Пример #1
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 #2
0
    public void create_particles(AdvancedGrading aGrade, bool continuous = false)
    {
        ManagerManager man        = ManagerManager.Manager;
        BodyManager    activeBody = man.mBodyManager;



        /*foreach(var e in sJointGroups)
         * {
         *      float score = ProGrading.grade_to_perfect(aGrade.joint_aggregate_score(e.Value));
         *      //if(!continuous)
         *              //mParticles.emit_point(score,activeBody.mFlat.get_body_part_position(e.Key),200);
         *      //else
         *              mParticles.emit_continuous(score,activeBody.mFlat.get_body_part_position(e.Key));
         * }*/


        /*
         * foreach(var e in sConnectedGroups)
         * {
         *      float score = ProGrading.grade_to_perfect(aGrade.joint_score(e.Key));
         *      Vector3[] path = new Vector3[e.Value.Length+1];
         *      path[0] = activeBody.mFlat.get_body_part_position(e.Value[0]);
         *      path[1] = activeBody.mFlat.get_body_part_position(e.Key);
         *      if(e.Value.Length == 2)
         *              path[2] = activeBody.mFlat.get_body_part_position(e.Value[1]);
         *      PolygonalPath pPath = new PolygonalPath(path);
         *
         *      for(int i = 0; i < pPath.PathLength/20f; i++)
         *      {
         *              mParticles.emit_continuous(score,pPath.evaluate((float)i*20/pPath.PathLength));
         *      }
         *
         *      if(pPath.PathLength == 0)
         *              mParticles.emit_continuous(score,pPath.evaluate(0));
         * }*/



        if (!continuous)
        {
            bool fever = man.mGameManager.mModeNormalPlay.IsFever;

            float grade = ProGrading.grade_to_perfect(aGrade.CurrentGrade);

            int inc = Mathf.Clamp((int)(5 * grade), 0, 4);


            if (inc < 1)
            {
                //TODO sad particles
            }
            if (inc >= 2 && inc < 3)
            {
                //mParticles.emit_ring("silver",5,activeBody.mFlat.get_body_part_position(ZigJointId.Torso),600, 1.5f);
                mParticles.emit_ring("silver", 7, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 900, 1.5f);
            }
            if (inc >= 3 && inc < 4)
            {
                mParticles.emit_ring("silver", 5, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 700, 1.5f);
                mParticles.emit_ring("gold", 7, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 1000, 2f);
            }
            if (inc == 4)
            {
                if (grade > GameConstants.playSuperCutoff && fever)
                {
                    mParticles.emit_ring("gold", 20, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 2500, 2f);
                    //mParticles.emit_ring("gold",15,activeBody.mFlat.get_body_part_position(ZigJointId.Torso),1500,3f);
                    mParticles.emit_ring("silver", 12, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 1900, 3f);
                    mParticles.emit_ring("gold", 7, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 1200, 4f);
                    mParticles.emit_ring("silver", 10, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 600, 1.5f);
                }
                else
                {
                    mParticles.emit_ring("gold", 12, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 1900, 4f);
                    mParticles.emit_ring("silver", 7, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 1200, 1.5f);
                    mParticles.emit_ring("gold", 10, activeBody.mFlat.get_body_part_position(ZgJointId.Torso), 600, 3f);
                }
            }


            //float ag = (grade-0.4f)*(grade-0.4f);
            //int count = (int)(100*ag);

            /*
             * if(grade > 0.6f)
             *      mParticles.emit_point(count*1/3, activeBody.mFlat.get_body_part_position(ZigJointId.Torso),700);
             * if(grade > 0.8f)
             *      mParticles.emit_point(count*2/3, activeBody.mFlat.get_body_part_position(ZigJointId.Torso),1000);
             */
        }

        //TODO test this..
        if (continuous)
        {
            //if(man.mGameManager.mModeNormalPlay.IsFever)
            {
                //TODO this is the wrong camera lol...
                //FlatCameraManager cam = ManagerManager.Manager.mGameManager.mModeNormalPlay.mFlatCamera;
                //mParticles.emit_line("gold",1,cam.get_point(-1f,1.1f),cam.get_point(1f,1.1f),2);
            }
        }



        //mParticles.emit_rect(grade.CurrentScore,new Rect
    }
Пример #3
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();
        }
    }