Пример #1
0
    public void update_PLAY()
    {
        TimeRemaining -= KeyMan.GetKey("Fast") ? Time.deltaTime * 5 : Time.deltaTime;

        if (NGM.CurrentPose != null)        //this should never happen but just in case
        {
            if (KeyMan.GetKey("Perfect"))
            {
                mManager.mBodyManager.set_target_pose(NGM.CurrentTargetPose);
            }
            else
            {
                mManager.mBodyManager.set_target_pose(NGM.CurrentPose);
            }
        }


        //this basically means we aren't 0 or 100 or 999
        if (NGM.CurrentPoseAnimation != null && NGM.CurrentCharacterIndex.LevelIndex != 0)
        {
            NGM.CurrentTargetPose = NGM.CurrentPoseAnimation.get_pose(Time.time);
            mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose);

            mGrading.update(mManager.mBodyManager.get_current_pose(), mManager.mTransparentBodyManager.get_current_pose());
            float grade = ProGrading.grade_pose(mManager.mBodyManager.get_current_pose(), mManager.mTransparentBodyManager.get_current_pose());
            grade = ProGrading.grade_to_perfect(grade);

            //old smooth grading

            /*
             *          float newGrade = mLastGrade*0.95f + grade*0.05f;
             *          if(newGrade < mLastGrade)
             *                  mLastGrade = Mathf.Max(newGrade,mLastGrade - Time.deltaTime/6f);
             *          else mLastGrade = newGrade;
             *          grade = mLastGrade;*/

            //new smooth grading, this version gives grace to sudden drops in performance
            if (grade < mLastGrade)
            {
                float newGrade = mLastGrade * 0.95f + grade * 0.05f;
                if (newGrade < mLastGrade)
                {
                    grade = Mathf.Max(newGrade, mLastGrade - Time.deltaTime / 2f);
                }
                else
                {
                    grade = newGrade;
                }
            }
            mLastGrade = grade;

            bool switchEffect = false;
            if (PercentTimeCompletion > 0.01f)
            {
                mParticles.create_particles(mGrading, true);
                if (GameConstants.NEW_POSE_SWITCHING)
                {
                    //TODO test if switch conditions are right
                    //TODO switch
                }
                else
                {
                    if (NGM.CurrentPoseAnimation.does_pose_change_precoginitive(Time.time, Time.deltaTime, 0.07f))
                    {
                        switchEffect = true;
                        //TODO give 1 second of bonus score for being close right when pose switches
                    }
                }
            }


            if (TimeRemaining > 0) //insurance, something funny could happen if music runs slightly longer than it should.
            {
                CurrentPerformanceStat.update_score(PercentTimeCompletion, grade);
            }

            //TODO needs to be tested
            //improve score for good switches
            if (switchEffect)
            {
                CurrentPerformanceStat.adjust_score(PercentTimeCompletion, grade * GameConstants.switchBonusScoreMultiplier, NGM.CurrentPoseAnimation.ChangeTime);
            }

            //trigger effects after adjusting score
            if (switchEffect)
            {
                mGiftManager.capture_player();
                mParticles.create_particles(mGrading);
                if (grade > GameConstants.playSuperCutoff && IsFever)
                {
                    mManager.mMusicManager.play_sound_effect("pose5", 0.6f);
                }
                else
                {
                    mManager.mMusicManager.play_sound_effect("pose" + Mathf.Clamp((int)(5 * grade), 0, 4), 0.8f);
                }
            }

            //mManager.mCameraManager.set_camera_effects(grade);
            //update score
            mInterfaceManager.update_bb_score(TotalScore);
        }
        else if (NGM.CurrentCharacterIndex.LevelIndex == 0 && true)   //fetus
        {
            if (NGM.CurrentTargetPose != null)
            {
                mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose);
                float grade = ProGrading.grade_pose(mManager.mBodyManager.get_current_pose(), NGM.CurrentTargetPose); //should be mManager.mTransparentBodyManager.get_current_pose() but it does not matter
                grade = ProGrading.grade_to_perfect(grade);

                //this is a total hack, but we don't use mTotalScore for the fetus anyways
                FieldInfo scoreProp = typeof(PerformanceStats).GetField("mTotalScore", BindingFlags.NonPublic | BindingFlags.Instance);
                float     oldGrade  = (float)scoreProp.GetValue(CurrentPerformanceStat);
                float     newGrade  = oldGrade * 0.93f + grade * 0.07f;
                scoreProp.SetValue(CurrentPerformanceStat, newGrade);
                if (newGrade > GameConstants.playFetusPassThreshold)
                {
                    //this may or may not work depending on which update gets called first
                    SkipSingle();
                    scoreProp.SetValue(CurrentPerformanceStat, 0);
                    mManager.mMusicManager.play_sound_effect("cutGood");
                    TimeRemaining = 0;
                }
            }
        }
        else if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred)
        {
            mAstronaut.update_astro();
        }
        else
        {
            CurrentPerformanceStat.update_score(PercentTimeCompletion, 0.5f);
        }

        //warning
        if (NGM.CurrentPoseAnimation != null && NGM.CurrentCharacterIndex.LevelIndex != 0)
        {
            float perc = 3f / GameConstants.playDefaultPlayTime;
            if (PercentTimeCompletion > GameConstants.warningMinTime && CurrentPerformanceStat.last_score(perc) / (perc) < 0.2f)
            {
                mInterfaceManager.enable_warning_text(true);
            }
            else
            {
                mInterfaceManager.enable_warning_text(false);
            }
        }

        //make sure music is finished too!
        //if((TimeRemaining <= 0 && !mManager.mMusicManager.IsMusicSourcePlaying) || TimeRemaining < -4) //but don't wait too long
        if (TimeRemaining <= 0)
        {
            CurrentPerformanceStat.Finished = true;
            mInterfaceManager.enable_warning_text(false);
            transition_to_CUTSCENE();

            //if we don't want fetus to have a cutscene use this
            //if(CurrentPerformanceStat.Character.Index != 0)
            //	transition_to_CUTSCENE();
            //else transition_to_CHOICE();

            //handle astronaut
            //note maybe we want to use physics for cutscene as well in which case we should move this into transition_to_CUTSCENE
            if (NGM.CurrentCharacterIndex == CharacterIndex.sOneHundred)
            {
                mAstronaut.finish_astro();
            }

            return;
        }

        //if we don't want the music to play during the cutscenes and whatont...
        //if(GS != NormalPlayGameState.PLAY)
        //	mManager.mMusicManager.fade_out();



        //early death
        bool die = false;

        die |= KeyMan.GetKeyDown("Die");
        //if (NGM.CurrentPoseAnimation != null && mManager.mZigManager.has_user() && NGM.CurrentCharacterIndex.LevelIndex != 0)
        if (NGM.CurrentPoseAnimation != null && mManager.mZigManager.is_reader_connected() == 2 && NGM.CurrentCharacterIndex.LevelIndex != 0)
        {
            if (PercentTimeCompletion > GameConstants.deathMinTime)
            {
                float perc = GameConstants.deathRequiredTime / GameConstants.playDefaultPlayTime;
                if (CurrentPerformanceStat.last_score(perc) / perc < GameConstants.deathPerformanceThreshold)
                {
                    die |= true;
                }
            }
        }

        float perc2 = GameConstants.deathRequiredTime / GameConstants.playDefaultPlayTime;

        //ManagerManager.Manager.mDebugString = CurrentPerformanceStat.last_score(perc2).ToString("#.##") + " " + (CurrentPerformanceStat.last_score(perc2) / perc2).ToString("#.##") + " " + (PercentTimeCompletion).ToString("#.##");

        if (die && NGM.CurrentCharacterIndex != CharacterIndex.sOneHundred)    //can't die as astronaut, even if we want to
        {
            if (NGM.CurrentCharacterIndex != CharacterIndex.sFetus)            //this only happens if we try and force die on fetus
            {
                mGiftManager.capture_player();
            }
            CurrentPerformanceStat.Finished = true;
            mInterfaceManager.enable_warning_text(false);
            transition_to_DEATH();
        }
    }
Пример #2
0
    public void update()
    {
        //create the gui
        if (Gui == null)
        {
            Gui          = mManager.gameObject.AddComponent <AuthoringGuiBehaviour>();
            Gui.mTesting = this;
        }

        //update the character
        if (Gui.useKinect && NGM.mManager.mZigManager.is_reader_connected() == 2 && NGM.CurrentPose != null && mManager.mBodyManager.mFlat != null)        //make sure a character is in fact loaded, this can apparently happen in testing scene.
        {
            mManager.mBodyManager.set_target_pose(NGM.CurrentPose);
        }
        else if (!Gui.useKinect)
        {
            mManager.mBodyManager.keyboard_update();
        }
        if (NGM.CurrentPoseAnimation != null)
        {
            NGM.CurrentTargetPose = NGM.CurrentPoseAnimation.get_pose(Time.time);
            mManager.mTransparentBodyManager.set_target_pose(NGM.CurrentTargetPose);
            float grade = ProGrading.grade_pose(NGM.CurrentPose, NGM.CurrentTargetPose);
            grade = ProGrading.grade_to_perfect(grade);
            //TODO do something with grade
        }

        //if we are annoyed by the pose..
        if (Input.GetKeyDown(KeyCode.Alpha9))
        {
            if (NGM.CurrentPoseAnimation == null)
            {
                NGM.CurrentPoseAnimation = new PerformanceType(mCurrentPoseAnimation, mLastPoseMode);
            }
            else
            {
                NGM.CurrentPoseAnimation = null;
            }
        }

        //TODO DELETE

        /*
         *      if(Input.GetKeyDown(KeyCode.Space))
         *      {
         *              string folderPrefix = "";
         *              string output = "";
         *              if(mManager.mZigManager.is_reader_connected() != 2){
         *                      output = NGM.CurrentCharacterIndex.StringIdentifier + "_man_" + mLastWrite;
         *                      mManager.mBodyManager.write_pose(folderPrefix + output + ".txt",true);
         *              } else {
         *                      output = NGM.CurrentCharacterIndex.StringIdentifier + "_kinect_" + mLastWrite;
         *                      mManager.mBodyManager.write_pose(folderPrefix + output + ".txt",false);
         *              }
         *              mManager.take_screenshot(folderPrefix + output+".png",mManager.mCameraManager.MainBodyCamera);
         *              mLastWrite++;
         *      }*/

        //switch to cutscene, note, this hides all the character stuff, not disable it
        if (Input.GetKeyDown(KeyCode.Alpha5))
        {
            if (NGM.CurrentCharacterLoader.has_cutscene(mLastCutscene))
            {
                mManager.mBodyManager.transition_character_out();
                mManager.mTransparentBodyManager.transition_character_out();
                mManager.mBackgroundManager.load_cutscene(mLastCutscene, NGM.CurrentCharacterLoader);

                //cutscene music
                if (mLastCutscene == 1)
                {
                    mManager.mMusicManager.play_sound_effect("cutBad");
                    mManager.mMusicManager.play_cutscene_music(NGM.CurrentCharacterLoader.Images.cutsceneMusic[0]);
                }
                else if (mLastCutscene == 0)
                {
                    mManager.mMusicManager.play_sound_effect("cutGood");
                    mManager.mMusicManager.play_cutscene_music(NGM.CurrentCharacterLoader.Images.cutsceneMusic[1]);
                }
                else if (mLastCutscene == 4)
                {
                    mManager.mMusicManager.play_sound_effect("cutDie");
                    mManager.mMusicManager.play_cutscene_music(NGM.CurrentCharacterLoader.Images.deathMusic);
                }


                ManagerManager.Manager.mDebugString = "loaded cutscene " + mLastCutscene;
                mManager.mDebugString = "loaded cutscene " + mLastCutscene;
            }
            else
            {
                mManager.mDebugString = "missing cutscene " + mLastCutscene;
            }
            mLastCutscene = (mLastCutscene + 1) % 5;
        }

        //TODO DELETE

        /*
         *      if(Input.GetKeyDown(KeyCode.Alpha6))
         *      {
         *              string[] dirs = System.IO.Directory.GetDirectories("POSETEST");
         *              NGM.CurrentPoseAnimation = new PerformanceType(PoseAnimation.load_from_folder(dirs[mLastPoseFolder% dirs.Length]),new CharacterIndex(2,0));
         *              mManager.mDebugString = "pose folder: " + dirs[mLastPoseFolder% dirs.Length];
         *              mLastPoseFolder++;
         *
         *              NGM.CurrentPoseAnimation.PT = mLastPoseMode;
         *              NGM.CurrentPoseAnimation.ChangeTime = mLastPoseSpeed;
         *      }*/

        if (Input.GetKeyDown(KeyCode.A) && NGM.CurrentPoseAnimation != null)
        {
            mLastPoseMode = (PerformanceType.PType)(((int)mLastPoseMode + 1) % (int)PerformanceType.PType.COUNT);
            ManagerManager.Manager.mDebugString = "pose mode is: " + mLastPoseMode.ToString();
            NGM.CurrentPoseAnimation.PT         = mLastPoseMode;
        }
        if (Input.GetKey(KeyCode.S) && NGM.CurrentPoseAnimation != null)
        {
            mLastPoseSpeed = (mLastPoseSpeed + Time.deltaTime * 2.5f) % 10;
            ManagerManager.Manager.mDebugString = "pose time is: " + mLastPoseSpeed;
            NGM.CurrentPoseAnimation.ChangeTime = mLastPoseSpeed;
        }

        //TODO DELETE

        /*
         *      if(Input.GetKeyDown(KeyCode.Alpha8))
         *      {
         *              mManager.mDebugString = "Loaded poses for difficulty " + ((++mLastDiff)%4);
         *              NGM.CurrentPoseAnimation = new PerformanceType(mManager.mCharacterBundleManager.get_pose(NGM.CurrentCharacterIndex,mLastDiff%4), new CharacterIndex(2,0)); //forces it to be switch
         *              NGM.CurrentPoseAnimation.set_change_time(GameConstants.difficultyToChangeTime[mLastDiff%4]);
         *      }
         *
         *
         *      //TODO DELETE
         *      int choice = -1;
         *      if(Input.GetKeyDown(KeyCode.Alpha1))
         *      {
         *              choice = 0;
         *      }
         *      else if(Input.GetKeyDown(KeyCode.Alpha2))
         *      {
         *              choice = 1;
         *      }
         *      else if(Input.GetKeyDown(KeyCode.Alpha3))
         *      {
         *              choice = 2;
         *      }
         *      else if(Input.GetKeyDown(KeyCode.Alpha4))
         *      {
         *              choice = 3;
         *      }
         *      bool shift = Input.GetKey(KeyCode.LeftShift);
         *
         *      if(choice != -1)
         *      {
         *              if(shift)
         *              {
         *                      if(NGM.CurrentCharacterIndex.LevelIndex > 0)
         *                              if(!(NGM.CurrentCharacterIndex.LevelIndex == 1 && choice != 0)) //if we are level 1 make sure we don't go back to an invalid character
         *                                      mManager.mAssetLoader.new_load_character(NGM.CurrentCharacterIndex.get_past_neighbor(choice).StringIdentifier,mManager.mCharacterBundleManager);
         *              }
         *              else
         *              {
         *                      if(NGM.CurrentCharacterIndex.LevelIndex < 7)
         *                              mManager.mAssetLoader.new_load_character(NGM.CurrentCharacterIndex.get_future_neighbor(choice).StringIdentifier,mManager.mCharacterBundleManager);
         *              }
         *      }*/
    }
Пример #3
0
    //returns choice
    public int update(SetChoiceInterface aInterface)
    {
        if (mChoicePoses == null || mChoicePoses.Length == 0)
        {
            throw new UnityException("problem with choice poses");
        }

        string output   = "";
        int    minIndex = 0;
        float  minGrade = 99999;

        for (int i = 0; i < mChoicePoses.Length; i++)
        {
            if (mChoicePoses[i] != null)
            {
                float grade = 9999999;                 //important that there are more 9s here than above!
                if (CurrentPose != null && mChoicePoses[i] != null)
                {
                    grade = ProGrading.grade_pose(CurrentPose, mChoicePoses[i], false);
                }
                if (grade < minGrade)
                {
                    minGrade = grade;
                    minIndex = i;
                }

                output += grade.ToString("##.###") + " ";
            }
        }

        //ManagerManager.Manager.mDebugString = minGrade.ToString("##.###") + "       " + output;

        //Debug.Log(output);
        if (minGrade > SELECTION_THRESHOLD)
        {
            NextContendingChoice = -1;
        }
        else
        {
            NextContendingChoice = minIndex;
        }

        float growthRate = CHOOSING_PERCENTAGE_GROWTH_RATE;

        //hack choice testing
        if (KeyMan.GetKey("Choice1"))
        {
            NextContendingChoice = 0;
            growthRate           = 1;
        }
        else if (KeyMan.GetKey("Choice2"))
        {
            NextContendingChoice = 1;
            growthRate           = 1;
        }
        else if (KeyMan.GetKey("Choice3"))
        {
            NextContendingChoice = 2;
            growthRate           = 1;
        }
        else if (KeyMan.GetKey("Choice4"))
        {
            NextContendingChoice = 3;
            growthRate           = 1;
        }
        //else if(Input.GetKey(KeyCode.Alpha4))
        //	NextContendingChoice = 3;


        if (NextContendingChoice != -1 && LastContendingChoice != NextContendingChoice)
        {
            ManagerManager.Manager.mMusicManager.play_sound_effect("choiceBlip");
        }



        aInterface.set_choice(NextContendingChoice);


        for (int i = 0; i < mChoicePoses.Length; i++)
        {
            if (NextContendingChoice == i)
            {
                ChoosingPercentages[i] = Mathf.Clamp01(ChoosingPercentages[i] + growthRate * Time.deltaTime);
            }
            else
            {
                ChoosingPercentages[i] = Mathf.Clamp01(ChoosingPercentages[i] - CHOOSING_PERCENTAGE_DECLINE_RATE * Time.deltaTime);
            }
            aInterface.set_choice_percentages(i, ChoosingPercentages[i]);

            if (ChoosingPercentages[i] == 1)
            {
                for (int j = 0; j < ChoosingPercentages.Length; j++)
                {
                    ChoosingPercentages[j] = 0;
                }
                LastContendingChoice = -1;
                ManagerManager.Manager.mMusicManager.play_sound_effect("choiceMade");
                return(NextContendingChoice);
            }
        }

        LastContendingChoice = NextContendingChoice;

        return(-1);
    }