soundvision/UnityProject/Assets/Scripts/PdConnection/CylMidiTransitionController.cs
max ca64fc6b39 Added Calculation for TransitionSpeed
to Timline Controller that updates every frame
2019-12-11 17:08:52 +01:00

112 lines
No EOL
3.9 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Playables;
namespace cylvester
{
public class CylMidiTransitionController : MonoBehaviour
{
private enum CylCommand
{
OneBarLoopButton = 94,
FourBarLoopButton = 86,
NextSelectedScene = 18,
CurrentSelectedScene = 17,
InstantTrigger = 2,
}
[SerializeField] private PlayableDirector playableDirector;
[SerializeField] private TimelineController timelineController;
[SerializeField, Range(1, 16)] private int channel = 1;
[SerializeField] private StateManager stateManager;
[SerializeField] private float instaTransitionSpeed = 10;
private const int OneBarTrigger = 96;
private const int FourBarTrigger = OneBarTrigger * 4;
private const float TransitionLength = 16;
private ScheduledAction scheduledAction_;
private int currentTick_;
private int currentSelectedScene_ ;
private int nextSelectedScene_;
private void Start()
{
scheduledAction_ = new ScheduledAction(() =>
{
stateManager.SelectedState = currentSelectedScene_;
playableDirector.playableGraph.GetRootPlayable(0).SetSpeed(instaTransitionSpeed);
});
}
public void OnSyncReceived(MidiSync midiSync, int counter)
{
currentTick_ = counter;
}
public void OnMidiMessageReceived(MidiMessage mes)
{
if (mes.Status - 176 != channel - 1) return;
var command = (CylCommand)mes.Data1;
switch (command)
{
case CylCommand.NextSelectedScene:
{
nextSelectedScene_ = mes.Data2;
break;
}
case CylCommand.InstantTrigger:
{
scheduledAction_.Ready();
break;
}
case CylCommand.CurrentSelectedScene:
{
currentSelectedScene_ = mes.Data2;
scheduledAction_.Go();
break;
}
case CylCommand.FourBarLoopButton:
{
var restTime = CalculateRestTime(FourBarTrigger - currentTick_ % FourBarTrigger);
if (nextSelectedScene_ > currentSelectedScene_)
{
timelineController.UpdateTransitionTargetRealTime(restTime);
stateManager.SelectedState = nextSelectedScene_;
}
else
{
timelineController.UpdateTransitionTargetRealTime(-restTime);
stateManager.SelectedState = nextSelectedScene_ + 1;
}
break;
}
case CylCommand.OneBarLoopButton:
{
var restTime = CalculateRestTime(OneBarTrigger - currentTick_ % OneBarTrigger);
if (nextSelectedScene_ > currentSelectedScene_)
{
timelineController.UpdateTransitionTargetRealTime(restTime);
stateManager.SelectedState = nextSelectedScene_;
}
else
{
timelineController.UpdateTransitionTargetRealTime(-restTime);
stateManager.SelectedState = nextSelectedScene_ + 1;
}
break;
}
default:
throw new Exception("Unexpected CYL command");
}
}
private float CalculateRestTime(int restTicks)
{
return restTicks / 24f / stateManager.CurrentState.Bpm * 60f;
}
}
}