move everything into scene folders

This commit is contained in:
ntr committed 2022-03-28 23:40:04 +11:00
1 parent 9a6bdcefef
commit b427d5ad5a
80 files changed
+2196 -11989

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using UnityEngine;
public class LineBarSpectrum : TripsitterAve {
private LineRenderer[] _lines;
private float AudioScale = 10;
private float Power = 1.5f;
public float LineWidth = 0.5f;
public float LineSpacing = 1.0f;
public LineRenderer prefab;
void Start() {
LineRenderer prefab = GameObject.Find("LineBar").GetComponent<LineRenderer>();
_lines = new LineRenderer[SpectrumSize];
for (int i = 0; i < SpectrumSize; i++) {
LineRenderer lineRenderer = GameObject.Instantiate(prefab);
lineRenderer.transform.parent = transform;
lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
lineRenderer.widthMultiplier = LineWidth;
lineRenderer.positionCount = 2;
_lines[i] = lineRenderer;
}
}
void Update() {
var spectrumData = GetSpectrumData();
for (int i = 0; i < SpectrumSize; i++) {
var line = _lines[i];
var audioScale = Mathf.Pow(spectrumData[i] * AudioScale, Power);
var points = new Vector3[2];
var x = LineSpacing * i;
points[0] = new Vector3(x, 0.0f, 0.0f);
points[1] = new Vector3(x, audioScale, 0.0f);
line.widthMultiplier = LineWidth;
line.SetPositions(points);
}
}
}
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using UnityEngine;
using Assets.WasapiAudio.Scripts.Unity;
public class LineController : TripsitterAve {
public LineRenderer prefab;
public int LineCount = 64;
public float LineWidth = 0.5f;
public float LineSpacing = 1.0f;
private LineRenderer[] lines;
private float AudioScale = 10;
private float Power = 1.5f;
private int z = 0;
void Start() {
lines = new LineRenderer[LineCount];
for (int i = 0; i < LineCount; i++) {
LineRenderer lineRenderer = GameObject.Instantiate(prefab);
lineRenderer.transform.parent = transform;
lineRenderer.widthMultiplier = LineWidth;
lineRenderer.transform.Translate(0.0f, 0.0f, LineSpacing * 1.0f);
lineRenderer.positionCount = SpectrumSize;
lines[i] = lineRenderer;
}
}
void Update() {
var spectrumData = GetSpectrumData();
LineRenderer line = lines[z];
for (int i = 0; i < SpectrumSize; i++) {
var audioScale = Mathf.Pow(spectrumData[i] * AudioScale, Power);
var x = LineSpacing * i;
line.SetPosition(i, new Vector3(x, audioScale, 0.0f));
}
z = (z + 1) % LineCount;
}
}
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