void Start() { SongStarted = false; SS = FindObjectOfType <SongSelect>(); song = SS.Selectedsong; hit1 = GameObject.FindGameObjectWithTag("p1"); hit2 = GameObject.FindGameObjectWithTag("p2"); hit3 = GameObject.FindGameObjectWithTag("p3"); SpritePosition = GameObject.FindGameObjectWithTag("Sprite"); rhythmtool = GetComponent <RhythmTool>(); REP = GetComponent <RhythmEventProvider>(); rhythmtool.NewSong(song); rhythmtool.SongLoaded += OnSongLoaded; REP.onSubBeat.AddListener(OnSubBeat); combo = 0; score = 0; LHeld = false; MHeld = false; RHeld = false; TotalFrames = rhythmtool.totalFrames; }
// Use this for initialization void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } // Getting RhythmTool needed components rTool = GetComponent <RhythmTool>(); audioClip = GetComponent <AudioSource>().clip; rTool.audioClip = audioClip; rTool.SongLoaded += OnSongLoaded; eventProvider.SubBeat += onSubBeat; player = playerObject.GetComponent <Player>(); DontDestroyOnLoad(gameObject); enemies = new List <Enemy>(); boardScripts = GetComponent <BoardManager>(); boardBossScripts = GetComponent <BoardManagerBoss>(); InitGame(); }
void Start() { //grab the audio source and the audio analysis tool source = this.gameObject.GetComponent <AudioSource>(); tool = this.gameObject.GetComponent <RhythmTool>(); //check to see if the game has been restarted or not if (Retry.hasBeenRestarted) { //if so, reset the path to file path = Retry.oldPath; Retry.hasBeenRestarted = false; } else { path = StartGame.path; } //get the file extention fileExt = Path.GetFileName(path); //create the file path file = "file://" + path; StartCoroutine(LoadAudio()); }
// Use this for initialization void Start() { rhythmTool = GetComponent <RhythmTool>(); audioClip = GetComponent <AudioSource>().clip; rhythmTool.NewSong(audioClip); }
private void Start() { //grab the audio analysis tool tool = GameObject.Find("AudioHandler").GetComponent <RhythmTool>(); new WaitForSecondsRealtime(3); //start endGame coroutine StartCoroutine(endGame()); }
void SetUpRhythmTool() { rhythmTool = GetComponent <RhythmTool>(); //Give it a song. rhythmTool.NewSong(audioClip); //Subscribe to SongLoaded event. rhythmTool.SongLoaded += OnSongLoaded; }
// Start is called before the first frame update void Start() { //grab the audio analysis tool tool = GameObject.Find("AudioHandler").GetComponent <RhythmTool>(); //initalize the colors that can be changed colors = new Color[] { Color.white, Color.blue, Color.cyan, Color.green, Color.magenta.gamma, Color.red, Color.yellow, Color.gray }; //wait for 2 seconds StartCoroutine(Wait()); }
void Start() { rhythmtool = GetComponent <RhythmTool>(); events = GetComponent <RhythmEventProvider>(); wspawn = FindObjectOfType <Weapon>(); rhythmtool.NewSong(Theme); rhythmtool.SongLoaded += OnSongLoaded; events.onSubBeat.AddListener(OnSubBeat); }
// Start is called before the first frame update void Start() { //push the enemy out to the left to start it's movement this.GetComponent <Rigidbody>().AddForce(new Vector2(-5, 0), ForceMode.Impulse); //grab the audio analysis tool tool = GameObject.Find("AudioHandler").GetComponent <RhythmTool>(); //grab the game mangaer manager = GameObject.Find("GameHandler").GetComponent <GameManager>(); //set the movement speed to the bpm speed = tool.bpm; }
void Start() { //s = transform.Find("spawn").GetComponent<spawn> (); backAmount = StartVar.nback; //get nback amount from the global start values print(backAmount); rhythmTool = GetComponent <RhythmTool>(); //get the rhythm tool rhythmTool.NewSong(audioClip); //set song for the rhythm tool to play low = rhythmTool.Low.Frames; nbacktrack = new int[backAmount + 1]; //create nback list missReserve = new int[backAmount - 1]; //create reserve list //GetComponent<reachscaler>().enabled = true; //Instantiate (startball, new Vector3 (((float)0.08), ((float)2.05), ((float)-0.23)), Quaternion.identity); }
public override void OnInspectorGUI() { serializedObject.Update(); RhythmTool rhythmTool = (RhythmTool)target; EditorGUILayout.LabelField("Total frames:", rhythmTool.totalFrames.ToString()); EditorGUILayout.LabelField("Last Frame:", rhythmTool.lastFrame.ToString()); EditorGUILayout.LabelField("Current Frame:", rhythmTool.currentFrame.ToString()); EditorGUILayout.Separator(); EditorGUILayout.LabelField("BPM:", rhythmTool.bpm.ToString()); EditorGUILayout.LabelField("Beat Length:", rhythmTool.beatLength.ToString() + " frames"); EditorGUILayout.Separator(); //Note: Uncomment and make _audioClip field serializable for editor support //EditorGUI.BeginChangeCheck(); //SerializedProperty audioClip = serializedObject.FindProperty("_audioClip"); //EditorGUILayout.PropertyField(audioClip); //if (EditorGUI.EndChangeCheck()) // rhythmTool.audioClip = (AudioClip)audioClip.objectReferenceValue; //EditorGUILayout.Separator(); SerializedProperty _trackBeat = serializedObject.FindProperty("_trackBeat"); EditorGUILayout.PropertyField(_trackBeat); SerializedProperty _preAnalyze = serializedObject.FindProperty("_preAnalyze"); EditorGUILayout.PropertyField(_preAnalyze); if (_preAnalyze.boolValue) { SerializedProperty _cacheAnalysis = serializedObject.FindProperty("_cacheAnalysis"); EditorGUILayout.PropertyField(_cacheAnalysis); } else { SerializedProperty _lead = serializedObject.FindProperty("_lead"); EditorGUILayout.IntSlider(_lead, 1, 1800); } serializedObject.ApplyModifiedProperties(); EditorUtility.SetDirty(target); }
public override void OnInspectorGUI() { RhythmTool myTarget = (RhythmTool)target; EditorGUILayout.LabelField("Total frames:", myTarget.totalFrames.ToString()); EditorGUILayout.LabelField("Last Frame:", myTarget.lastFrame.ToString()); EditorGUILayout.LabelField("Current Frame:", myTarget.currentFrame.ToString()); EditorGUILayout.Separator(); EditorGUILayout.LabelField("BPM:", myTarget.bpm.ToString()); EditorGUILayout.LabelField("Beat Length:", myTarget.beatLength.ToString() + " frames"); EditorGUILayout.Separator(); EditorGUI.BeginDisabledGroup(Application.isPlaying); SerializedProperty calculateTempo = serializedObject.FindProperty("_calculateTempo"); EditorGUILayout.PropertyField(calculateTempo); SerializedProperty preCalculate = serializedObject.FindProperty("_preCalculate"); EditorGUILayout.PropertyField(preCalculate); if (preCalculate.boolValue) { SerializedProperty storeAnalyses = serializedObject.FindProperty("_storeAnalyses"); EditorGUILayout.PropertyField(storeAnalyses); } EditorGUI.EndDisabledGroup(); if (!preCalculate.boolValue) { SerializedProperty lead = serializedObject.FindProperty("_lead"); EditorGUILayout.IntSlider(lead, 300, 10000); } serializedObject.ApplyModifiedProperties(); serializedObject.Update(); }
// Start is called before the first frame update void Start() { tool = GameObject.Find("AudioHandler").GetComponent <RhythmTool>(); rand = new System.Random(); health = GameObject.Find("Player").GetComponent <HealthManager>(); }