Kategoriak: All - mouse - function - variable

arabera Mike Ton 10 years ago

327

Unity3D_Stepp

A code snippet outlines a button functionality within a step sequencer system. The "Button.cs" script defines a button that toggles its state when clicked, using a private boolean called "

Unity3D_Stepp

Stepp

(example scene)

Trigger.cs
:Button

IEnumerator

TriggerAnimation(){ ... }

yield return null;

//Why return null??? As opposed to doing nothing???

targetScale.y = 1.0f;

targetScale.x = 1.0f;

targetScale = transform.localScale;

yield return new WaitForSeconds(0.3f);

transform.localScale = targetScale;

targetScale.y = 1.2f;

targetScale.x = 1.2f;

Vector3 targetScale = transform.localScale;

//wth is IEnumerator

You don't use IEnumerable "over" foreach. Implementing IEnumerable makes using foreach possible.

When you write code like:

foreach (Foo bar in baz)

{

...

}

it's functionally equivalent to writing:

IEnumerator bat = baz.GetEnumerator();

while (bat.MoveNext())

{

bar = (Foo)bat.Current

...

}

By "functionally equivalent," I mean that's actually what the compiler turns the code into. You can't use foreach on baz in this example unless baz implements IEnumerable.

IEnumerable means that baz implements the method

IEnumerator GetEnumerator()

The IEnumerator object that this method returns must implement the methods

bool MoveNext()

and

Object Current()

The first method advances to the next object in the IEnumerable object that created the enumerator, returning false if it's done, and the second returns the current object.

Anything in .Net that you can iterate over implements IEnumerable. If you're building your own class, and it doesn't already inherit from a class that implements IEnumerable, you can make your class usable in foreach statements by implementing IEnumerable (and by creating an enumerator class that its new GetEnumerator method will return).

HandleSequencerAdvancedStep(int inStep){ ... }

if ((inStep == step) && Selected) { ... }

StartCoroutine("TriggerAnimation");

StopCoroutine("TriggerAnimation");

HandleMouseUpAsButton(bool selected){ ... }

stepSequencer.RemovePitchAtStep(pitch, step);

stepSequencer.AddPitchAtStep(pitch, step);

Awake(){ ... }

stepSequencer.advancedStepDelegate += HandleSequencerAdvancedStep;

MouseUpAsButton += HandleMouseUpAsButton;

Button.cs

OnMouseUpAsButton(){ ... }

if (MouseUpAsButton != null) { ... }

MouseUpAsButton(Selected);

Selected = !Selected;

selected = false;

bool

Selected{ ... }

set{ ... }

spriteRenderer.sprite = (Selected) ? selectedSprite : deselectedSprite;

SpriteRenderer spriteRenderer = (SpriteRenderer)GetComponent();

selected = value;

//wth is value defined???

//special in the language

get{ ... }

return selected;

//wth is this???

ButtonHandler

MouseUpAsButton;

ButtonHandler(bool selected);

Sprite

deselectedSprite

selectedSprite

SequencerController.cs

HandlePowerButtonPressed( bool selected ){ ... }

else { ... }

stepIndicator.GetComponent().enabled = false;

stepSequencer.StopSequencer();

if (selected) { ... }

stepSequencer.StartSequencer();

HandleSequencerStepAdvance( int step ){ ... }

stepIndicator.transform.position = position;

position.x = (step*2.0f) - 7.0f;

Vector3 position = stepIndicator.transform.position;

if (stepIndicator.GetComponent().enabled == false) { ... }

stepIndicator.GetComponent().enabled = true;

Start(){ ... }

playButton.MouseUpAsButton += HandlePowerButtonPressed;

stepSequencer.advancedStepDelegate += HandleSequencerStepAdvance;

GameObject

stepIndicator

Button

playButton

stepSequencer

(editor)

func
(Sequencer)

ClearAllPitches()

StopSequencer()

StartSequencer()

(Stepp.cs)

advancedStepDelegate

Add callbacks to the advancedStepDelegateto be notified when the sequencer advances to a new step. The demo sequencer uses this to update the position of the Step­Indicator game object.

(call)

private void Updat(){ ... }

if ((currentStep >= 0) && (advancedStepDelegate != null)) { ... }

advancedStepDelegate(currentStep);

(passes int currentStep)

(path/config)

(define)

public

SteppCallback

advancedStepDelegate;

delegate

void

SteppCallback(int step);

private

(step)

currentStep;

//The current step that the sequencer is on.

lastStep;

//The last step that the sequencer was on. Used to determine when step boundaries are crossed.

double

stepDuration;

The duration of a single step at the current temp;

class

{ ... }

(func)

(constructor)

Voice (AudioSource inAudioSource, int inPitch, int inStep){ ... }

(init)

step = inStep;

pitch = inPitch;

audioSource = inAudioSource;

(var)

public

int

step

pitch

readonly

AudioSource

audioSource;

Voice[]

voices;

//can be run while sequencer is active

RemovePitchAtStep(pitch,step)

AddPitchAtStep(pitch, step)

prop
Count

Voice

Pitch

Pitches

Audio Files

Step

Tempo