smooth trial
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1757ace208
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8 changed files with 962 additions and 2 deletions
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@ -69,6 +69,7 @@
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\FlareBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\FlareBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SmokeBind.cs" />
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<Compile Include="Assets\Scenes\Examples\VisualEffectGraph\script\SmokeBind.cs" />
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<Compile Include="Assets\Scripts\CreatePlane.cs.cs" />
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<Compile Include="Assets\Scripts\CreatePlane.cs.cs" />
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<Compile Include="Assets\Scripts\Math\Smoother.cs" />
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<Compile Include="Assets\Scripts\Math\Threshold.cs" />
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<Compile Include="Assets\Scripts\Math\Threshold.cs" />
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<Compile Include="Assets\Scripts\PdConnection\DspController.cs" />
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<Compile Include="Assets\Scripts\PdConnection\DspController.cs" />
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<Compile Include="Assets\Scripts\PdConnection\ISpectrumGenerator.cs" />
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<Compile Include="Assets\Scripts\PdConnection\ISpectrumGenerator.cs" />
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--- !u!4 &1261823481
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@ -17,7 +17,6 @@ public class CubeSync : MonoBehaviour
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counter_++;
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counter_++;
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targetX_ = (counter_ - 12) * 0.2f;
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public void Update()
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@ -25,7 +24,6 @@ public class CubeSync : MonoBehaviour
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var animationX = Mathf.Lerp(currentX_, targetX_, elapsedRatio);
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Debug.Log(elapsedRatio);
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transform.position = new Vector3(animationX, 0f, 0f);
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transform.position = new Vector3(animationX, 0f, 0f);
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}
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}
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}
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}
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8
UnityProject/Assets/Scenes/Examples/Smoother.meta
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8
UnityProject/Assets/Scenes/Examples/Smoother.meta
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736
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736
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Normal file
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97
UnityProject/Assets/Scripts/Math/Smoother.cs
Normal file
97
UnityProject/Assets/Scripts/Math/Smoother.cs
Normal file
|
@ -0,0 +1,97 @@
|
||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Events;
|
||||||
|
|
||||||
|
[Serializable]
|
||||||
|
public class UnitySmoothEvent : UnityEvent<float>
|
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|
{}
|
||||||
|
|
||||||
|
|
||||||
|
public class Smoother : MonoBehaviour
|
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|
{
|
||||||
|
[SerializeField] private float threshold;
|
||||||
|
[SerializeField] private float attackTime;
|
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|
[SerializeField] private float releaseTime;
|
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|
[SerializeField] private float holdTime;
|
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|
[SerializeField] private UnitySmoothEvent onSmoothProcessed;
|
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|
|
||||||
|
enum State
|
||||||
|
{
|
||||||
|
StandBy,
|
||||||
|
Attack,
|
||||||
|
Hold,
|
||||||
|
Release
|
||||||
|
};
|
||||||
|
|
||||||
|
private State state_ = State.StandBy;
|
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|
private float attackStart_ = 0f;
|
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|
private float holdStart_ = 0f;
|
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|
private float releaseStart_ = 0f;
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|
private float attackValue_ = 0f;
|
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|
private bool releaseReady_ = false;
|
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|
|
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|
public void OnValueChanged(float value)
|
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|
{
|
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|
if (CanStartAttackPhase(value))
|
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|
{
|
||||||
|
state_ = State.Attack;
|
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|
Debug.Log("Attack");
|
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|
attackStart_ = Time.time;
|
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|
attackValue_ = value;
|
||||||
|
}
|
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|
else if (CanStartReleasePhase(value))
|
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|
{
|
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|
state_ = State.Release;
|
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|
Debug.Log("Release");
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|
releaseStart_ = Time.time;
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|
releaseReady_ = false;
|
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|
}
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|
}
|
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|
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|
private void Update()
|
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|
{
|
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|
|
||||||
|
var now = Time.time;
|
||||||
|
switch (state_)
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|
{
|
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|
case State.Attack:
|
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|
{
|
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|
var timeSinceAttackStart = now - attackStart_;
|
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|
onSmoothProcessed.Invoke(attackValue_ * (timeSinceAttackStart / attackTime));
|
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|
|
||||||
|
if (timeSinceAttackStart >= attackTime)
|
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|
{
|
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|
state_ = State.Hold;
|
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|
Debug.Log("Hold");
|
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|
}
|
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|
break;
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|
}
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|
case State.Hold:
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|
{
|
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|
releaseReady_ = (now - holdStart_) > holdTime;
|
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|
onSmoothProcessed.Invoke(attackValue_);
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|
break;
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|
}
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|
case State.Release:
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|
{
|
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|
var timeSinceReleaseStart = now - releaseStart_;
|
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|
onSmoothProcessed.Invoke(attackValue_ * (1.0f - (timeSinceReleaseStart / releaseTime)));
|
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|
if (timeSinceReleaseStart >= releaseTime)
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|
{
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|
state_ = State.StandBy;
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|
}
|
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|
break;
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|
}
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|
}
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|
}
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|
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|
private bool CanStartAttackPhase(float value)
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|
{
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|
return value < threshold && state_ == State.StandBy;
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|
}
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|
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|
private bool CanStartReleasePhase(float value)
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|
{
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|
return state_ == State.Hold && value < threshold && releaseReady_;
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|
}
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|
}
|
11
UnityProject/Assets/Scripts/Math/Smoother.cs.meta
Normal file
11
UnityProject/Assets/Scripts/Math/Smoother.cs.meta
Normal file
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Loading…
Reference in a new issue