Updated CYL_Controlller with Philip
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8 changed files with 176 additions and 73 deletions
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UnityProject/Assets/Polybrush Data.meta
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UnityProject/Assets/Polybrush Data.meta
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UnityProject/Assets/Polybrush Data/Brush Settings.meta
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UnityProject/Assets/Polybrush Data/Brush Settings.meta
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UnityProject/Assets/Scenes/Examples/Max Silly Demos.meta
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UnityProject/Assets/Scenes/Examples/Max Silly Demos.meta
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@ -8,20 +8,24 @@ namespace cylvester
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public class TimelineController : MonoBehaviour
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{
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[SerializeField] private PlayableDirector playableDirector;
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[SerializeField] private StateManager stateManager;
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//[SerializeField] private StateManager stateManager;
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[SerializeField] private float initTransitionFactor = 1f;
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private IList<QlistMarker> qlistMarkers_;
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private Boundary boundary_;
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private float speed_;
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private float transitionTargetRealtime_;
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private float previousMarkerTime_;
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private float nextMarkerTime_;
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private float previousMarkerTime_; //marker at which transition ends (if reversed)
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private float nextMarkerTime_; //marker at which transition ends (if forward)
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private bool transitionDirectionReverse_;
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private bool instantTriggerMode;
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private string lastStateName = "";
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public void Start()
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{
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{
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var timeline = (TimelineAsset)playableDirector.playableAsset;
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var markers = timeline.markerTrack.GetMarkers();
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qlistMarkers_ = new List<QlistMarker>();
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@ -32,42 +36,64 @@ namespace cylvester
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boundary_ = new Boundary(null, null);
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ResetSpeed();
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}
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public void OnStateChanged(IStateReader stateManager)
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{
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var stateName = stateManager.CurrentState.Title;
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lastStateName = stateName;
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var numMarkers = qlistMarkers_.Count;
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for (var i = 0; i < numMarkers; ++i)
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{
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if (qlistMarkers_[i].id != stateName)
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if (qlistMarkers_[i].id != stateName)
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continue;
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playableDirector.time = qlistMarkers_[i].time;
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var previousMarkerTime = i > 0 ? (double?) qlistMarkers_[i - 1].time : 0;
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var nextMarkerTime = i < numMarkers - 1 ? (double?) qlistMarkers_[i + 1].time : qlistMarkers_[numMarkers - 1].time;
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previousMarkerTime_ = (float) previousMarkerTime;
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nextMarkerTime_ = (float) nextMarkerTime;
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var previousMarkerTime = i > 0 ? (double?)qlistMarkers_[i - 1].time : 0;
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var nextMarkerTime = i < numMarkers - 1 ? (double?)qlistMarkers_[i + 1].time : qlistMarkers_[numMarkers - 1].time;
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previousMarkerTime_ = (float)previousMarkerTime;
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nextMarkerTime_ = (float)nextMarkerTime;
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boundary_ = new Boundary(previousMarkerTime, nextMarkerTime);
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playableDirector.Play();
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Debug.Log("prev=" + (i - 1) + " next=" + (i + 1));
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break;
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}
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}
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public double getStartMarkerTime() //Return time of marker where the current running animation started
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{
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var numMarkers = qlistMarkers_.Count;
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for (var i = 0; i < numMarkers; ++i)
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{
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if (qlistMarkers_[i].id != lastStateName)
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continue;
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return qlistMarkers_[i].time;
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}
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return 0;
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}
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private void Update()
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{
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if (playableDirector.state == PlayState.Paused)
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return;
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if (!(Time.fixedUnscaledTime >= transitionTargetRealtime_)) // check if Transition has not finished yet
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{
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if (!transitionDirectionReverse_) // if transition direction forward, speed becomes positive
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{
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speed_ = CalculateTransitionSpeed(nextMarkerTime_);
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if (!instantTriggerMode)
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{
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speed_ = CalculateTransitionSpeed(nextMarkerTime_);
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}
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}
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else // if transition direction backward, speed becomes negative
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{
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speed_ = CalculateTransitionSpeed(previousMarkerTime_);
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if (!instantTriggerMode)
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{
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speed_ = CalculateTransitionSpeed(previousMarkerTime_);
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}
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}
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}
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@ -83,12 +109,11 @@ namespace cylvester
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else
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{
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//sets playhead precisly to marker position at the end of transition.
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if (!transitionDirectionReverse_)
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if (!transitionDirectionReverse_) //forward
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{
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playableDirector.time = nextMarkerTime_;
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}
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else
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else //backward
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{
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playableDirector.time = previousMarkerTime_;
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}
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@ -104,8 +129,11 @@ namespace cylvester
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}
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public void UpdateTransitionTargetRealTime(float restTime, bool reverse)
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{
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instantTriggerMode = false; //update speed continuous
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transitionDirectionReverse_ = reverse;
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transitionTargetRealtime_ = Time.fixedUnscaledTime + restTime;
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}
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@ -113,13 +141,40 @@ namespace cylvester
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private float CalculateTransitionSpeed(float targetMarkerTime)
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{
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var transitionSpeed = (targetMarkerTime - playableDirector.time) / (transitionTargetRealtime_ - Time.fixedUnscaledTime);
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return (float) transitionSpeed;
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return (float)transitionSpeed;
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}
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public bool animationPaused()
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{
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return playableDirector.state == PlayState.Paused;
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}
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public void abortAnimation()
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{
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if (animationPaused()) //safe check
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{
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return;
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}
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if (!transitionDirectionReverse_) //forward
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{
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transitionDirectionReverse_ = !transitionDirectionReverse_; //invert direction
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previousMarkerTime_ = (float)getStartMarkerTime();
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}
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else //backward
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{
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transitionDirectionReverse_ = !transitionDirectionReverse_; //invert direction
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nextMarkerTime_ = (float)getStartMarkerTime();
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}
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boundary_ = new Boundary(previousMarkerTime_, nextMarkerTime_); //Update Boundary to stop animation when target reached
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}
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public void instantTrigger(float speed)
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{
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speed_ = speed;
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instantTriggerMode = true; //keep speed_ constant
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transitionDirectionReverse_ = speed < 0;
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playableDirector.Play();
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}
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}
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}
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/*
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if (reverse_ == true)
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{
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speed_ = speed_* -1;
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}
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*/
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@ -196,7 +196,7 @@ MonoBehaviour:
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timelineController: {fileID: 65620555}
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channel: 3
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stateManager: {fileID: 850208555}
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instaTransitionSpeed: 1
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instaTransitionSpeed: 10
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--- !u!114 &65620555
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -210,7 +210,6 @@ MonoBehaviour:
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m_Name:
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m_EditorClassIdentifier:
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playableDirector: {fileID: 65620552}
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stateManager: {fileID: 850208555}
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initTransitionFactor: 8
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--- !u!1 &155821760
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GameObject:
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@ -7,14 +7,14 @@ namespace cylvester
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public class CylMidiTransitionController : MonoBehaviour
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{
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private enum CylCommand
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{
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{
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OneBarLoopButton = 94,
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FourBarLoopButton = 86,
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NextSelectedScene = 18,
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CurrentSelectedScene = 17,
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NextSelectedTransition = 18,
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CurrentSelectedAnimation = 17,
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InstantTrigger = 2,
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}
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[SerializeField] private PlayableDirector playableDirector;
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[SerializeField] private TimelineController timelineController;
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[SerializeField, Range(1, 16)] private int channel = 1;
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@ -23,22 +23,26 @@ namespace cylvester
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private const int OneBarTrigger = 96;
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private const int FourBarTrigger = OneBarTrigger * 4;
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private const float TransitionLength = 16;
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private const float TransitionLength = 16;
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private ScheduledAction scheduledAction_;
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private int currentTick_;
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private int currentSelectedScene_ ;
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private int nextSelectedScene_;
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private int currentSelectedAnimation_;
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private int nextSelectedMarker_;
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private void Start()
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{
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scheduledAction_ = new ScheduledAction(() =>
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{
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stateManager.SelectedState = currentSelectedScene_;
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playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
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stateManager.SelectedState = currentSelectedAnimation_;
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//playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
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timelineController.instantTrigger(instaTransitionSpeed);
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});
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currentSelectedAnimation_ = 0;
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nextSelectedMarker_ = 1;
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}
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public void OnSyncReceived(MidiSync midiSync, int counter)
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{
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currentTick_ = counter;
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@ -51,54 +55,55 @@ namespace cylvester
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var command = (CylCommand)mes.Data1;
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switch (command)
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{
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case CylCommand.NextSelectedScene:
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{
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nextSelectedScene_ = mes.Data2;
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case CylCommand.NextSelectedTransition:
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nextSelectedMarker_ = mes.Data2; //next marker only used for direction
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Debug.Log("command nextSelectedMarker_=" + nextSelectedMarker_);
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break;
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}
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case CylCommand.InstantTrigger:
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{
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scheduledAction_.Ready();
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break;
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}
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case CylCommand.CurrentSelectedScene:
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{
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currentSelectedScene_ = mes.Data2;
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case CylCommand.CurrentSelectedAnimation:
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currentSelectedAnimation_ = mes.Data2;
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Debug.Log("command currentSelectedAnimation_=" + currentSelectedAnimation_);
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scheduledAction_.Go();
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break;
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}
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case CylCommand.FourBarLoopButton:
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{
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var restTime = CalculateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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if (nextSelectedScene_ > currentSelectedScene_)
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{
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timelineController.UpdateTransitionTargetRealTime(restTime, false);
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stateManager.SelectedState = nextSelectedScene_;
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}
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else
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{
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timelineController.UpdateTransitionTargetRealTime(restTime, true);
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stateManager.SelectedState = nextSelectedScene_ + 1;
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}
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break;
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}
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case CylCommand.FourBarLoopButton:
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case CylCommand.OneBarLoopButton:
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{
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var restTime = CalculateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
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if (nextSelectedScene_ > currentSelectedScene_)
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float restTime=0;
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switch(command)
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{
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timelineController.UpdateTransitionTargetRealTime(restTime, false);
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stateManager.SelectedState = nextSelectedScene_;
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case CylCommand.FourBarLoopButton:
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restTime = CalculateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
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break;
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case CylCommand.OneBarLoopButton:
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restTime = CalculateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
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break;
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}
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else
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Debug.Log("currentSelectedAnimation_=" + currentSelectedAnimation_);
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Debug.Log("nextSelectedScene_=" + nextSelectedMarker_);
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bool _reverse = nextSelectedMarker_ <= currentSelectedAnimation_; //nextSelectedMarker_ used to calculate direction
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if (timelineController.animationPaused())
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{
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timelineController.UpdateTransitionTargetRealTime(restTime, true);
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stateManager.SelectedState = nextSelectedScene_ + 1;
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}
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timelineController.UpdateTransitionTargetRealTime(restTime, _reverse);
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stateManager.SelectedState = currentSelectedAnimation_ + 1; //marker at which transition starts
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}
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else //trigger pressed while animation running
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{
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timelineController.abortAnimation();
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}
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break;
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}
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default:
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Debug.Log("Unexpected Command: " + mes.Data1);
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throw new Exception("Unexpected CYL command");
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}
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}
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@ -85,6 +85,14 @@ namespace cylvester
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set
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{
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sceneSelection = value;
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if (value > States.Length - 1)
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{ //if index out of bounds
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sceneSelection = States.Length - 1; //set to last index
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}
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else if (value < 0)
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{
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sceneSelection = 0;
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}
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onStateChanged.Invoke(this);
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}
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get
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@ -103,11 +111,13 @@ namespace cylvester
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break;
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case Operation.Previous:
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if (sceneSelection == 0) return;
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sceneSelection--;
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sceneSelection--;
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sceneSelection = Math.Max(sceneSelection, 0); //constrain minimum
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break;
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case Operation.Next:
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if (sceneSelection >= States.Length - 1) return;
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sceneSelection++;
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sceneSelection = Math.Min(sceneSelection, States.Length - 1); //constrain maximum
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break;
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default:
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return;
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@ -127,10 +137,12 @@ namespace cylvester
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case Operation.Previous:
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if (sceneSelection == 0) return;
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sceneSelection--;
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sceneSelection = Math.Max(sceneSelection, 0); //constrain minimum
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break;
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case Operation.Next:
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if (sceneSelection >= States.Length - 1) return;
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sceneSelection++;
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sceneSelection = Math.Min(sceneSelection, States.Length - 1); //constrain maximum
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break;
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default:
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return;
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