Updated CYL_Controlller with Philip

This commit is contained in:
max 2020-01-08 16:59:22 +01:00
parent 33d2cc5444
commit 45db9bc4a1
8 changed files with 176 additions and 73 deletions

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@ -8,7 +8,8 @@ namespace cylvester
public class TimelineController : MonoBehaviour public class TimelineController : MonoBehaviour
{ {
[SerializeField] private PlayableDirector playableDirector; [SerializeField] private PlayableDirector playableDirector;
[SerializeField] private StateManager stateManager; //[SerializeField] private StateManager stateManager;
[SerializeField] private float initTransitionFactor = 1f; [SerializeField] private float initTransitionFactor = 1f;
@ -16,9 +17,12 @@ namespace cylvester
private Boundary boundary_; private Boundary boundary_;
private float speed_; private float speed_;
private float transitionTargetRealtime_; private float transitionTargetRealtime_;
private float previousMarkerTime_; private float previousMarkerTime_; //marker at which transition ends (if reversed)
private float nextMarkerTime_; private float nextMarkerTime_; //marker at which transition ends (if forward)
private bool transitionDirectionReverse_; private bool transitionDirectionReverse_;
private bool instantTriggerMode;
private string lastStateName = "";
public void Start() public void Start()
{ {
@ -36,6 +40,7 @@ namespace cylvester
public void OnStateChanged(IStateReader stateManager) public void OnStateChanged(IStateReader stateManager)
{ {
var stateName = stateManager.CurrentState.Title; var stateName = stateManager.CurrentState.Title;
lastStateName = stateName;
var numMarkers = qlistMarkers_.Count; var numMarkers = qlistMarkers_.Count;
for (var i = 0; i < numMarkers; ++i) for (var i = 0; i < numMarkers; ++i)
{ {
@ -43,31 +48,52 @@ namespace cylvester
continue; continue;
playableDirector.time = qlistMarkers_[i].time; playableDirector.time = qlistMarkers_[i].time;
var previousMarkerTime = i > 0 ? (double?) qlistMarkers_[i - 1].time : 0; var previousMarkerTime = i > 0 ? (double?)qlistMarkers_[i - 1].time : 0;
var nextMarkerTime = i < numMarkers - 1 ? (double?) qlistMarkers_[i + 1].time : qlistMarkers_[numMarkers - 1].time; var nextMarkerTime = i < numMarkers - 1 ? (double?)qlistMarkers_[i + 1].time : qlistMarkers_[numMarkers - 1].time;
previousMarkerTime_ = (float) previousMarkerTime; previousMarkerTime_ = (float)previousMarkerTime;
nextMarkerTime_ = (float) nextMarkerTime; nextMarkerTime_ = (float)nextMarkerTime;
boundary_ = new Boundary(previousMarkerTime, nextMarkerTime); boundary_ = new Boundary(previousMarkerTime, nextMarkerTime);
playableDirector.Play(); playableDirector.Play();
Debug.Log("prev=" + (i - 1) + " next=" + (i + 1));
break; break;
} }
} }
public double getStartMarkerTime() //Return time of marker where the current running animation started
{
var numMarkers = qlistMarkers_.Count;
for (var i = 0; i < numMarkers; ++i)
{
if (qlistMarkers_[i].id != lastStateName)
continue;
return qlistMarkers_[i].time;
}
return 0;
}
private void Update() private void Update()
{ {
if (playableDirector.state == PlayState.Paused) if (playableDirector.state == PlayState.Paused)
return; return;
if (!(Time.fixedUnscaledTime >= transitionTargetRealtime_)) // check if Transition has not finished yet if (!(Time.fixedUnscaledTime >= transitionTargetRealtime_)) // check if Transition has not finished yet
{ {
if (!transitionDirectionReverse_) // if transition direction forward, speed becomes positive if (!transitionDirectionReverse_) // if transition direction forward, speed becomes positive
{ {
speed_ = CalculateTransitionSpeed(nextMarkerTime_); if (!instantTriggerMode)
{
speed_ = CalculateTransitionSpeed(nextMarkerTime_);
}
} }
else // if transition direction backward, speed becomes negative else // if transition direction backward, speed becomes negative
{ {
speed_ = CalculateTransitionSpeed(previousMarkerTime_); if (!instantTriggerMode)
{
speed_ = CalculateTransitionSpeed(previousMarkerTime_);
}
} }
} }
@ -83,12 +109,11 @@ namespace cylvester
else else
{ {
//sets playhead precisly to marker position at the end of transition. //sets playhead precisly to marker position at the end of transition.
if (!transitionDirectionReverse_) if (!transitionDirectionReverse_) //forward
{ {
playableDirector.time = nextMarkerTime_; playableDirector.time = nextMarkerTime_;
} }
else //backward
else
{ {
playableDirector.time = previousMarkerTime_; playableDirector.time = previousMarkerTime_;
} }
@ -104,8 +129,11 @@ namespace cylvester
} }
public void UpdateTransitionTargetRealTime(float restTime, bool reverse) public void UpdateTransitionTargetRealTime(float restTime, bool reverse)
{ {
instantTriggerMode = false; //update speed continuous
transitionDirectionReverse_ = reverse; transitionDirectionReverse_ = reverse;
transitionTargetRealtime_ = Time.fixedUnscaledTime + restTime; transitionTargetRealtime_ = Time.fixedUnscaledTime + restTime;
} }
@ -113,13 +141,40 @@ namespace cylvester
private float CalculateTransitionSpeed(float targetMarkerTime) private float CalculateTransitionSpeed(float targetMarkerTime)
{ {
var transitionSpeed = (targetMarkerTime - playableDirector.time) / (transitionTargetRealtime_ - Time.fixedUnscaledTime); var transitionSpeed = (targetMarkerTime - playableDirector.time) / (transitionTargetRealtime_ - Time.fixedUnscaledTime);
return (float) transitionSpeed; return (float)transitionSpeed;
}
public bool animationPaused()
{
return playableDirector.state == PlayState.Paused;
}
public void abortAnimation()
{
if (animationPaused()) //safe check
{
return;
}
if (!transitionDirectionReverse_) //forward
{
transitionDirectionReverse_ = !transitionDirectionReverse_; //invert direction
previousMarkerTime_ = (float)getStartMarkerTime();
}
else //backward
{
transitionDirectionReverse_ = !transitionDirectionReverse_; //invert direction
nextMarkerTime_ = (float)getStartMarkerTime();
}
boundary_ = new Boundary(previousMarkerTime_, nextMarkerTime_); //Update Boundary to stop animation when target reached
}
public void instantTrigger(float speed)
{
speed_ = speed;
instantTriggerMode = true; //keep speed_ constant
transitionDirectionReverse_ = speed < 0;
playableDirector.Play();
} }
} }
} }
/*
if (reverse_ == true)
{
speed_ = speed_* -1;
}
*/

View file

@ -196,7 +196,7 @@ MonoBehaviour:
timelineController: {fileID: 65620555} timelineController: {fileID: 65620555}
channel: 3 channel: 3
stateManager: {fileID: 850208555} stateManager: {fileID: 850208555}
instaTransitionSpeed: 1 instaTransitionSpeed: 10
--- !u!114 &65620555 --- !u!114 &65620555
MonoBehaviour: MonoBehaviour:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@ -210,7 +210,6 @@ MonoBehaviour:
m_Name: m_Name:
m_EditorClassIdentifier: m_EditorClassIdentifier:
playableDirector: {fileID: 65620552} playableDirector: {fileID: 65620552}
stateManager: {fileID: 850208555}
initTransitionFactor: 8 initTransitionFactor: 8
--- !u!1 &155821760 --- !u!1 &155821760
GameObject: GameObject:

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@ -10,8 +10,8 @@ namespace cylvester
{ {
OneBarLoopButton = 94, OneBarLoopButton = 94,
FourBarLoopButton = 86, FourBarLoopButton = 86,
NextSelectedScene = 18, NextSelectedTransition = 18,
CurrentSelectedScene = 17, CurrentSelectedAnimation = 17,
InstantTrigger = 2, InstantTrigger = 2,
} }
@ -27,16 +27,20 @@ namespace cylvester
private ScheduledAction scheduledAction_; private ScheduledAction scheduledAction_;
private int currentTick_; private int currentTick_;
private int currentSelectedScene_ ; private int currentSelectedAnimation_;
private int nextSelectedScene_; private int nextSelectedMarker_;
private void Start() private void Start()
{ {
scheduledAction_ = new ScheduledAction(() => scheduledAction_ = new ScheduledAction(() =>
{ {
stateManager.SelectedState = currentSelectedScene_; stateManager.SelectedState = currentSelectedAnimation_;
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed); //playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
timelineController.instantTrigger(instaTransitionSpeed);
}); });
currentSelectedAnimation_ = 0;
nextSelectedMarker_ = 1;
} }
public void OnSyncReceived(MidiSync midiSync, int counter) public void OnSyncReceived(MidiSync midiSync, int counter)
@ -51,54 +55,55 @@ namespace cylvester
var command = (CylCommand)mes.Data1; var command = (CylCommand)mes.Data1;
switch (command) switch (command)
{ {
case CylCommand.NextSelectedScene: case CylCommand.NextSelectedTransition:
{
nextSelectedScene_ = mes.Data2; nextSelectedMarker_ = mes.Data2; //next marker only used for direction
Debug.Log("command nextSelectedMarker_=" + nextSelectedMarker_);
break; break;
}
case CylCommand.InstantTrigger: case CylCommand.InstantTrigger:
{
scheduledAction_.Ready(); scheduledAction_.Ready();
break; break;
}
case CylCommand.CurrentSelectedScene: case CylCommand.CurrentSelectedAnimation:
{
currentSelectedScene_ = mes.Data2; currentSelectedAnimation_ = mes.Data2;
Debug.Log("command currentSelectedAnimation_=" + currentSelectedAnimation_);
scheduledAction_.Go(); scheduledAction_.Go();
break; break;
}
case CylCommand.FourBarLoopButton:
{
var restTime = CalculateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
if (nextSelectedScene_ > currentSelectedScene_)
{
timelineController.UpdateTransitionTargetRealTime(restTime, false);
stateManager.SelectedState = nextSelectedScene_;
}
else
{
timelineController.UpdateTransitionTargetRealTime(restTime, true);
stateManager.SelectedState = nextSelectedScene_ + 1;
}
break; case CylCommand.FourBarLoopButton:
}
case CylCommand.OneBarLoopButton: case CylCommand.OneBarLoopButton:
{ float restTime=0;
var restTime = CalculateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger); switch(command)
if (nextSelectedScene_ > currentSelectedScene_)
{ {
timelineController.UpdateTransitionTargetRealTime(restTime, false); case CylCommand.FourBarLoopButton:
stateManager.SelectedState = nextSelectedScene_; restTime = CalculateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
break;
case CylCommand.OneBarLoopButton:
restTime = CalculateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
break;
} }
else Debug.Log("currentSelectedAnimation_=" + currentSelectedAnimation_);
Debug.Log("nextSelectedScene_=" + nextSelectedMarker_);
bool _reverse = nextSelectedMarker_ <= currentSelectedAnimation_; //nextSelectedMarker_ used to calculate direction
if (timelineController.animationPaused())
{ {
timelineController.UpdateTransitionTargetRealTime(restTime, true); timelineController.UpdateTransitionTargetRealTime(restTime, _reverse);
stateManager.SelectedState = nextSelectedScene_ + 1;
} stateManager.SelectedState = currentSelectedAnimation_ + 1; //marker at which transition starts
}
else //trigger pressed while animation running
{
timelineController.abortAnimation();
}
break; break;
}
default: default:
Debug.Log("Unexpected Command: " + mes.Data1);
throw new Exception("Unexpected CYL command"); throw new Exception("Unexpected CYL command");
} }
} }

View file

@ -85,6 +85,14 @@ namespace cylvester
set set
{ {
sceneSelection = value; sceneSelection = value;
if (value > States.Length - 1)
{ //if index out of bounds
sceneSelection = States.Length - 1; //set to last index
}
else if (value < 0)
{
sceneSelection = 0;
}
onStateChanged.Invoke(this); onStateChanged.Invoke(this);
} }
get get
@ -104,10 +112,12 @@ namespace cylvester
case Operation.Previous: case Operation.Previous:
if (sceneSelection == 0) return; if (sceneSelection == 0) return;
sceneSelection--; sceneSelection--;
sceneSelection = Math.Max(sceneSelection, 0); //constrain minimum
break; break;
case Operation.Next: case Operation.Next:
if (sceneSelection >= States.Length - 1) return; if (sceneSelection >= States.Length - 1) return;
sceneSelection++; sceneSelection++;
sceneSelection = Math.Min(sceneSelection, States.Length - 1); //constrain maximum
break; break;
default: default:
return; return;
@ -127,10 +137,12 @@ namespace cylvester
case Operation.Previous: case Operation.Previous:
if (sceneSelection == 0) return; if (sceneSelection == 0) return;
sceneSelection--; sceneSelection--;
sceneSelection = Math.Max(sceneSelection, 0); //constrain minimum
break; break;
case Operation.Next: case Operation.Next:
if (sceneSelection >= States.Length - 1) return; if (sceneSelection >= States.Length - 1) return;
sceneSelection++; sceneSelection++;
sceneSelection = Math.Min(sceneSelection, States.Length - 1); //constrain maximum
break; break;
default: default:
return; return;