smooth trial
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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\SmokeBind.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\PdConnection\DspController.cs" />
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<Compile Include="Assets\Scripts\PdConnection\ISpectrumGenerator.cs" />
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8
UnityProject/Assets/Scenes/Examples/Smoother.meta
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8
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736
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736
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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;
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||||
|
||||
[Serializable]
|
||||
public class UnitySmoothEvent : UnityEvent<float>
|
||||
{}
|
||||
|
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public class Smoother : MonoBehaviour
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{
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[SerializeField] private float threshold;
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[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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|
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enum State
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{
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||||
StandBy,
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||||
Attack,
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Hold,
|
||||
Release
|
||||
};
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private State state_ = State.StandBy;
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private float attackStart_ = 0f;
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private float holdStart_ = 0f;
|
||||
private float releaseStart_ = 0f;
|
||||
private float attackValue_ = 0f;
|
||||
private bool releaseReady_ = false;
|
||||
|
||||
public void OnValueChanged(float value)
|
||||
{
|
||||
if (CanStartAttackPhase(value))
|
||||
{
|
||||
state_ = State.Attack;
|
||||
Debug.Log("Attack");
|
||||
attackStart_ = Time.time;
|
||||
attackValue_ = value;
|
||||
}
|
||||
else if (CanStartReleasePhase(value))
|
||||
{
|
||||
state_ = State.Release;
|
||||
Debug.Log("Release");
|
||||
releaseStart_ = Time.time;
|
||||
releaseReady_ = false;
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
|
||||
var now = Time.time;
|
||||
switch (state_)
|
||||
{
|
||||
case State.Attack:
|
||||
{
|
||||
var timeSinceAttackStart = now - attackStart_;
|
||||
onSmoothProcessed.Invoke(attackValue_ * (timeSinceAttackStart / attackTime));
|
||||
|
||||
if (timeSinceAttackStart >= attackTime)
|
||||
{
|
||||
state_ = State.Hold;
|
||||
Debug.Log("Hold");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case State.Hold:
|
||||
{
|
||||
releaseReady_ = (now - holdStart_) > holdTime;
|
||||
onSmoothProcessed.Invoke(attackValue_);
|
||||
break;
|
||||
}
|
||||
case State.Release:
|
||||
{
|
||||
var timeSinceReleaseStart = now - releaseStart_;
|
||||
onSmoothProcessed.Invoke(attackValue_ * (1.0f - (timeSinceReleaseStart / releaseTime)));
|
||||
if (timeSinceReleaseStart >= releaseTime)
|
||||
{
|
||||
state_ = State.StandBy;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanStartAttackPhase(float value)
|
||||
{
|
||||
return value < threshold && state_ == State.StandBy;
|
||||
}
|
||||
|
||||
private bool CanStartReleasePhase(float value)
|
||||
{
|
||||
return state_ == State.Hold && value < threshold && releaseReady_;
|
||||
}
|
||||
}
|
11
UnityProject/Assets/Scripts/Math/Smoother.cs.meta
Normal file
11
UnityProject/Assets/Scripts/Math/Smoother.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 9de1490c361f2bd48b4a81ad0457a4e7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
Reference in a new issue