Browse Source

act3 camera control

post-projects
Cailean Finn 1 year ago
parent
commit
4cc78b3279
  1. 2947
      Assets/Act-3.unity
  2. 8
      Assets/PLY/2_Forest.meta
  3. 0
      Assets/PLY/2_Forest/Forest_Initial.ply
  4. 0
      Assets/PLY/2_Forest/Forest_Initial.ply.meta
  5. BIN
      Assets/PLY/2_Forest/Otaki_Falls.ply
  6. 11
      Assets/PLY/2_Forest/Otaki_Falls.ply.meta
  7. BIN
      Assets/PLY/2_Forest/Point_Cloud_Tree.ply
  8. 11
      Assets/PLY/2_Forest/Point_Cloud_Tree.ply.meta
  9. BIN
      Assets/PLY/2_Forest/Trees in the Park Point.ply
  10. 11
      Assets/PLY/2_Forest/Trees in the Park Point.ply.meta
  11. BIN
      Assets/PLY/oak.ply
  12. 11
      Assets/PLY/oak.ply.meta
  13. 111
      Assets/Scripts/CameraSwap.cs
  14. 11
      Assets/Scripts/CameraSwap.cs.meta
  15. 344
      Assets/Settings/Act-3.asset
  16. 2
      Assets/VFX/Avatar.vfx
  17. 16872
      Assets/VFX/PointCloud.vfx

2947
Assets/Act-3.unity

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Assets/PLY/2_Forest.meta

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Assets/PLY/Forest_Initial.ply → Assets/PLY/2_Forest/Forest_Initial.ply

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Assets/PLY/2_Forest/Otaki_Falls.ply (Stored with Git LFS)

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111
Assets/Scripts/CameraSwap.cs

@ -0,0 +1,111 @@
using Minis;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.VFX;
[ExecuteInEditMode]
[System.Serializable]
public class CamerSwap : MonoBehaviour
{
public List<Camera> cameras;
private float count;
private bool b_R = false;
private bool b_L = false;
void Start()
{
count = 0f;
InputSystem.onDeviceChange += (device, change) =>
{
var num_of_cameras = cameras.Count;
if (change != InputDeviceChange.Added)
{
return;
}
var midiDevice = device as Minis.MidiDevice;
if (midiDevice == null)
{
return;
}
midiDevice.onWillControlChange += (device, change) =>
{
// print(device.controlNumber);
if(device.controlNumber == 43)
{
if(b_L)
{
b_L = false;
return;
}
count++;
if(count >= num_of_cameras)
{
count = 0;
Debug.Log(count);
}
b_L = true;
}
if (device.controlNumber == 44)
{
if (b_R)
{
b_R = false;
return;
}
count--;
if (count < 0)
{
count = num_of_cameras - 1;
Debug.Log(count);
}
b_R = true;
}
};
// Debug.Log(count);
};
}
void Update()
{
// Debug.Log(m_Slider);
var tc = 0;
foreach (var item in cameras)
{
if (tc == count)
{
item.enabled = true;
}
else
{
item.enabled = false;
}
tc++;
}
}
}

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Assets/Settings/Act-3.asset

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16872
Assets/VFX/PointCloud.vfx

File diff suppressed because it is too large
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