Пример #1
0
    protected override void Update()
    {
        if (m_OSCFFT.Updated)
        {
            for (int i = 0; i < m_RawSamples.Length; i++)
            {
                ///float change = m_OSCFFT.GetDataAsFloat( i ) - m_RawSamples[i];
                //if( change > 0 )
                //	m_ChangeAmounts[i] = change;
                //else
                //	m_ChangeAmounts[i] = 0;

                m_RawSamples[i] = m_OSCFFT.GetDataAsFloat(i);
            }
        }
        else
        {
            for (int i = 0; i < m_RawSamples.Length; i++)
            {
                m_RawSamples[i] = Mathf.Lerp(m_RawSamples[i], 0, Time.deltaTime * 4);
            }
        }

        m_ActiveInput = false;
        for (int i = 0; i < m_SmoothedSamples.Length; i++)
        {
            if (m_SmoothedSamples[i] != 0)
            {
                m_ActiveInput = true;
                break;
            }
        }

        base.Update();
    }
Пример #2
0
 void Update()
 {
     if (m_OSCLookup.Updated)
     {
         incomingFloat = m_OSCLookup.GetDataAsFloat(0);
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (m_GetPos != RecieveState.Off)
        {
            // hack until multivalue osc fixed
            if (m_PosXOSC.Updated)
            {
                pos.x = m_PosXOSC.GetDataAsFloat();
            }
            if (m_PosYOSC.Updated)
            {
                pos.y = m_PosYOSC.GetDataAsFloat();
            }
            if (m_PosZOSC.Updated)
            {
                pos.z = m_PosZOSC.GetDataAsFloat();
            }

            m_Tform.position = pos;

            /*
             * if( m_PosOSC.Updated )
             * {
             * pos.x = m_PosOSC.GetDataAsFloat(0);
             * pos.y = m_PosOSC.GetDataAsFloat(1);
             * pos.z = m_PosOSC.GetDataAsFloat(2);
             *
             * if (m_GetPos == RecieveState.Local) m_Tform.localPosition = pos;
             * else if (m_GetPos == RecieveState.Local) m_Tform.position = pos;
             * }
             * */
        }
    }