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Commits
0868bc71
Commit
0868bc71
authored
7 years ago
by
16이상민
Browse files
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Plain Diff
Add Beat/Measure lines logic
parent
5d59739a
Changes
9
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Inline
Side-by-side
Showing
9 changed files
with
82 additions
and
36 deletions
+82
-36
NoteManager.cs
Assets/JudgeModule/NoteManager.cs
+51
-3
BeatLine.prefab
Assets/Resources/BeatLine.prefab
+2
-2
MeasureLine.prefab
Assets/Resources/MeasureLine.prefab
+1
-1
Controller.cs
Assets/Script/Controller.cs
+1
-7
CoordinateMapperManager.cs
Assets/Script/CoordinateMapperManager.cs
+21
-21
GameManager.cs
Assets/Script/GameManager.cs
+1
-1
DynamicsManager.asset
ProjectSettings/DynamicsManager.asset
+2
-0
Physics2DSettings.asset
ProjectSettings/Physics2DSettings.asset
+2
-0
ProjectVersion.txt
ProjectSettings/ProjectVersion.txt
+1
-1
No files found.
Assets/JudgeModule/NoteManager.cs
View file @
0868bc71
...
...
@@ -27,7 +27,13 @@ namespace JudgeModule
disables
=
new
Dictionary
<
string
,
List
<
Controller
>>();
private
string
[]
notenames
=
new
string
[]
{
"SBT"
,
"LBT"
,
"SMO"
,
"LMO"
};
=
new
string
[]
{
"SBT"
,
"LBT"
,
"SMO"
,
"LMO"
},
linenames
=
new
string
[]
{
"BeatLine"
,
"MeasureLine"
},
names
=
new
string
[]
{
"SBT"
,
"LBT"
,
"SMO"
,
"LMO"
,
"BeatLine"
,
"MeasureLine"
};
private
float
recentBeatTiming
,
recentMeasureTiming
;
public
Note
CurrentBT
{
...
...
@@ -131,6 +137,7 @@ namespace JudgeModule
DeactiveUndecided
();
SwitchStandBy
();
AssignNotes
(
timing
);
AssignLines
(
timing
);
}
private
void
DeactiveUndecided
()
...
...
@@ -149,7 +156,7 @@ namespace JudgeModule
private
void
SwitchStandBy
()
{
foreach
(
var
name
in
n
oten
ames
)
foreach
(
var
name
in
names
)
{
var
controllers
=
disables
[
name
].
ToArray
();
foreach
(
var
c
in
controllers
)
...
...
@@ -162,7 +169,10 @@ namespace JudgeModule
c
.
gameObject
.
SetActive
(
false
);
disables
[
name
].
Remove
(
c
);
waits
[
name
].
Add
(
c
);
++
cntWait
;
if
(
name
!=
"BeatLine"
&&
name
!=
"MeasureLine"
)
++
cntWait
;
}
}
}
...
...
@@ -246,5 +256,43 @@ namespace JudgeModule
hold
.
Translate
(
Vector3
.
right
*
(
length
/
2
));
end
.
Translate
(
Vector3
.
right
*
length
);
}
private
void
AssignLines
(
float
timing
)
{
foreach
(
var
name
in
linenames
)
{
foreach
(
var
x
in
waits
[
name
])
AssignLine
(
name
,
timing
,
x
);
disables
[
name
].
AddRange
(
waits
[
name
]);
waits
[
name
].
Clear
();
}
}
private
void
AssignLine
(
string
name
,
float
timing
,
Controller
controller
)
{
NoteType
type
=
(
NoteType
)
Enum
.
Parse
(
typeof
(
NoteType
),
name
);
float
next
;
if
(
type
==
NoteType
.
BeatLine
)
{
next
=
recentBeatTiming
;
recentBeatTiming
+=
(
MsPerBeat
/
4
);
}
else
{
next
=
recentMeasureTiming
;
recentMeasureTiming
+=
MsPerBeat
;
}
Note
note
=
new
Note
(
type
,
next
);
controller
.
Instance
=
note
;
note
.
Component
=
controller
;
controller
.
transform
.
position
=
initialPos
+
Vector3
.
right
*
((
note
.
StartTiming
-
timing
)
*
ScrollSpeed
);
controller
.
transform
.
SetParent
(
deactives
.
transform
);
controller
.
gameObject
.
SetActive
(
true
);
}
}
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
Assets/Resources/BeatLine.prefab
View file @
0868bc71
...
...
@@ -40,7 +40,7 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
m_Material
:
{
fileID
:
0
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
0.627451
}
m_Color
:
{
r
:
0.5808823
,
g
:
0.5808823
,
b
:
0.5808823
,
a
:
0.352
}
m_RaycastTarget
:
1
m_OnCullStateChanged
:
m_PersistentCalls
:
...
...
@@ -77,5 +77,5 @@ RectTransform:
m_AnchorMin
:
{
x
:
0.5
,
y
:
0
}
m_AnchorMax
:
{
x
:
0.5
,
y
:
1
}
m_AnchoredPosition
:
{
x
:
0
,
y
:
0
}
m_SizeDelta
:
{
x
:
2
,
y
:
0
}
m_SizeDelta
:
{
x
:
0.5
,
y
:
0
}
m_Pivot
:
{
x
:
0.5
,
y
:
0.5
}
This diff is collapsed.
Click to expand it.
Assets/Resources/MeasureLine.prefab
View file @
0868bc71
...
...
@@ -40,7 +40,7 @@ MonoBehaviour:
m_Name
:
m_EditorClassIdentifier
:
m_Material
:
{
fileID
:
0
}
m_Color
:
{
r
:
1
,
g
:
1
,
b
:
1
,
a
:
0.627451
}
m_Color
:
{
r
:
0.5808823
,
g
:
0.5808823
,
b
:
0.5808823
,
a
:
0.602
}
m_RaycastTarget
:
1
m_OnCullStateChanged
:
m_PersistentCalls
:
...
...
This diff is collapsed.
Click to expand it.
Assets/Script/Controller.cs
View file @
0868bc71
...
...
@@ -9,8 +9,6 @@ public class Controller : MonoBehaviour
public
List
<
Controller
>
enables
,
disables
;
private
float
time
=
0f
;
private
readonly
float
minAlpha
=
0.3f
;
private
readonly
float
maxAlpha
=
0.7f
;
...
...
@@ -19,15 +17,11 @@ public class Controller : MonoBehaviour
{
if
(
transform
.
parent
.
gameObject
.
name
==
"Deactives"
)
{
time
+=
Time
.
deltaTime
*
3
;
foreach
(
Image
img
in
GetComponentsInChildren
<
Image
>())
{
Color
tmp
=
img
.
color
;
tmp
.
a
=
0f
;
img
.
color
=
tmp
+
new
Color
(
0
,
0
,
0
,
(
maxAlpha
+
minAlpha
)
/
2
+
Mathf
.
Cos
(
time
*
4
)
*
(
maxAlpha
-
minAlpha
)
/
2
);
img
.
color
=
tmp
+
new
Color
(
0
,
0
,
0
,
minAlpha
);
}
}
}
...
...
This diff is collapsed.
Click to expand it.
Assets/Script/CoordinateMapperManager.cs
View file @
0868bc71
...
...
@@ -4,17 +4,17 @@ using Windows.Kinect;
public
class
CoordinateMapperManager
:
MonoBehaviour
{
private
DepthSpacePoint
[]
_DepthCoordinates
;
private
DepthSpacePoint
[]
_DepthCoordinates
;
private
KinectModule
.
SourceBuffer
_SourceBuffer
;
private
KinectModule
.
KinectAccessManager
_KinectAccessManager
;
long
frameCount
=
0
;
long
frameCount
=
0
;
double
elapsedCounter
=
0.0
;
double
fps
=
0.0
;
Texture2D
_ColorRGBX
;
double
elapsedCounter
=
0.0
;
double
fps
=
0.0
;
Texture2D
_ColorRGBX
;
public
Texture2D
ColorTexture
{
get
{
return
_ColorRGBX
;
}
}
...
...
@@ -26,12 +26,12 @@ public class CoordinateMapperManager : MonoBehaviour
{
get
{
return
_SourceBuffer
.
BodyBuffer
;
}
}
void
Awake
()
{
{
_ColorRGBX
=
new
Texture2D
(
KinectModule
.
KinectConstants
.
ColorWidth
,
KinectModule
.
KinectConstants
.
ColorHeight
,
TextureFormat
.
RGBA32
,
false
);
_DepthCoordinates
=
new
DepthSpacePoint
[
KinectModule
.
KinectConstants
.
ColorWidth
*
_DepthCoordinates
=
new
DepthSpacePoint
[
KinectModule
.
KinectConstants
.
ColorWidth
*
KinectModule
.
KinectConstants
.
ColorHeight
];
_SourceBuffer
=
new
KinectModule
.
SourceBuffer
();
...
...
@@ -51,12 +51,12 @@ public class CoordinateMapperManager : MonoBehaviour
}
void
OnGUI
()
{
GUI
.
Box
(
new
Rect
(
10
,
10
,
200
,
30
),
"FPS: "
+
fps
.
ToString
(
"0.00"
));
{
GUI
.
Box
(
new
Rect
(
10
,
10
,
200
,
30
),
"FPS: "
+
fps
.
ToString
(
"0.00"
));
if
(
_KinectAccessManager
.
NullFrame
)
GUI
.
Box
(
new
Rect
(
10
,
50
,
200
,
30
),
"NULL MSFR Frame"
);
}
/*
if (_KinectAccessManager.NullFrame)
GUI.Box (new Rect(10, 50, 200, 30), "NULL MSFR Frame");*/
}
void
MapColorToDepth
()
{
...
...
@@ -90,12 +90,12 @@ public class CoordinateMapperManager : MonoBehaviour
}
frameCount
++;
}
void
Update
()
{
void
Update
()
{
GetFPS
();
var
sourceFrame
=
new
KinectModule
.
RealMultiSourceFrame
(
_KinectAccessManager
.
SourceFrame
);
var
sourceFrame
=
new
KinectModule
.
RealMultiSourceFrame
(
_KinectAccessManager
.
SourceFrame
);
if
(!
_KinectAccessManager
.
NullFrame
)
{
...
...
@@ -105,10 +105,10 @@ public class CoordinateMapperManager : MonoBehaviour
UpdateTexture
();
}
}
}
void
OnApplicationQuit
()
{
void
OnApplicationQuit
()
{
_KinectAccessManager
.
Dispose
();
}
}
}
This diff is collapsed.
Click to expand it.
Assets/Script/GameManager.cs
View file @
0868bc71
...
...
@@ -16,7 +16,7 @@ public class GameManager : MonoBehaviour {
instance
=
new
GameObject
().
AddComponent
<
GameManager
>();
instance
.
CurrentTrack
=
new
TrackInfo
(
"Assets/Tracks/Tutorial/temp
2
.bpe"
);
=
new
TrackInfo
(
"Assets/Tracks/Tutorial/temp.bpe"
);
}
return
instance
;
...
...
This diff is collapsed.
Click to expand it.
ProjectSettings/DynamicsManager.asset
View file @
0868bc71
...
...
@@ -16,3 +16,5 @@ PhysicsManager:
m_EnableAdaptiveForce
:
0
m_EnablePCM
:
1
m_LayerCollisionMatrix
:
ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
m_AutoSimulation
:
1
m_AutoSyncTransforms
:
1
This diff is collapsed.
Click to expand it.
ProjectSettings/Physics2DSettings.asset
View file @
0868bc71
...
...
@@ -19,10 +19,12 @@ Physics2DSettings:
m_LinearSleepTolerance
:
0.01
m_AngularSleepTolerance
:
2
m_DefaultContactOffset
:
0.01
m_AutoSimulation
:
1
m_QueriesHitTriggers
:
1
m_QueriesStartInColliders
:
1
m_ChangeStopsCallbacks
:
0
m_CallbacksOnDisable
:
1
m_AutoSyncTransforms
:
1
m_AlwaysShowColliders
:
0
m_ShowColliderSleep
:
1
m_ShowColliderContacts
:
0
...
...
This diff is collapsed.
Click to expand it.
ProjectSettings/ProjectVersion.txt
View file @
0868bc71
m_EditorVersion: 2017.
3
.0f3
m_EditorVersion: 2017.
2
.0f3
This diff is collapsed.
Click to expand it.
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