Files
kaiju/Assets/SceneLoader.cs
T

96 lines
2.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.UI;
using Assets.WasapiAudio.Scripts.Unity;
public class SceneLoader : MonoBehaviour {
public KeyCode NextButton = KeyCode.Space;
public KeyCode PrevButton = KeyCode.Return;
public KeyCode MenuButton = KeyCode.Escape;
public GameObject[] vis;
public GameObject menu;
public Text currentVis;
private int _current = 0;
private int _count;
private bool _menu_visible = false;
void Awake() {
vis = GameObject.FindGameObjectsWithTag("VFX");
_count = vis.Length;
foreach (GameObject v in vis) {
// all visualisations are active
// but their vfx components are disabled in editor
v.SetActive(false);
v.GetComponent<VisualEffect>().enabled = true;
// v.GetComponent<VfxAudioSpectrumDataBinder>().enabled = true;
// look for a canvas in children
// bit sketchy...
Canvas v_menu = v.GetComponentInChildren<Canvas>();
if (v_menu) v_menu.enabled = false;
}
ToggleMenu(_menu_visible);
}
void Start() {
foreach (GameObject v in vis) {
Debug.Log(v.ToString());
}
foreach (var device in Microphone.devices) {
Debug.Log("Microphone: " + device);
}
LoadVis(0);
}
void Update() {
if (Input.GetKeyDown(NextButton)) {
LoadNextVis();
}
if (Input.GetKeyDown(MenuButton)) {
ToggleMenu(!_menu_visible);
}
}
void LoadVis(int i) {
_current = i;
vis[i].SetActive(true);
currentVis.text = vis[i].name;
// ensure menu is synced on vis change
ToggleMenu(_menu_visible);
}
void LoadNextVis() {
vis[_current].SetActive(false);
int next = (_current + 1) % _count;
LoadVis(next);
}
void VisMenuVisible(int i, bool v) {
Canvas v_menu = vis[i].GetComponentInChildren<Canvas>();
if (v_menu) v_menu.enabled = v;
}
void ToggleMenu(bool visible) {
if (visible) {
menu.GetComponent<Canvas>().enabled = true;
VisMenuVisible(_current, true);
} else {
menu.GetComponent<Canvas>().enabled = false;
VisMenuVisible(_current, false);
}
_menu_visible = visible;
}
}