reng 5 months ago
commit 373466edb2
  1. 77
      .gitignore
  2. 8
      Assets/Materials.meta
  3. 17
      Assets/OscConnection.asset
  4. 8
      Assets/OscConnection.asset.meta
  5. 145
      Assets/OscHandler.cs
  6. 11
      Assets/OscHandler.cs.meta
  7. 8
      Assets/Scenes.meta
  8. 1424
      Assets/Scenes/SampleScene.unity
  9. 7
      Assets/Scenes/SampleScene.unity.meta
  10. 8
      Assets/Shaders.meta
  11. 1050
      Assets/Shaders/noise.shadergraph
  12. 10
      Assets/Shaders/noise.shadergraph.meta
  13. 8
      Assets/Textures.meta
  14. 40
      Assets/Textures/DisplayTexture.renderTexture
  15. 8
      Assets/Textures/DisplayTexture.renderTexture.meta
  16. 40
      Assets/Textures/SpoutInputTexture.renderTexture
  17. 8
      Assets/Textures/SpoutInputTexture.renderTexture.meta
  18. 40
      Assets/Textures/SpoutOutputTexture.renderTexture
  19. 8
      Assets/Textures/SpoutOutputTexture.renderTexture.meta
  20. 8
      Assets/UI.meta
  21. BIN
      Assets/UI/FPS30_Countdown_SEQ.7z
  22. 7
      Assets/UI/FPS30_Countdown_SEQ.7z.meta
  23. BIN
      Assets/UI/Layout_Proportion.png
  24. 114
      Assets/UI/Layout_Proportion.png.meta
  25. BIN
      Assets/UI/countdown.mp4
  26. 18
      Assets/UI/countdown.mp4.meta
  27. BIN
      Assets/UI/countdown_0000.png
  28. 114
      Assets/UI/countdown_0000.png.meta
  29. BIN
      Assets/UI/intro.mp4
  30. 18
      Assets/UI/intro.mp4.meta
  31. 56
      Packages/manifest.json
  32. 511
      Packages/packages-lock.json
  33. 19
      ProjectSettings/AudioManager.asset
  34. 6
      ProjectSettings/ClusterInputManager.asset
  35. 37
      ProjectSettings/DynamicsManager.asset
  36. 11
      ProjectSettings/EditorBuildSettings.asset
  37. 40
      ProjectSettings/EditorSettings.asset
  38. 64
      ProjectSettings/GraphicsSettings.asset
  39. 487
      ProjectSettings/InputManager.asset
  40. 35
      ProjectSettings/MemorySettings.asset
  41. 93
      ProjectSettings/NavMeshAreas.asset
  42. 8
      ProjectSettings/NetworkManager.asset
  43. 44
      ProjectSettings/PackageManagerSettings.asset
  44. 56
      ProjectSettings/Physics2DSettings.asset
  45. 7
      ProjectSettings/PresetManager.asset
  46. 724
      ProjectSettings/ProjectSettings.asset
  47. 2
      ProjectSettings/ProjectVersion.txt
  48. 239
      ProjectSettings/QualitySettings.asset
  49. 121
      ProjectSettings/SceneTemplateSettings.json
  50. 17
      ProjectSettings/ShaderGraphSettings.asset
  51. 43
      ProjectSettings/TagManager.asset
  52. 9
      ProjectSettings/TimeManager.asset
  53. 36
      ProjectSettings/UnityConnectSettings.asset
  54. 14
      ProjectSettings/VFXManager.asset
  55. 8
      ProjectSettings/VersionControlSettings.asset
  56. 10
      ProjectSettings/XRSettings.asset

77
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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/[Tt]emp/
/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
using OscJack;
public class OscHandler : MonoBehaviour
{
[SerializeField]
public CanvasGroup intro;
[SerializeField]
public CanvasGroup main;
[SerializeField]
public VideoPlayer videoPlayer;
[SerializeField]
public Image mask;
[SerializeField]
OscConnection _connection = null;
// Start is called before the first frame update
void Start()
{
setupOsc();
}
// Update is called once per frame
void Update()
{
}
public void setupOsc()
{
Debug.Log("Setting up OSC server...");
var port = _connection?.port ?? 0;
var server = OscMaster.GetSharedServer(port);
// if(server.IsRunning){
server.MessageDispatcher.AddCallback("/reset",
(string address, OscDataHandle data) => {
onReset();
}
);
server.MessageDispatcher.AddCallback("/go",
(string address, OscDataHandle data) => {
Debug.Log("/go message received");
videoPlayer.Stop();
videoPlayer.time = 0;
videoPlayer.Play();
videoPlayer.loopPointReached += (VideoPlayer vp) => {
StartCoroutine(FadeCanvasGroup(intro, 1, 0, 1f));
StartCoroutine(FadeCanvasGroup(main, 0, 1, 1f));
};
}
);
server.MessageDispatcher.AddCallback("/inputTime",
(string address, OscDataHandle data) => {
float duration = data.GetElementAsFloat(0);
Debug.Log("/inputTime message received"+duration);
onInputTime(duration);
}
);
server.MessageDispatcher.AddCallback("/end",
(string address, OscDataHandle data) => {
Debug.Log("/end message received");
;
StartCoroutine(FadeCanvasGroup(main, 1, 0, 1f));
}
);
// }
}
private IEnumerator FadeCanvasGroup(CanvasGroup canvasGroup, float startAlpha, float endAlpha, float duration)
{
canvasGroup.alpha = startAlpha;
float elapsedTime = 0f;
while (elapsedTime < duration)
{
elapsedTime += Time.deltaTime;
canvasGroup.alpha = Mathf.Lerp(startAlpha, endAlpha, elapsedTime / duration);
yield return null;
}
canvasGroup.alpha = endAlpha;
}
public void onInputTime(float duration)
{
Debug.Log("Start decreasing fill over time: " + duration);
if (mask != null)
{
StopCoroutine("DecreaseFill");
StartCoroutine(DecreaseFill(duration));
}
}
private IEnumerator DecreaseFill(float duration)
{
float elapsed = 0f;
mask.fillAmount = 1f;
while (elapsed < duration)
{
elapsed += Time.deltaTime;
mask.fillAmount = Mathf.Lerp(1f, 0f, elapsed / duration);
yield return null;
}
mask.fillAmount = 0f;
}
public void onReset()
{
Debug.Log("/reset message received");
videoPlayer.Stop();
intro.alpha = 0f;
main.alpha = 0f;
}
}

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{
"dependencies": {
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},
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"url": "https://registry.npmjs.com",
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