line spectrum
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@@ -1,46 +1,31 @@
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using UnityEngine;
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public class LineSpectrum : TripsitterAve
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{
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private GameObject[] _spectrumBars;
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private Vector3[] _originalPositions;
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private Vector3 _originalScale;
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public class LineSpectrum : TripsitterAve {
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private GameObject[] _spectrumBars;
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private Vector3[] _originalPositions;
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private Vector3 _originalScale;
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public GameObject Prefab;
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public float AudioScale;
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public float Power;
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private float AudioScale = 10;
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private float Power = 1.5f;
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public void Start()
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{
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_spectrumBars = new GameObject[SpectrumSize];
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_originalPositions = new Vector3[SpectrumSize];
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_originalScale = Prefab.transform.localScale;
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var width = Prefab.transform.localScale.x;
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for (var i = 0; i < SpectrumSize; i++)
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{
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var spectrumBar = GameObject.Instantiate(Prefab);
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spectrumBar.transform.parent = transform;
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spectrumBar.transform.localPosition = new Vector3(width * i, 0.0f, 0.0f);
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_spectrumBars[i] = spectrumBar;
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_originalPositions[i] = spectrumBar.transform.localPosition;
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}
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Prefab.SetActive(false);
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}
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public void Update()
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{
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var spectrumData = GetSpectrumData();
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for (var i = 0; i < SpectrumSize; i++)
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{
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var audioScale = Mathf.Pow(spectrumData[i] * AudioScale, Power);
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var newScale = new Vector3(_originalScale.x, _originalScale.y + audioScale, _originalScale.z);
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var halfScale = newScale / 2.0f;
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_spectrumBars[i].transform.localPosition = new Vector3(_originalPositions[i].x + halfScale.x, _originalPositions[i].y + halfScale.y, _originalPositions[i].z + halfScale.z);
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_spectrumBars[i].transform.localScale = newScale;
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}
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}
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void Start() {
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LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();
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lineRenderer.material = new Material(Shader.Find("Sprites/Default"));
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lineRenderer.widthMultiplier = 0.5f;
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lineRenderer.positionCount = SpectrumSize;
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Debug.Log("{SpectrumSize}");
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}
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void Update() {
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LineRenderer lineRenderer = GetComponent<LineRenderer>();
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var spectrumData = GetSpectrumData();
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var points = new Vector3[SpectrumSize];
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for (int i = 0; i < SpectrumSize; i++)
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{
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var audioScale = Mathf.Pow(spectrumData[i] * AudioScale, Power);
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points[i] = new Vector3(i * 1.0f, audioScale, 0.0f);
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}
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lineRenderer.SetPositions(points);
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}
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}
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