Training.Update C# (CSharp) Method

Update() public method

public Update ( ) : void
return void
    void Update()
    {
        if (gameObject.activeSelf)
        {
            if ((Time.time-startTime) >= duration)
            {
                gameObject.SetActive (false);

                // Log session score and reset for performance sake
                // menu.logScore((float)alphaLatAvg);
                // alphaLatAvg = 0;
                // avgSamples = 1;

                menu.nextStage();
            }

            // Tunnel rotation
            tunnelContainer.transform.Rotate (0, 0.02f, 0);

            // AlphaLat to Movement
            alpha = (float)FTSInterface.getAlpha();

            float currentPosZ = ball.transform.position[2];
            // Ensure 0=middle of the range and scale by alphaLIM
            float targetPosZ = (MINZPOS+MAXZPOS)/2 + -alpha/Config.alphaLimit*(MAXZPOS-MINZPOS);
            // limit range of Z pos
            targetPosZ=Mathf.Min(Mathf.Max(targetPosZ,MINZPOS),MAXZPOS);

            float targetRotX = turningRate * (targetPosZ - currentPosZ) / (2f * Mathf.PI * 0.5f);

            Vector3 targetPosition = new Vector3(0, 0, targetPosZ);
            ball.transform.position = Vector3.SmoothDamp(ball.transform.position, targetPosition, ref velocity, smoothTime);
            ball.transform.Rotate (targetRotX, 0, 0);

            /*
            // AlphaLat Rolling average to Ball Color
            alphaLatAvg = (alphaLatAvg * avgSamples + alpha) / (avgSamples + 1);
            avgSamples += 1;
            //Debug.Log (alphaLatAvg);

            float targetBlend = 0.5f + (alpha - alphaLatAvg)/Config.alphaLimit;
            float ballBlend = Mathf.Min(Mathf.Max(targetBlend,0f),1f);

            ballRenderMan.material.SetFloat ("_Blend", ballBlend);
            //skinnedMeshRenderMan.SetBlendShapeWeight (0, value * 100f);
            */

            // Badness to Tunnel color
            float b = (float)FTSInterface.getBadness();
            // smooth badness to make it visible for longer
            if ( Config.badnessFilter>0 ) {
                badness = Config.badnessFilter * b + (1-Config.badnessFilter)*badness;
            } else {
                badness = b;
            }
            float badColor = Mathf.Max(0,badness-Config.badnessThreshold); // > .5 = bad
            badColor = Mathf.Min(badColor,Config.badnessLimit) / Config.badnessLimit; // 3 is max badness, linear between

            for (int i=0; i < tunnelRenderMans.Length; ++i) {
                tunnelRenderMans[i].material.SetFloat ("_Blend", badColor);
            }
        }
    }

Usage Example

Example #1
0
        public void raise_trainingUpdated_on_update_training()
        {
            var history = new History();

            history.Add(new TrainingCreated(Guid.NewGuid(), 1, "TEST", 2, Color.Empty.ToArgb()));

            var training = new Training(history);

            training.Update("ESSAI", 3, Color.Empty.ToArgb());
            training.UncommitedEvents.GetStream().Should().Contain(new TrainingUpdated(Guid.NewGuid(), 1, "ESSAI", 3, Color.Empty.ToArgb()));
        }
All Usage Examples Of Training::Update