// Use this for initialization void Start() { currentIndex = minIndex; rangeMarker = (GameObject)Instantiate(rangeMarker, new Vector3(), Quaternion.identity); audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); generalEditor = (GeneralEditorScript)GetComponent("GeneralEditorScript"); }
// Use this for initialization void Start() { creditsModel = (GameObject)Instantiate(creditsModelPrefab, transform.position, transform.rotation); creditsModel.transform.localScale = scale; creditsModel.GetComponent <MeshRenderer>().enabled = false; audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { gameObject.AddComponent("MeshFilter"); gameObject.AddComponent("MeshRenderer"); mesh = GetComponent <MeshFilter>().mesh; meshFieldGeneratorScript = (MeshFieldGeneratorScript)GameObject.Find("MainMeshField").GetComponent("MeshFieldGeneratorScript"); audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { gameObject.AddComponent("MeshFilter"); gameObject.AddComponent("MeshRenderer"); mesh = GetComponent<MeshFilter>().mesh; meshFieldGeneratorScript = (MeshFieldGeneratorScript)GameObject.Find("MainMeshField").GetComponent("MeshFieldGeneratorScript"); audioDirector = (AudioDirectorScript) GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { amplitudeEditor = (AmplitudeEditorScript)GetComponent("AmplitudeEditorScript"); frequencyEditor = (FrequencyEditorScript)GetComponent("FrequencyEditorScript"); playerObject = GameObject.FindWithTag("Player"); mainFileBrowserScript = (ParametersFilesImportScript)GetComponent("ParametersFilesImportScript"); audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); fpsDisplayObject = GameObject.FindWithTag("FPSDisplay"); }
// Use this for initialization void Start() { //mp3Importer = (MP3Import)GetComponent("MP3Import"); audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); audioListener = (AudioListener)GameObject.FindWithTag("AudioDirector").GetComponent("AudioListener"); genralEditorScript = (GeneralEditorScript)GetComponent("GeneralEditorScript"); if (isActive) { Screen.showCursor = true; Screen.lockCursor = false; } }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); audioListener = (AudioListener)GameObject.FindWithTag("AudioDirector").GetComponent("AudioListener"); genralEditorScript = (GeneralEditorScript)GetComponent("GeneralEditorScript"); liveAudioInputSelector = GetComponent <LiveAudioInputSelectorScript>(); cameraTypeSelector = GetComponent <CameraTypeSelectorScript>(); if (isActive) { Screen.showCursor = true; Screen.lockCursor = false; } }
// Use this for initialization void Start() { for (int i = 0; i < partsCount; i++) { positionsList.Add(new Vector3(400.0f * Mathf.Cos((Mathf.PI / 2) + (Mathf.PI / 2) * ((float)i / (float)partsCount)), 0, -800.0f * Mathf.Sin((Mathf.PI / 2) + (Mathf.PI / 2) * ((float)i / (float)partsCount)))); rotationsList.Add(Quaternion.identity); //Debug.Log(positionsList[i]); velocitiesList.Add(new Vector3()); GameObject tempGameObject = (GameObject)Instantiate(partPrefab, positionsList[i], Quaternion.identity); tempGameObject.transform.parent = transform; ((CreaturePartsGeneralScript)tempGameObject.GetComponent("CreaturePartsGeneralScript")).arrayIndex = i; ((CreaturePartsGeneralScript)tempGameObject.GetComponent("CreaturePartsGeneralScript")).ownerArrayScript = this; } audioDirector = (AudioDirectorScript)GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); }
void Start() { audioDirector = GameObject.FindGameObjectWithTag("AudioDirector").GetComponent <AudioDirectorScript>(); lmcController = new Controller(); if (lmcController == null) { Debug.LogWarning("Cannot connect to controller. Make sure you have Leap Motion v2.0+ installed"); } fingertipsPosArray = new Vector3[5]; debugPosObjects = new GameObject[fingertipsPosArray.Length]; for (int i = 0; i < debugPosObjects.Length; i++) { debugPosObjects[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); debugPosObjects[i].name = "Debug finger: " + i.ToString(); debugPosObjects[i].transform.parent = transform; debugPosObjects[i].renderer.enabled = false; } meshlinesGenerator = GetComponent <MeshLinesGenerator>(); fingerJointsArrayStitchesPosArray = new Vector3[jointsPerFinger][]; for (int i = 0; i < fingerJointsArrayStitchesPosArray.Length; i++) { fingerJointsArrayStitchesPosArray[i] = new Vector3[meshlinesGenerator.verticesFrequencyDepthCount]; } // internal array to store just joint positions fingersArrayJointsPositionsPosArray = new Vector3[5][]; // 5 because there are 5 fingers for (int i = 0; i < fingersArrayJointsPositionsPosArray.Length; i++) { fingersArrayJointsPositionsPosArray[i] = new Vector3[jointsPerFinger]; } bonesQuaternionsCacheArray = new Quaternion[25]; // 5 bones/joints (counting fingertip) for all 5 fingers bonesWidthsCacheArray = new float[25]; rotGO = new GameObject(); rotGO.name = "LMC bone rot GO"; rotTransform = rotGO.transform; rotTransform.parent = transform.parent; }
void Start() { audioDirector = GameObject.FindGameObjectWithTag("AudioDirector").GetComponent<AudioDirectorScript>(); lmcController = new Controller(); if (lmcController == null) Debug.LogWarning("Cannot connect to controller. Make sure you have Leap Motion v2.0+ installed"); fingertipsPosArray = new Vector3[5]; debugPosObjects = new GameObject[fingertipsPosArray.Length]; for (int i = 0; i < debugPosObjects.Length; i++) { debugPosObjects[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); debugPosObjects[i].name = "Debug finger: " + i.ToString(); debugPosObjects[i].transform.parent = transform; debugPosObjects[i].renderer.enabled = false; } meshlinesGenerator = GetComponent<MeshLinesGenerator>(); fingerJointsArrayStitchesPosArray = new Vector3[jointsPerFinger][]; for (int i = 0; i < fingerJointsArrayStitchesPosArray.Length; i++) { fingerJointsArrayStitchesPosArray[i] = new Vector3[meshlinesGenerator.verticesFrequencyDepthCount]; } // internal array to store just joint positions fingersArrayJointsPositionsPosArray = new Vector3[5][]; // 5 because there are 5 fingers for (int i = 0; i < fingersArrayJointsPositionsPosArray.Length; i++) { fingersArrayJointsPositionsPosArray[i] = new Vector3[jointsPerFinger]; } bonesQuaternionsCacheArray = new Quaternion[25]; // 5 bones/joints (counting fingertip) for all 5 fingers bonesWidthsCacheArray = new float[25]; rotGO = new GameObject(); rotGO.name = "LMC bone rot GO"; rotTransform = rotGO.transform; rotTransform.parent = transform.parent; }
// Use this for initialization void Start() { arraySharedMaterial = new Material(Shader.Find("Parallax Diffuse")); for(int i = 0; i < partsCount; i++) { positionsList.Add(new Vector3( 300.0f * Mathf.Cos( (Mathf.PI/2) + (Mathf.PI/2) * ((float)i/(float)partsCount) ), 0 , -800.0f * Mathf.Sin( (Mathf.PI/2) + (Mathf.PI/2) * ((float)i/(float)partsCount) ) ) ); rotationsList.Add(Quaternion.identity); //Debug.Log(positionsList[i]); velocitiesList.Add(new Vector3()); GameObject tempGameObject = (GameObject)Instantiate(partPrefab, positionsList[i], Quaternion.identity); tempGameObject.transform.parent = transform; ((CreaturePartsGeneralScript)tempGameObject.GetComponent("CreaturePartsGeneralScript")).arrayIndex = i; ((CreaturePartsGeneralScript)tempGameObject.GetComponent("CreaturePartsGeneralScript")).ownerArrayScript = this; tempGameObject.renderer.sharedMaterial = arraySharedMaterial; owenedPartsList.Add(tempGameObject); owenedPartsScriptsList.Add( (CreaturePartsGeneralScript)tempGameObject.GetComponent("CreaturePartsGeneralScript") ); } audioDirector = (AudioDirectorScript) GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }
void Start() { lightsArray = GameObject.FindGameObjectsWithTag("MeshLight").Select(g => g.GetComponent<Light>()).ToArray(); audioDirector = GetComponent<AudioDirectorScript>(); print(audioDirector); }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); devicesArray = Microphone.devices; }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript) GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); devicesArray = Microphone.devices; }
// Use this for initialization void Start() { mp3Importer = (MP3Import)GetComponent("MP3Import"); audioDirector = (AudioDirectorScript) GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); audioListener = (AudioListener) GameObject.Find("AudioDirector").GetComponent("AudioListener"); genralEditorScript = (GeneralEditorScript)GetComponent("GeneralEditorScript"); if(isActive) { Screen.showCursor = true; Screen.lockCursor = false; } }
void Start() { audioDirector = GetComponent<AudioDirectorScript>(); }
void Start() { skybox = GetComponent <Skybox>(); camera = GetComponent <Camera>(); audioDirector = FindObjectOfType <AudioDirectorScript>(); }
void Start() { audioDirector = GetComponent <AudioDirectorScript>(); }
void Start() { skybox = GetComponent<Skybox>(); camera = GetComponent<Camera>(); audioDirector = FindObjectOfType<AudioDirectorScript>(); }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript) GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); GenerateCalculationsMiniMesh(); // mesh lines (i.e. rows) setup vertsArrayLast2 = new Vector3[2 * verticesFrequencyDepthCount]; meshLinesPoolArray = new GameObject[meshLinesPoolSize]; meshLinesMeshComponentArray = new Mesh[meshLinesPoolSize]; meshLinesPVAComponentArray = new PVA[meshLinesPoolSize]; meshLineDataArray = new MeshLine[meshLinesPoolSize]; for(int i = 0; i < meshLinesPoolSize; i++) { meshLinesPoolArray[i] = (GameObject)Instantiate(meshLinePrefab, transform.position, Quaternion.identity); meshLinesPoolArray[i].name = meshLinesPoolArray[i].name + "_" + i.ToString(); meshLinesPoolArray[i].GetComponentInChildren<MeshRenderer>().sharedMaterial = meshMaterial; meshLinesMeshComponentArray[i] = meshLinesPoolArray[i].GetComponentInChildren<MeshFilter>().mesh; meshLinesPVAComponentArray[i] = meshLinesPoolArray[i].GetComponent<PVA>(); // TODO no need for PVA, will probably remove entirely later meshLinesPVAComponentArray[i].enabled = false; // left/right offset to center mesh realtive to camera meshLinesPoolArray[i].transform.GetChild(0).transform.localPosition = new Vector3(0.5f * verticesFrequencyDepthCount * verticesSpread, 0, 0); meshLineDataArray[i] = meshLinesPoolArray[i].transform.GetComponent<MeshLine>(); meshLineDataArray[i].meshlineVerticesArray = new Vector3[verticesFrequencyDepthCount]; meshLinesPoolArray[i].SetActive(false); } // do basic setup for all meshe lines / rows verticesArray = new Vector3[verticesFrequencyDepthCount]; freshLineMeshNormalsArray = new Vector3[verticesFrequencyDepthCount]; for(int i = 0; i < verticesArray.Length; i++) verticesArray[i] = new Vector3(i * verticesSpread , 0, 0); List<int> indicesList = new List<int>(); List<Vector2> uvsLinesList = new List<Vector2>(); List<Vector4> tangentLinesList = new List<Vector4>(); for(int i =0; i < verticesArray.Length - 1; i++) { indicesList.Add(i); indicesList.Add(i +1); uvsLinesList.Add(new Vector2(0, 0)); tangentLinesList.Add(new Vector4(0, 0, 0, 0)); } // add final uv uvsLinesList.Add(new Vector2(0,0)); tangentLinesList.Add(new Vector4(0, 0, 0, 0)); indicesArray = indicesList.ToArray(); for(int i = 0; i < meshLinesPoolSize; i++) { meshLinesMeshComponentArray[i].Clear(); meshLinesMeshComponentArray[i].vertices = verticesArray; meshLinesMeshComponentArray[i].uv = uvsLinesList.ToArray(); meshLinesMeshComponentArray[i].tangents = tangentLinesList.ToArray(); meshLinesMeshComponentArray[i].SetIndices(indicesArray, MeshTopology.Lines, 0); } // mesh collumns setup // basic object setup meshCollumnsArray = new GameObject[verticesFrequencyDepthCount]; for(int i = 0; i < meshCollumnsArray.Length; i++) { meshCollumnsArray[i] = new GameObject("MeshCollumn_" + i); // parenting to make sure GO stays in view and does not get culled out when moving //meshCollumnsArray[i].transform.parent = gameObject.transform; meshCollumnsArray[i].AddComponent<MeshFilter>(); meshCollumnsArray[i].AddComponent<MeshRenderer>(); meshCollumnsArray[i].renderer.sharedMaterial = meshMaterial; meshCollumnsArray[i].renderer.receiveShadows = false; meshCollumnsArray[i].renderer.castShadows = false; } // vertices and indices setup tempCollumnVerticesArray = new Vector3[collumnDepth]; tempCollumnNormalsArray = new Vector3[collumnDepth]; // Generate indices List<int> rowIndicesList = new List<int>(); List<Vector2> uvsCollumnsList = new List<Vector2>(); List<Vector4> tangentsCollumnsList = new List<Vector4>(); for(int i = 0; i< tempCollumnVerticesArray.Length -1; i++) { rowIndicesList.Add(i); rowIndicesList.Add(i+1); uvsCollumnsList.Add(new Vector2(0, 0)); tangentsCollumnsList.Add( new Vector4(0, 0, 0, 0)); } // add final uv uvsCollumnsList.Add(new Vector2(0, 0)); tangentsCollumnsList.Add(new Vector4(0, 0, 0, 0)); // setup mesh component meshCollumnsMeshComponentArray = new Mesh[meshCollumnsArray.Length]; // these 2D arrays will be used to locally store and manage vertices and normals, minimizing how often mesh.verties,etc gets called (which causes GC spike) collumnsArrayVerticesArray = new Vector3[meshCollumnsMeshComponentArray.Length][]; collumnsArrayNormalsArray = new Vector3[meshCollumnsMeshComponentArray.Length][]; Vector3[] emptyNormals = new Vector3[tempCollumnVerticesArray.Length]; for(int i = 0; i < meshCollumnsMeshComponentArray.Length; i++) { meshCollumnsMeshComponentArray[i] = meshCollumnsArray[i].GetComponent<MeshFilter>().mesh; meshCollumnsMeshComponentArray[i].Clear(); meshCollumnsMeshComponentArray[i].vertices = tempCollumnVerticesArray; meshCollumnsMeshComponentArray[i].SetIndices(rowIndicesList.ToArray(), MeshTopology.Lines,0); meshCollumnsMeshComponentArray[i].normals = emptyNormals; meshCollumnsMeshComponentArray[i].uv = uvsCollumnsList.ToArray(); meshCollumnsMeshComponentArray[i].tangents = tangentsCollumnsList.ToArray(); meshCollumnsMeshComponentArray[i].bounds = new Bounds(Vector3.zero, Vector3.one * 10000000.0f); collumnsArrayVerticesArray[i] = new Vector3[collumnDepth]; collumnsArrayNormalsArray[i] = new Vector3[collumnDepth]; for(int j = 0; j < collumnDepth; j++) { collumnsArrayVerticesArray[i][j] = new Vector3(0, 0, 0); collumnsArrayNormalsArray[i][j] = new Vector3(0, 0, 0); } } stitchPosObject = new GameObject(); stitchPosObject.transform.parent = transform; stitchPosObject.transform.localPosition = stitchAnchorOffset; tempVector = new Vector3(0, 0, 0); fingertipStitch = GetComponent<LMC_FingertipsStitch>(); // array structured so that for [i][j], i represents the joint index (ex: fingertip row) and j represents the vertices // see https://developer.leapmotion.com/documentation/skeletal/csharp/devguide/Intro_Skeleton_API.html fingerJointsArrayStitchesPosArray = new Vector3[jointsPerFinger][]; for (int i = 0; i < fingerJointsArrayStitchesPosArray.Length; i++) { fingerJointsArrayStitchesPosArray[i] = new Vector3[verticesFrequencyDepthCount]; } //stitchOriginPosArray = new Vector3[verticesFrequencyDepthCount]; //GenerateLineMesh(); //StitchNewRowIntoCollumns() activeMeshLinesList = new List<GameObject>(); }
// Use this for initialization void Start() { amplitudeEditor = (AmplitudeEditorScript)GetComponent("AmplitudeEditorScript"); frequencyEditor = (FrequencyEditorScript)GetComponent("FrequencyEditorScript"); playerObject = GameObject.FindGameObjectWithTag("Player"); mainFileBrowserScript = (FileBrowserGameObjectScript)GetComponent("FileBrowserGameObjectScript"); audioDirector = (AudioDirectorScript)GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { originalPrefabScale = transform.localScale; audioDirector = (AudioDirectorScript) GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { gameObject.AddComponent("MeshFilter"); gameObject.AddComponent("MeshRenderer"); // gameObject.AddComponent("MeshCollider"); mesh = GetComponent<MeshFilter>().mesh; List<int> trianglesList = new List<int>(); List<Vector3> verticesList = new List<Vector3>(); List<Vector2> uvList = new List<Vector2>(); // initial line for(int j = 0; j < verticesFrequencyDepthCount; j++) { verticesList.Add( new Vector3(0,0,j * zScale) ); uvList.Add( new Vector2(0,0) ); } // populate the rest of the vertices, triangles // use verticesFrequencyDepthCount to shift between frewuency collumns for(int i = 1; i < verticesTimeDepthCount ; i++) { for(int j = 0; j < verticesFrequencyDepthCount; j += 2) { // bottom left triangle verticesList.Add( new Vector3(i * xScale,0, j * zScale) ); int currentListIndex = verticesList.Count -1; trianglesList.Add(currentListIndex); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount + 1); // fill triangles in between this and previous triangle below if( j > 0) // is not at the edge { // bottom left triangle trianglesList.Add(currentListIndex -1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount -1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); // top right triangle trianglesList.Add(currentListIndex); trianglesList.Add(currentListIndex - 1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); } // top right triangle verticesList.Add( new Vector3( i*xScale,0, (j + 1)*zScale ) ); currentListIndex++; trianglesList.Add(currentListIndex); trianglesList.Add(currentListIndex - 1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); uvList.Add( new Vector2(0,0) ); uvList.Add( new Vector2(0,0) ); } } verticesArray = verticesList.ToArray(); trianglesArray = trianglesList.ToArray(); uvArray = uvList.ToArray(); Debug.Log(trianglesList.Count); mesh.Clear(); mesh.MarkDynamic(); mesh.vertices = verticesArray; mesh.uv = uvArray; mesh.triangles = trianglesArray; mesh.RecalculateNormals(); normalsArray = mesh.normals; GetComponent<MeshRenderer>().materials[0].color = Color.green; renderer.material.shader = Shader.Find("Parallax Diffuse"); //GetComponent<MeshCollider>().sharedMesh = mesh; GenerateCalculationsMiniMesh(); audioDirector = (AudioDirectorScript) GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); GenerateCalculationsMiniMesh(); // mesh lines (i.e. rows) setup vertsArrayLast2 = new Vector3[2 * verticesFrequencyDepthCount]; meshLinesPoolArray = new GameObject[meshLinesPoolSize]; meshLinesMeshComponentArray = new Mesh[meshLinesPoolSize]; meshLinesPVAComponentArray = new PVA[meshLinesPoolSize]; meshLineDataArray = new MeshLine[meshLinesPoolSize]; for (int i = 0; i < meshLinesPoolSize; i++) { meshLinesPoolArray[i] = (GameObject)Instantiate(meshLinePrefab, transform.position, Quaternion.identity); meshLinesPoolArray[i].name = meshLinesPoolArray[i].name + "_" + i.ToString(); meshLinesPoolArray[i].GetComponentInChildren <MeshRenderer>().sharedMaterial = meshMaterial; meshLinesMeshComponentArray[i] = meshLinesPoolArray[i].GetComponentInChildren <MeshFilter>().mesh; meshLinesPVAComponentArray[i] = meshLinesPoolArray[i].GetComponent <PVA>(); // TODO no need for PVA, will probably remove entirely later meshLinesPVAComponentArray[i].enabled = false; // left/right offset to center mesh realtive to camera meshLinesPoolArray[i].transform.GetChild(0).transform.localPosition = new Vector3(0.5f * verticesFrequencyDepthCount * verticesSpread, 0, 0); meshLineDataArray[i] = meshLinesPoolArray[i].transform.GetComponent <MeshLine>(); meshLineDataArray[i].meshlineVerticesArray = new Vector3[verticesFrequencyDepthCount]; meshLinesPoolArray[i].SetActive(false); } // do basic setup for all meshe lines / rows verticesArray = new Vector3[verticesFrequencyDepthCount]; freshLineMeshNormalsArray = new Vector3[verticesFrequencyDepthCount]; for (int i = 0; i < verticesArray.Length; i++) { verticesArray[i] = new Vector3(i * verticesSpread, 0, 0); } List <int> indicesList = new List <int>(); List <Vector2> uvsLinesList = new List <Vector2>(); List <Vector4> tangentLinesList = new List <Vector4>(); for (int i = 0; i < verticesArray.Length - 1; i++) { indicesList.Add(i); indicesList.Add(i + 1); uvsLinesList.Add(new Vector2(0, 0)); tangentLinesList.Add(new Vector4(0, 0, 0, 0)); } // add final uv uvsLinesList.Add(new Vector2(0, 0)); tangentLinesList.Add(new Vector4(0, 0, 0, 0)); indicesArray = indicesList.ToArray(); for (int i = 0; i < meshLinesPoolSize; i++) { meshLinesMeshComponentArray[i].Clear(); meshLinesMeshComponentArray[i].vertices = verticesArray; meshLinesMeshComponentArray[i].uv = uvsLinesList.ToArray(); meshLinesMeshComponentArray[i].tangents = tangentLinesList.ToArray(); meshLinesMeshComponentArray[i].SetIndices(indicesArray, MeshTopology.Lines, 0); } // mesh collumns setup // basic object setup meshCollumnsArray = new GameObject[verticesFrequencyDepthCount]; for (int i = 0; i < meshCollumnsArray.Length; i++) { meshCollumnsArray[i] = new GameObject("MeshCollumn_" + i); // parenting to make sure GO stays in view and does not get culled out when moving //meshCollumnsArray[i].transform.parent = gameObject.transform; meshCollumnsArray[i].AddComponent <MeshFilter>(); meshCollumnsArray[i].AddComponent <MeshRenderer>(); meshCollumnsArray[i].renderer.sharedMaterial = meshMaterial; meshCollumnsArray[i].renderer.receiveShadows = false; meshCollumnsArray[i].renderer.castShadows = false; } // vertices and indices setup tempCollumnVerticesArray = new Vector3[collumnDepth]; tempCollumnNormalsArray = new Vector3[collumnDepth]; // Generate indices List <int> rowIndicesList = new List <int>(); List <Vector2> uvsCollumnsList = new List <Vector2>(); List <Vector4> tangentsCollumnsList = new List <Vector4>(); for (int i = 0; i < tempCollumnVerticesArray.Length - 1; i++) { rowIndicesList.Add(i); rowIndicesList.Add(i + 1); uvsCollumnsList.Add(new Vector2(0, 0)); tangentsCollumnsList.Add(new Vector4(0, 0, 0, 0)); } // add final uv uvsCollumnsList.Add(new Vector2(0, 0)); tangentsCollumnsList.Add(new Vector4(0, 0, 0, 0)); // setup mesh component meshCollumnsMeshComponentArray = new Mesh[meshCollumnsArray.Length]; // these 2D arrays will be used to locally store and manage vertices and normals, minimizing how often mesh.verties,etc gets called (which causes GC spike) collumnsArrayVerticesArray = new Vector3[meshCollumnsMeshComponentArray.Length][]; collumnsArrayNormalsArray = new Vector3[meshCollumnsMeshComponentArray.Length][]; Vector3[] emptyNormals = new Vector3[tempCollumnVerticesArray.Length]; for (int i = 0; i < meshCollumnsMeshComponentArray.Length; i++) { meshCollumnsMeshComponentArray[i] = meshCollumnsArray[i].GetComponent <MeshFilter>().mesh; meshCollumnsMeshComponentArray[i].Clear(); meshCollumnsMeshComponentArray[i].vertices = tempCollumnVerticesArray; meshCollumnsMeshComponentArray[i].SetIndices(rowIndicesList.ToArray(), MeshTopology.Lines, 0); meshCollumnsMeshComponentArray[i].normals = emptyNormals; meshCollumnsMeshComponentArray[i].uv = uvsCollumnsList.ToArray(); meshCollumnsMeshComponentArray[i].tangents = tangentsCollumnsList.ToArray(); meshCollumnsMeshComponentArray[i].bounds = new Bounds(Vector3.zero, Vector3.one * 10000000.0f); collumnsArrayVerticesArray[i] = new Vector3[collumnDepth]; collumnsArrayNormalsArray[i] = new Vector3[collumnDepth]; for (int j = 0; j < collumnDepth; j++) { collumnsArrayVerticesArray[i][j] = new Vector3(0, 0, 0); collumnsArrayNormalsArray[i][j] = new Vector3(0, 0, 0); } } stitchPosObject = new GameObject(); stitchPosObject.transform.parent = transform; stitchPosObject.transform.localPosition = stitchAnchorOffset; tempVector = new Vector3(0, 0, 0); fingertipStitch = GetComponent <LMC_FingertipsStitch>(); // array structured so that for [i][j], i represents the joint index (ex: fingertip row) and j represents the vertices // see https://developer.leapmotion.com/documentation/skeletal/csharp/devguide/Intro_Skeleton_API.html fingerJointsArrayStitchesPosArray = new Vector3[jointsPerFinger][]; for (int i = 0; i < fingerJointsArrayStitchesPosArray.Length; i++) { fingerJointsArrayStitchesPosArray[i] = new Vector3[verticesFrequencyDepthCount]; } //stitchOriginPosArray = new Vector3[verticesFrequencyDepthCount]; //GenerateLineMesh(); //StitchNewRowIntoCollumns() activeMeshLinesList = new List <GameObject>(); }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript) GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { originalPrefabScale = transform.localScale; audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }
void Start() { lightsArray = GameObject.FindGameObjectsWithTag("MeshLight").Select(g => g.GetComponent <Light>()).ToArray(); audioDirector = GetComponent <AudioDirectorScript>(); print(audioDirector); }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript) GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); audioListener = (AudioListener) GameObject.FindWithTag("AudioDirector").GetComponent("AudioListener"); genralEditorScript = (GeneralEditorScript)GetComponent("GeneralEditorScript"); liveAudioInputSelector = GetComponent<LiveAudioInputSelectorScript>(); cameraTypeSelector = GetComponent<CameraTypeSelectorScript>(); if(isActive) { Screen.showCursor = true; Screen.lockCursor = false; } }
// Use this for initialization void Start() { gameObject.AddComponent("MeshFilter"); gameObject.AddComponent("MeshRenderer"); // gameObject.AddComponent("MeshCollider"); mesh = GetComponent <MeshFilter>().mesh; List <int> trianglesList = new List <int>(); List <Vector3> verticesList = new List <Vector3>(); List <Vector2> uvList = new List <Vector2>(); // initial line for (int j = 0; j < verticesFrequencyDepthCount; j++) { verticesList.Add(new Vector3(0, 0, j * zScale)); uvList.Add(new Vector2(0, 0)); } // populate the rest of the vertices, triangles // use verticesFrequencyDepthCount to shift between frewuency collumns for (int i = 1; i < verticesTimeDepthCount; i++) { for (int j = 0; j < verticesFrequencyDepthCount; j += 2) { // bottom left triangle verticesList.Add(new Vector3(i * xScale, 0, j * zScale)); int currentListIndex = verticesList.Count - 1; trianglesList.Add(currentListIndex); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount + 1); // fill triangles in between this and previous triangle below if (j > 0) // is not at the edge { // bottom left triangle trianglesList.Add(currentListIndex - 1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount - 1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); // top right triangle trianglesList.Add(currentListIndex); trianglesList.Add(currentListIndex - 1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); } // top right triangle verticesList.Add(new Vector3(i * xScale, 0, (j + 1) * zScale)); currentListIndex++; trianglesList.Add(currentListIndex); trianglesList.Add(currentListIndex - 1); trianglesList.Add(currentListIndex - verticesFrequencyDepthCount); uvList.Add(new Vector2(0, 0)); uvList.Add(new Vector2(0, 0)); } } verticesArray = verticesList.ToArray(); trianglesArray = trianglesList.ToArray(); uvArray = uvList.ToArray(); Debug.Log(trianglesList.Count); mesh.Clear(); mesh.MarkDynamic(); mesh.vertices = verticesArray; mesh.uv = uvArray; //mesh.triangles = trianglesArray; mesh.SetIndices(trianglesArray, MeshTopology.Lines, 0); mesh.RecalculateNormals(); normalsArray = mesh.normals; //GetComponent<MeshRenderer>().materials[0].color = Color.green; //renderer.material.shader = Shader.Find("Parallax Diffuse"); renderer.material = mainMeshMaterial; //GetComponent<MeshCollider>().sharedMesh = mesh; GenerateCalculationsMiniMesh(); audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }
// Use this for initialization void Start() { currentIndex = minIndex; rangeMarker = (GameObject)Instantiate(rangeMarker, new Vector3(), Quaternion.identity); audioDirector = (AudioDirectorScript)GameObject.Find("AudioDirector").GetComponent("AudioDirectorScript"); generalEditor = (GeneralEditorScript)GetComponent("GeneralEditorScript"); }
// Use this for initialization void Start() { audioDirector = (AudioDirectorScript)GameObject.FindWithTag("AudioDirector").GetComponent("AudioDirectorScript"); }