[MenuItem("Assets/Create/Song")]      //允許從 unity 中直接建立外掛功能,不重要
    public static void CreateNewSongAsset()
    {
        SonataSongData asset = ScriptableObject.CreateInstance <SonataSongData>();

        AssetDatabase.CreateAsset(asset, "Assets/NewSong.asset");

        EditorUtility.FocusProjectWindow();
        Selection.activeObject = asset;
    }
Beispiel #2
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    public void SetSong(SonataSongData song)
    {
        Song = song;
        gameObject.GetComponent <AudioSource>().time  = 0;                                        //從第幾秒開始播放
        gameObject.GetComponent <AudioSource>().clip  = Song.BackgroundTrack;                     //抓歌曲
        gameObject.GetComponent <AudioSource>().pitch = 1;                                        //會改變音高,超過1會加速而且變尖銳,小數值會變慢變低音,畫面會回溯很可怕

        SmoothAudioTime = MyMath.BeatsToSeconds(-Song.AudioStartBeatOffset, Song.BeatsPerMinute); //開頭播放前的節拍數轉為秒數取負值,功能未知
    }
    public override void OnInspectorGUI()
    {
        DrawInspector();

        //Check for mouse events
        if (Event.current.isMouse)
        {
            if (Event.current.type == EventType.MouseDown)
            {
                OnMouseDown(Event.current);                 //按進度條區域
            }
            else if (Event.current.type == EventType.MouseUp)
            {
                OnMouseUp(Event.current);                 //按主要編輯區域
            }
        }

        //Check for key input events
        if (Event.current.isKey)
        {
            if (Event.current.type == EventType.KeyDown)
            {
                OnKeyDown(Event.current);                 //上下左右CTL來操控主要編輯區域
            }
        }

        if (Event.current.type == EventType.ValidateCommand)
        {
            switch (Event.current.commandName)
            {
            case "UndoRedoPerformed":
                RedrawProgressViewTexture();                            //每次新增刪除音符時,進度條同步更新.
                break;
            }
        }


        if (GUI.changed)
        {
            SonataSongData targetData = target as SonataSongData;
            if (targetData.BackgroundTrack != null && SonataPlayer.Song != targetData)
            {
                SonataPlayer.SetSong(targetData);                 //可以用拖曳的方式新增和變換歌曲
            }
        }

        UpdateMetronome();          //節拍器
        RepaintGui();
    }
Beispiel #4
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 public void SetSong(SonataSongData song)
 {
     Song            = song;
     SmoothAudioTime = MyMath.BeatsToSeconds(-Song.AudioStartBeatOffset, Song.BeatsPerMinute);           //開頭播放前的節拍數轉為秒數取負值,功能未知
 }