Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        BeatHandler_ = this.BeatHandlerObject.GetComponent<BeatHandler>();
        BeatHandler_.OnBeat += Handle_OnBeat;

        BeatMapper_ = this.BeatMapperObject.GetComponent<BeatMapper>();
    }
    public void LoadTracks(MusicTrack[] tracks, int currentLevel, float progress)
    {
        this.currentLevel = currentLevel;
        this.tracks       = tracks;
        this.mapper       = gameObject.AddComponent <BeatMapper>();
        mapper.ChangeBeatMap(tracks[currentLevel - 1].BeatMap);

        InitialiseTracks(progress);
    }
    /// <summary>
    /// Sets initial variables and components
    /// </summary>
    void Start()
    {
        // set beat mapper component
        beatMapper = soundManager.GetComponent <BeatMapper>();
        // keeping track of all objects in the game
        enemySpawner   = GetComponent <EnemySpawner>();
        player         = GameObject.FindGameObjectWithTag("Player");
        playerWaypoint = GameObject.FindGameObjectWithTag("PlayerWaypoint");
        playerScript   = player.GetComponent <Player>();
        // set audio source component
        audioSource      = soundManager.GetComponent <AudioSource>();
        audioSource.clip = mainTheme;
        audioSource.Play();

        // Make sure our projections are white to start
        outerLeftProjector.material.color  = M_NO_ENEMY.color;
        outerRightProjector.material.color = M_NO_ENEMY.color;
        innerProjector.material.color      = M_NO_ENEMY.color;

        // Spawn in our initial enemy destruction prefabs
        SpawnInitialEnemyDestructs();

        // detect what platform we are playing on
        #if UNITY_STANDALONE
        DESKTOPGAME = true;
#endif
#if UNITY_IOS
        MOBILEGAME = true;
#endif
#if UNITY_ANDROID
        MOBILEGAME = true;
#endif

        // effect for the menu of the game

        /*
         * GameObject[] lights = GameObject.FindGameObjectsWithTag("AvailableLight");
         * if (lights.Length > 0)
         * {
         *  for (int i = 0; i < lights.Length; i++)
         *  {
         *      lights[i].GetComponent<LightFlicker>().myLight = lights[i].GetComponent<Light>();
         *      lights[i].GetComponent<LightFlicker>().flash = true;
         *      lights[i].GetComponent<LightFlicker>().totalSeconds = 5;
         *      lights[i].GetComponent<LightFlicker>().intensityStep = lights[i].GetComponent<LightFlicker>().maxIntensity / 60;
         *      lights[i].GetComponent<LightFlicker>().intensityStep = lights[i].GetComponent<LightFlicker>().intensityStep / (lights[i].GetComponent<LightFlicker>().totalSeconds / 2);
         *      lights[i].GetComponent<LightFlicker>().myLight.enabled = true;
         *      int randomColorNum = Random.Range(0, lights[i].GetComponent<LightFlicker>().colors.Count);
         *      lights[i].GetComponent<LightFlicker>().myLight.color = lights[i].GetComponent<LightFlicker>().colors[randomColorNum];
         *      lights[i].GetComponent<LightFlicker>().repeat = true;
         *      float randomDelay = Random.Range(0, 2.5f);
         *      lights[i].GetComponent<LightFlicker>().beginningDelay = randomDelay;
         *  }
         * }
         */
    }
    private BeatMapper beatMapper; //our beatMapper script, which contains the player's beatMap
    #endregion

    /// <summary>
    /// Sets initial variables and components
    /// Reads in our mapped out beats
    /// </summary>
    public void Start()
    {
        // current amount of time passed since the game started
        currentGameTime = 0f;
        startedMusic    = false;
        // reset the map
        positionInMap = -1;

        // Get to our beatMap
        soundManager = GameObject.FindWithTag("SoundManager");
        beatMapper   = soundManager.GetComponent <BeatMapper>();
        beatMap      = beatMapper.listOfBeats;

        // set GameManager script
        gm     = GameObject.FindWithTag("Manager").GetComponent <GameManager>();
        player = GameObject.FindWithTag("Player");


        CalculateDistance();

        //*********
        // SET OUR LISTS HERE
        listOfMaps = new List <BeatMap>();
        // if our left list is empty, then we have 1 button input
        if (beatMapper.listOfBeatsLeft.Count == 0)
        {
            // Fill it with a generic beat
            listOfMaps.Add(new global::BeatMap(beatMapper.listGenericMegalovania, true));
            delayTimer = Mathf.Abs(-spawnOffset + listOfMaps[0].untilNextSpawn);

            GameObject.FindGameObjectWithTag("SoundManager").GetComponent <MusicPicker>().SetMegalovania();
        }
        // otherwise, we have multi-button input
        else
        {
            // add both our left and right maps

            listOfMaps.Add(new BeatMap(beatMapper.listOfBeatsLeft, true));
            listOfMaps.Add(new BeatMap(beatMapper.listOfBeatsRight, false));

            // set our music delay timer to be the lesser of the two beatMap lists first spawns,
            // and start our music after that amount of time
            if (listOfMaps[0].untilNextSpawn > listOfMaps[1].untilNextSpawn)
            {
                delayTimer = Mathf.Abs(-spawnOffset + listOfMaps[1].untilNextSpawn);
            }
            else
            {
                delayTimer = Mathf.Abs(-spawnOffset + listOfMaps[0].untilNextSpawn);
            }
        }

        StartCoroutine("StartMusic");
    }
Beispiel #5
0
    private BeatMapper beatMapper;                            //our beatMapper script, which contains the player's beatMap
    #endregion

    /// <summary>
    /// Sets initial variables and components
    /// </summary>
    public void Start()
    {
        // current amount of time passed since the game started
        currentGameTime = 0f;
        startedMusic    = false;
        // reset the map
        positionInMap = -1;

        // Get to our beatMap
        soundManager = GameObject.FindWithTag("SoundManager");
        beatMapper   = soundManager.GetComponent <BeatMapper>();
        beatMap      = beatMapper.listOfBeats;

        // set GameManager script
        gm     = GameObject.FindWithTag("Manager").GetComponent <GameManager>();
        player = GameObject.FindWithTag("Player");

        // Calculate our beats per minute
        bps = this.gameObject.GetComponent <MusicManager>().rootObj.beatsPerMinute / 60f;

        // calculate the distance between the player and where the enemies spawn
        CalculateDistance();

        // If our beatMap doesn't have anything contained in it, we want to spawn based on beats per minute
        if (beatMap.Count <= 0)
        {
            timeUntilNextBeat = (1f / bps);
            spawning          = true;
        }
        // Otherwise, we do want to spawn based on our beatMap input
        else
        {
            positionInMap      = 0;
            timeUntilNextBeat  = beatMap[positionInMap] - beatMapper.timeBetweenStartOfSongAndFirstBeat;
            timeSinceLastSpawn = 0f;
            spawning           = true;
        }
    }
Beispiel #6
0
    private AudioSource audioSource;                            // audio source component
    #endregion

    /// <summary>
    /// Sets initial variables and components
    /// </summary>
    void Start()
    {
        // set beat mapper component
        beatMapper = soundManager.GetComponent <BeatMapper>();
        // keeping track of all objects in the game
        enemySpawner = GetComponent <EnemySpawner>();
        player       = GameObject.FindGameObjectWithTag("Player");
        playerScript = player.GetComponent <Player>();
        // set audio source component
        audioSource      = soundManager.GetComponent <AudioSource>();
        audioSource.clip = mainTheme;
        audioSource.Play();
        // detect what platform we are playing on
        #if UNITY_STANDALONE
        DESKTOPGAME = true;
        #endif
        #if UNITY_IOS
        MOBILEGAME = true;
        #endif
        #if UNITY_ANDROID
        MOBILEGAME = true;
        #endif
    }
Beispiel #7
0
 public void RegisterOnBeatCallback(BeatMapper mapper)
 {
     this.mapper         = mapper;
     this.mapper.OnBeat += Shoot;
 }
    private AudioSource audioSource; // The audioSource that plays the songs. A part of the soundManager
    #endregion

    void Start()
    {
        // Initialize our class variables
        audioSource = soundManager.GetComponent <AudioSource>();
        beatMapper  = soundManager.GetComponent <BeatMapper>();
    }