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); * } * }*/ }
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 }
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(); } }