(DropColor dColor, int dropLength) { switch (dColor) { case DropColor.Yellow: dropColor = changeCam.whenYellow; break; case DropColor.Red: dropColor = changeCam.whenRed; break; case DropColor.Purple: dropColor = changeCam.whenPurple; break; case DropColor.Blue: dropColor = changeCam.whenBlue; break; case DropColor.Green: dropColor = changeCam.whenGreen; break; case DropColor.Orange: dropColor = changeCam.whenOrange; break; } }
public void ChangeOption(int matInt, DropColor whichColor) { //Debug.Log("Woah, changing to " + whichColor + " and material: " + optionMat[matInt]); optionColor = whichColor; rend.material = optionMat[matInt]; }
void DropColorChange(DropColor givenColor, int dropLength) { switch (givenColor) { case DropColor.Purple: rend.sharedMaterial.SetColor("_Color", purpleColor); break; case DropColor.Blue: rend.sharedMaterial.SetColor("_Color", blueColor); break; case DropColor.Green: rend.sharedMaterial.SetColor("_Color", greenColor); break; case DropColor.Yellow: rend.sharedMaterial.SetColor("_Color", yellowColor); break; case DropColor.Orange: rend.sharedMaterial.SetColor("_Color", orangeColor); break; case DropColor.Red: rend.sharedMaterial.SetColor("_Color", redColor); break; } }
void ChangeBackground(DropColor givenColor, int dropLength) { switch (givenColor) { case DropColor.Yellow: //cam.backgroundColor = whenYellow; StartCoroutine(FadeToGivenColor(whenYellow)); break; case DropColor.Red: StartCoroutine(FadeToGivenColor(whenRed)); break; case DropColor.Purple: StartCoroutine(FadeToGivenColor(whenPurple)); break; case DropColor.Blue: StartCoroutine(FadeToGivenColor(whenBlue)); break; case DropColor.Green: StartCoroutine(FadeToGivenColor(whenGreen)); break; case DropColor.Orange: StartCoroutine(FadeToGivenColor(whenOrange)); break; } }
void DropEventReceived(DropColor dropColor, int dropLength) { if (songPlaying) { if (dropLength >= 16) { dspTriggeredCenter = true; dspTriggeredLeft = true; dspTriggeredRight = true; } else { /* * Was thinking of having the pillars disappear if there's no dsp box, decided against it to keep the triggers where they are in peace * deactivateCenter = true; * deactivateLeft = true; * deactivateRight = true; */ } CenterDropSelect.SetActive(false); LeftDropSelect.SetActive(false); RightDropSelect.SetActive(false); } }
void BrieflyTurnOnSpawner(DropColor givenDropColor, int dropLength) { if (givenDropColor == dropColor) { spawner.enabled = true; StartCoroutine(BurstForABit()); } }
public void SetColor(DropColor dropColor, int delay) { this.dropColor = dropColor; this.delay = delay; if (gameObject.activeInHierarchy) { StartCoroutine("SetColor_CR"); } }
private void SetDSPActivityLogic(DropColor color, int length) { // ******** This is where you change the activation length, was 16 before ********** if (length > 8) { lengthAppropriate = true; } else { lengthAppropriate = false; } }
private void SetStingerActiveLogic(DropColor color, int length) { // ******** This is where you change the activation length, was 8 before ********** if (length > 0) { lengthAppropriate = true; } else { lengthAppropriate = false; } }
//---------------END OF THE BUSINESS------------------ public void TriggerDrop(DropColor color, int dropLength) { bool canYouDrop; Debug.Log("Recieved request to Trigger the Drop!"); //gotta check if the timing is right, can't trigger the drop in the middle of groove or another drop if (!tutorialPreventingDrop) { switch (currentState) { case MusicState.Windup: case MusicState.Filler: canYouDrop = true; //Debug.Log("Drop should be a-ok to proceed!"); break; default: canYouDrop = false; Debug.Log("The form is preventing you from dropping!"); break; } } else { canYouDrop = false; Debug.Log("The tutorial is preventing you from dropping!"); } //if you can drop, do it, otherwise you cant if (canYouDrop) { nextDropLength = dropLength; colorOfDrop = color; nextState = MusicState.Drop; Debug.Log("Drop incoming! Color is: " + color); nextStateText.text = "Next State: DROP"; //and broadcast the reception of the drop gesture DropGestureRecieved?.Invoke(); } else { Debug.Log("You can't drop it yet!"); } }
void SpawnParticles(DropColor dropColor, int dropLength) { ParticleSystem.MainModule main = pSystem.main; var psr = GetComponent <ParticleSystemRenderer>(); Material trailMat = psr.trailMaterial; //Debug.Log(trailMat.GetColor("_EmissionColor")); switch (dropColor) { case DropColor.Red: main.startColor = new ParticleSystem.MinMaxGradient(redGradient); trailMat.SetColor("_EmissionColor", redColor); //trailMat.SetColor("_Color", redColor); break; case DropColor.Orange: main.startColor = new ParticleSystem.MinMaxGradient(orangeGradient); trailMat.SetColor("_EmissionColor", orangeColor); //trailMat.SetColor("_Color", orangeColor); //Debug.Log(trailMat.emmisionColor) break; case DropColor.Yellow: main.startColor = new ParticleSystem.MinMaxGradient(yellowGradient); trailMat.SetColor("_EmissionColor", yellowColor); //trailMat.SetColor("_Color", yellowColor); break; case DropColor.Green: main.startColor = new ParticleSystem.MinMaxGradient(greenGradient); trailMat.SetColor("_EmissionColor", greenColor); //trailMat.SetColor("_Color", greenColor); break; case DropColor.Blue: main.startColor = new ParticleSystem.MinMaxGradient(blueGradient); trailMat.SetColor("_EmissionColor", blueColor); //trailMat.SetColor("_Color", blueColor); break; case DropColor.Purple: main.startColor = new ParticleSystem.MinMaxGradient(purpleGradient); trailMat.SetColor("_EmissionColor", purpleColor); //trailMat.SetColor("_Color", purpleColor); break; } pSystem.Play(); }
void load_data() { ds.Clear(); SqlConnection con = new SqlConnection(@"Data Source=ANDROID2W4356\MSSQLSERVER2017;Initial Catalog=DB_A45C5E_cars;Integrated Security=True"); da = new SqlDataAdapter("select * from carstatus", con); da.Fill(ds, "carstatus"); DropCarState.DataSource = ds.Tables["carstatus"]; DropCarState.DataTextField = "status_car_name"; DropCarState.DataValueField = "status_car_id"; DropCarState.DataBind(); da = new SqlDataAdapter("select * from gearboxType", con); da.Fill(ds, "gearboxType"); dropGearBox.DataSource = ds.Tables["gearboxType"]; dropGearBox.DataTextField = "lime_name"; dropGearBox.DataValueField = "lime_id"; dropGearBox.DataBind(); da = new SqlDataAdapter("select * from carcolore", con); da.Fill(ds, "carcolore"); DropColor.DataSource = ds.Tables["carcolore"]; DropColor.DataTextField = "colore_name"; DropColor.DataValueField = "colore_id"; DropColor.DataBind(); da = new SqlDataAdapter("select * from fuelsType", con); da.Fill(ds, "fuelsType"); DropFuelsType.DataSource = ds.Tables["fuelsType"]; DropFuelsType.DataTextField = "Fuel_type_name"; DropFuelsType.DataValueField = "Fuel_type_id"; DropFuelsType.DataBind(); da = new SqlDataAdapter("select * from supplyingtype", con); da.Fill(ds, "supplyingtype"); DropSupply.DataSource = ds.Tables["supplyingtype"]; DropSupply.DataTextField = "Incoming type_name"; DropSupply.DataValueField = "Incoming type_id"; DropSupply.DataBind(); da = new SqlDataAdapter("select * from Cardoor", con); da.Fill(ds, "Cardoor"); DropDoors.DataSource = ds.Tables["Cardoor"]; DropDoors.DataTextField = "Emblems-name"; DropDoors.DataValueField = "Emblems_id"; DropDoors.DataBind(); da = new SqlDataAdapter("select * from cylinderNo", con); da.Fill(ds, "cylinderNo"); DropCylender.DataSource = ds.Tables["cylinderNo"]; DropCylender.DataTextField = "baston_name"; DropCylender.DataValueField = "baston_id"; DropCylender.DataBind(); }
void TurnToysOn(DropColor dColor, int dLength) { if (boxes != null) { foreach (GameObject box in boxes) { StingerTrigger stingerBoxScript = box.GetComponent <StingerTrigger>(); if (stingerBoxScript != null) { stingerBoxScript.enabled = true; } box.SetActive(true); } } }
void TurnToysOn(DropColor dColor, int dLength) { if (dLength >= 16) { if (boxes != null) { foreach (GameObject box in boxes) { DSPBox dspBoxScript = box.GetComponent <DSPBox>(); if (dspBoxScript != null) { dspBoxScript.dspEnabled = true; } } } } }
/* * [System.Obsolete("No longer supported, as TriggerDropEvent listeners should be used instead")] * public void DropMeasure(int dropMeasure, int dropLength, DropColor colorOfDrop, AnimationParcels animationParcels){ * if (dropMeasure == 1){ * //ChooseADropAndPlay(); * if (colorOfDrop == DropColor.Red) * { * AkSoundEngine.SetState("DropColor", "Red"); * } * if (colorOfDrop == DropColor.Green) * { * AkSoundEngine.SetState("DropColor", "Green"); * } * if (colorOfDrop == DropColor.Blue) * { * AkSoundEngine.SetState("DropColor", "Blue"); * animationParcels.BlueDropStart(dropLength); * } * if (colorOfDrop == DropColor.Yellow) * { * AkSoundEngine.SetState("DropColor", "Yellow"); * } * if (colorOfDrop == DropColor.Purple) * { * AkSoundEngine.SetState("DropColor", "Purple"); * } * AkSoundEngine.PostEvent("DropPlay", this.gameObject); * * * } * } */ private void InitiateDrop(DropColor color, int length) { //Debug.Log("Initiating the Drop!"); //ChooseADropAndPlay(); switch (color) { case DropColor.Red: AkSoundEngine.SetState("DropColor", "Red"); break; case DropColor.Green: AkSoundEngine.SetState("DropColor", "Green"); break; case DropColor.Blue: AkSoundEngine.SetState("DropColor", "Blue"); break; case DropColor.Orange: AkSoundEngine.SetState("DropColor", "Orange"); break; case DropColor.Yellow: AkSoundEngine.SetState("DropColor", "Yellow"); break; case DropColor.Purple: AkSoundEngine.SetState("DropColor", "Purple"); // TODO: Move animation parcels to some animation manager object or animation event system //animationParcels.BlueDropStart(dropLength); break; } AkSoundEngine.PostEvent("DropPlay", gameObject); //Debug.Log("Playing the " + color + " drop!"); dropCounter = 0; dropLength = length; Debug.Log("This drop should last for " + dropLength + " measures!"); NewMeasureEvent += OnNewMeasure; }
public static DropColor AddColors(DropColor color1, DropColor color2) { int colorIndex1 = (int)color1.type; int colorIndex2 = (int)color2.type; int diff = colorIndex2 - colorIndex1; if (diff > 6) { diff -= 12; } if (diff < -6) { diff += 12; } int newColorIndex = (colorIndex1 + diff / 2); newColorIndex = (12 + newColorIndex) % 12; // bool muddy = (Mathf.Abs(diff) == 6); // if (color1.muddy||color2.muddy) muddy = true; return(new DropColor((DropType)newColorIndex, false)); }
void StartFadeToDropIntensity(DropColor dColor, int dropLength) { StartCoroutine(FadeUpToDropIntensity()); }
/* * private IGestureType GetGestureType() * { * * // TODO: Raycast out in the direction of the gesture from the controller, check the velocity, and * // if a valid IGestureType is found on the target, return it; otherwise, return an EmptyGesture * * * IGestureType returnGesture = null; * * if (leftHand.Velocity.magnitude >= minimumVelocity) * { * velocity = leftHand.Velocity; * //ray = new Ray(leftHand.HandPosition, velocity); * //returnGesture = RetrieveGesture(); * } * * if (returnGesture == null || returnGesture.Equals(EmptyGesture)) * { * if (rightHand.Velocity.magnitude >= minimumVelocity) * { * velocity = rightHand.Velocity; * //ray = new Ray(rightHand.HandPosition, velocity); * //returnGesture = RetrieveGesture(); * } * else * { * returnGesture = EmptyGesture; * } * } * * return returnGesture; * } */ /* * private IGestureType RetrieveGesture() * { * if (Physics.Raycast(ray, out hit, maxDistance) && hit.transform.gameObject.CompareTag(GestureTriggerTag)) * { * //Debug.Log("Hit object " + hit.transform.gameObject.name + " with raycast at velocity vector: " + velocity + " magnitude was: " + velocity.magnitude); * * ComponentGesture targetGesture = hit.transform.gameObject.GetComponent<ComponentGesture>(); * if (targetGesture == null) * { * throw new System.Exception("Expected IGestureType script not found on object " + hit.transform.gameObject.name); * } * if (targetGesture.GesturesEnabled && targetGesture.MeetsTriggerSpeed(velocity)) * { * //Debug.Log("Accepted by target gesture " + targetGesture.GetType().ToString() + " with velocity: " + velocity + " and the magnitude was: " + velocity.magnitude); * * //since this is only currently being used for windups, I'm adding logic to make it only draw at relevant times. * /* * if (acceptNewRender && renderRelevant && !inMiddleOfDrop) * { * gestureVectorRenderer.enabled = true; * acceptNewRender = false; * gestureVectorRenderer.SetPosition(0, ray.origin); * gestureVectorRenderer.SetPosition(1, hit.point); * //StartCoroutine(DeleteRayAfterPause()); * } * return targetGesture; * * } * } * * * return EmptyGesture; * } */ /* * IEnumerator DeleteRayAfterPause() * { * yield return new WaitForSeconds(0.2f); * acceptNewRender = true; * yield return new WaitForSeconds(0.3f); * gestureVectorRenderer.enabled = false; * } * * void AllowLineDrawing(SongName songName) * { * if (songName == SongName.PaperclipSwarm) * { * renderRelevant = true; * } * } * void DisallowLineDrawing() * { * renderRelevant = false; * StereoRail_AudioManager.NewMeasureEvent -= AreWeInDrop; * * } */ void DropActiveMeasuring(DropColor dropColor, int integer) { StereoRail_AudioManager.NewMeasureEvent += AreWeInDrop; }
void GrandEntrance(DropColor dColor, int dLength) { anim.Play("StingerEntranceGrowth"); }