Added Cinemachine + Improved Spectrum Bind (by Philip)

This commit is contained in:
max 2020-01-16 20:01:33 +01:00
parent 3c61e79cdc
commit e608d67981
34 changed files with 24800 additions and 2103 deletions

View file

@ -161,6 +161,12 @@
<Reference Include="com.unity.multiplayer-hlapi.Runtime">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Runtime.dll</HintPath>
</Reference>
<Reference Include="Cinemachine">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Cinemachine.dll</HintPath>
</Reference>
<Reference Include="com.unity.cinemachine.editor">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.cinemachine.editor.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AIModule">
<HintPath>D:/Unity Installs/2019.2.8f1/Editor/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
</Reference>

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@ -338,6 +338,12 @@
<Reference Include="com.unity.multiplayer-hlapi.Runtime">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.multiplayer-hlapi.Runtime.dll</HintPath>
</Reference>
<Reference Include="Cinemachine">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/Cinemachine.dll</HintPath>
</Reference>
<Reference Include="com.unity.cinemachine.editor">
<HintPath>D:/SoundVision_Repo/Soundvision/UnityProject/Library/ScriptAssemblies/com.unity.cinemachine.editor.dll</HintPath>
</Reference>
<Reference Include="UnityEngine.AIModule">
<HintPath>D:/Unity Installs/2019.2.8f1/Editor/2019.2.8f1/Editor/Data/Managed/UnityEngine/UnityEngine.AIModule.dll</HintPath>
</Reference>

View file

@ -4,11 +4,24 @@ namespace cylvester
{
public class SpectrumGeneratorEditMode : SpectrumGenerator, ISpectrumGenerator
{
private Color32[] resetColorArray;
public SpectrumGeneratorEditMode(int textureWidth, int textureHeight)
: base(textureWidth,textureHeight) { }
: base(textureWidth,textureHeight)
{
//generate empty texture
Color32 resetColor = new Color32(0, 0, 0, 64); //black with alpha
resetColorArray = Spectrum.GetPixels32();
for (int i = 0; i < resetColorArray.Length; i++)
{
resetColorArray[i] = resetColor;
}
}
public int Update(Rect selectionRect)
{
/*
OnAllPixels((x, y) =>
{
var color = Color.black;
@ -19,6 +32,24 @@ namespace cylvester
Spectrum.SetPixel(x, y, color);
});
Spectrum.Apply();
*/
Spectrum.SetPixels32(resetColorArray); // Reset all pixels color
var rectcolor = Color.red;
//Draw selection Rectangle border
for (int i = (int)selectionRect.x; i < (selectionRect.x + (selectionRect.width - 1)); i++) //horizontal lines
{
Spectrum.SetPixel(i, (int)(Spectrum.height - selectionRect.y - (selectionRect.height - 1)), rectcolor); //end line
Spectrum.SetPixel(i, (int)(Spectrum.height - selectionRect.y), rectcolor); //start line
}
for (int i = (int)(Spectrum.height - selectionRect.y - (selectionRect.height - 1)); i < (int)(Spectrum.height - selectionRect.y); i++) //vertical lines
{
Spectrum.SetPixel((int)selectionRect.x, i, rectcolor); // line left
Spectrum.SetPixel((int)(selectionRect.x + (selectionRect.width - 1)), i, rectcolor); // line right
}
Spectrum.Apply();
return 0;
}
}

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@ -6,16 +6,28 @@ namespace cylvester
{
private IPdArraySelector arraySelector_;
private Color32[] resetColorArray;
public SpectrumGeneratorPlayMode(int textureWidth, int textureHeight, IPdArraySelector arraySelector)
:base(textureWidth, textureHeight)
{
arraySelector_ = arraySelector;
//generate empty texture
Color32 resetColor = new Color32(0, 0, 0, 64); //black with alpha
resetColorArray = Spectrum.GetPixels32();
for (int i = 0; i < resetColorArray.Length; i++)
{
resetColorArray[i] = resetColor;
}
}
public int Update(Rect selectionRect)
{
/* ## Old implementation
var numPixels = 0;
var data = arraySelector_.SelectedArray;
OnAllPixels((x, y) =>
{
var magnitude = data[x] * 20f;
@ -34,26 +46,44 @@ 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;
*/
//New Implementation
var numPixels = 0;
var data = arraySelector_.SelectedArray;
Spectrum.SetPixels32(resetColorArray); // Reset all pixels color
var rectcolor = Color.red;
//Draw selection Rectangle border
for (int i=(int)selectionRect.x;i< (selectionRect.x + (selectionRect.width - 1)); i++) //horizontal lines
{
Spectrum.SetPixel(i, (int) (Spectrum.height - selectionRect.y - (selectionRect.height - 1)), rectcolor); //end line
Spectrum.SetPixel(i, (int)(Spectrum.height - selectionRect.y), rectcolor); //start line
}
for (int i = (int)(Spectrum.height - selectionRect.y - (selectionRect.height - 1)); i < (int)(Spectrum.height - selectionRect.y); i++) //vertical lines
{
Spectrum.SetPixel((int)selectionRect.x, i, rectcolor); // line left
Spectrum.SetPixel((int)(selectionRect.x + (selectionRect.width - 1)), i, rectcolor); // line right
}
//Draw Spectrum and calculate numPixels
var spectrumcolor = Color.green;
for (int x = 0; x < Spectrum.width; x++) //iterate over sprectrum length
{
var magnitude = data[x] * 20f; //TODO: implement logarithmic scale for y values
for (int y=0; y<magnitude; y++) //all pixels below spectrum value at x position
{
Spectrum.SetPixel(x, y, spectrumcolor);
if (IsInSelection(x, y, ref selectionRect)) //current spectrum pixel is inside rect
{
numPixels++;
}
}
}
Spectrum.Apply();
return numPixels;
}

View file

@ -13,6 +13,7 @@
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"com.unity.cinemachine": "2.4.0",
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