void UpdateText(KoreographyEvent evt, int sampleTime, int sampleDelta, DeltaSlice deltaSlice)
        {
            // Verify that we have Text in the Payload.
            if (evt.HasTextPayload())
            {
                // Set the text if we have a text event!
                // We can get multiple events called at the same time (if they overlap in the track).
                //  In this case, we prefer the event with the most recent start sample.
                if (curTextEvent == null ||
                    (evt != curTextEvent && evt.StartSample > curTextEvent.StartSample))
                {
                    guiTextCom.text = evt.GetTextValue();

                    // Store for later comparison.
                    curTextEvent = evt;
                }

                // Clear out the text if our event ended this musical frame.
                if (curTextEvent.EndSample < sampleTime)
                {
                    guiTextCom.text = string.Empty;

                    // Remove so that the above timing logic works when the audio loops/jumps.
                    curTextEvent = null;
                }
            }
        }
示例#2
0
        void UpdateText(KoreographyEvent evt, int sampleTime, int sampleDelta, DeltaSlice deltaSlice)
        {
            // Verify that we have Text in the Payload.
            if (evt.HasTextPayload())
            {
                // Set the text if we have a text event!
                // We can get multiple events called at the same time (if they overlap in the track).
                //  In this case, we prefer the event with the most recent start sample.
                if (curTextEvent == null ||
                    (evt != curTextEvent && evt.StartSample > curTextEvent.StartSample))
                {
                    guiTextCom.text = evt.GetTextValue();

                    // Store for later comparison.
                    curTextEvent = evt;
                }

                // Clear out the text if our event ended this musical frame.
                if (curTextEvent.EndSample < sampleTime)
                {
                    guiTextCom.text = string.Empty;

                    // Remove so that the above timing logic works when the audio loops/jumps.
                    curTextEvent = null;
                }
            }
        }
 private void UpdateText(KoreographyEvent koreoEvent,
                         int sampleTime,
                         int sampleDelta,
                         DeltaSlice deltaSlice)
 {
     // 判断当前事件是否有文本负荷
     if (koreoEvent.HasTextPayload())
     {
         // 更新文本的条件
         // 1.当前存储的事件为空
         // 2.事件叠加时取后面的事件
         if (m_keCurEvent == null || m_keCurEvent.StartSample < koreoEvent.StartSample)
         {
             // 更新文本
             m_text.text = koreoEvent.GetTextValue();
             // 保存此次检测到的事件
             m_keCurEvent = koreoEvent;
         }
         // 存储的最后一拍的时间 < 当前拍子的时间
         if (m_keCurEvent.EndSample < sampleTime)
         {
             // 滞空
             m_text.text  = string.Empty;
             m_keCurEvent = null;
         }
     }
 }
    private void UpdateText(KoreographyEvent koreoEvent, int sampleTime, int sampleDelta, DeltaSlice deltaSlice)
    {
        if (koreoEvent.HasTextPayload())
        {
            if (curKoreoEvent == null || (koreoEvent != curKoreoEvent && koreoEvent.StartSample > curKoreoEvent.StartSample))
            {
                text.text     = koreoEvent.GetTextValue();
                curKoreoEvent = koreoEvent;
            }

            if (koreoEvent.StartSample < curKoreoEvent.StartSample)
            {
                text.text     = string.Empty;
                curKoreoEvent = null;
            }
        }
    }
示例#5
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    void UpdateText(KoreographyEvent evt, int sampleTime, int sampleDelta, DeltaSlice deltaSlice)
    {
        // Verify that we have Text in the Payload.
        if (evt.HasTextPayload())
        {
            // Set the text if we have a text event!
            // We can get multiple events called at the same time (if they overlap in the track).
            //  In this case, we prefer the event with the most recent start sample.
            if (curTextEvent == null ||
                (evt != curTextEvent && evt.StartSample > curTextEvent.StartSample))
            {
                string text = evt.GetTextValue();
                Debug.Log(text);
                if (text == "left")
                {
                    spawnRend.sharedMaterial = green;
                    Invoke("Green", moveTime);
                }
                else if (text == "right")
                {
                    spawnRend.sharedMaterial = yellow;
                    Invoke("Yellow", moveTime);
                }
                else
                {
                    spawnRend.sharedMaterial = red;
                    Invoke("Red", moveTime);
                }
                cubeSpawn.createCube(text);
                // Store for later comparison.
                curTextEvent = evt;
            }

            // Clear out the text if our event ended this musical frame.
            if (curTextEvent.EndSample < sampleTime)
            {
                // guiTextCom.text = string.Empty;

                // Remove so that the above timing logic works when the audio loops/jumps.
                curTextEvent = null;
            }
        }
    }