BlackLines Animators Added

This commit is contained in:
max 2020-01-15 21:54:46 +01:00
parent 02e356cdee
commit 3c61e79cdc
17 changed files with 6766 additions and 1993 deletions

View file

@ -66,6 +66,7 @@
<Compile Include="Assets\LookupTextureSGBinder.cs" />
<Compile Include="Assets\Scenes\Examples\Composition\script\BallMapping.cs" />
<Compile Include="Assets\Scenes\Examples\Composition\script\RmsAnalyzer.cs" />
<Compile Include="Assets\Scenes\Examples\First Project\Scripts\AnimatorMidiSync.cs" />
<Compile Include="Assets\Scenes\Examples\First Project\Scripts\ShaderGraphBinder.cs" />
<Compile Include="Assets\Scenes\Examples\First Project\Scripts\VFXValueBinder.cs" />
<Compile Include="Assets\Scenes\Examples\KinectSceneGraph\AdvancedMesh.cs" />

View file

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@ -0,0 +1,29 @@
using UnityEngine;
namespace cylvester
{
public class AnimatorMidiSync : MonoBehaviour
{
[SerializeField] private Animator anim;
[SerializeField] private string animationName_ = "Animation_Name";
private float speed_ = 1.0f;
private int animationNameHash_;
private bool trigger_;
public void Start()
{
animationNameHash_ = Animator.StringToHash(animationName_);
}
public void OnTriggerReceived()
{
anim.speed = speed_;
anim.Play(animationNameHash_, -1, 0f);
}
public void OnStateChanged(IStateReader currentState)
{
speed_ = currentState.CurrentState.Speed;
}
}
}

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@ -33,6 +33,27 @@ namespace cylvester
Spectrum.SetPixel(x, y, color);
});
// statt über alle Pixel, nur über SpektrumArray und dann die Auswahl prüfen
/*for (int x = (int) selectionRect.x; x < selectionRect.x+selectionRect.width-1; x++)
{
for (int y = (int) selectionRect.y; y < Spectrum.height - selectionRect.y - (selectionRect.height - 1); y++)
{
var magnitude = data[x] * 20f;
var validPixel = magnitude > y;
var color = validPixel ? Color.green : Color.black;
//if (IsInSelection(x, y, ref selectionRect))
color.a = 1f;
if (validPixel)
numPixels++;
Spectrum.SetPixel(x, y, color);
}
}
*/
Spectrum.Apply();
return numPixels;
}