void loadLevel(int level) { switch (level) { case 1: var songLevel1 = new SongLevel("Ark_Cut", "Ark_Cut", "Ark_Cut", 69, 3.2f); loadLevel(songLevel1); break; case 2: var songLevel2 = new SongLevel("Dizzy3", "Dizzy3", "Poli_Mix_Track", 62, 3.2f); loadLevel(songLevel2); break; case 3: var songLevel3 = new SongLevel("Epic", "Epic1", "Epic", 179, 3.2f); loadLevel(songLevel3); break; default: var songLevel4 = new SongLevel("Ark_Cut", "Ark_Cut", "Ark_Cut", 69, 3.2f); loadLevel(songLevel4); break; } }
void loadLevel(SongLevel level) { foreach (var singleNote in level.LevelNotes) { GameObject note = singleNotePurple; if (songStart > singleNote.Timing) { continue; } switch (singleNote.NoteType) { case NoteCategory.purple: note = Instantiate(singleNotePurple, singleNotePurple.transform.position, singleNotePurple.transform.rotation); break; case NoteCategory.orange: note = Instantiate(singleNoteOrange, singleNoteOrange.transform.position, singleNoteOrange.transform.rotation); break; case NoteCategory.cyan: note = Instantiate(singleNoteCyan, singleNoteCyan.transform.position, singleNoteCyan.transform.rotation); break; case NoteCategory.green: note = Instantiate(singleNoteGreen, singleNoteGreen.transform.position, singleNoteGreen.transform.rotation); break; case NoteCategory.yellow: note = Instantiate(singleNoteYellow, singleNoteYellow.transform.position, singleNoteYellow.transform.rotation); break; case NoteCategory.red: note = Instantiate(singleNoteRed, singleNoteRed.transform.position, singleNoteRed.transform.rotation); break; case NoteCategory.pink: note = Instantiate(singleNotePink, singleNotePink.transform.position, singleNotePink.transform.rotation); break; default: break; } NoteControl noteSpeed = note.GetComponent(typeof(NoteControl)) as NoteControl; noteSpeed.speed = 7 * songSpeed; noteSpeed.noteDelay = singleNote.Timing; } StartCoroutine(audioControl.LoadClipDelay(level.AudioPath, level.SongDelay, songStart)); levelEnd = level.LevelLength; levelPlaying = true; countdownLevel = true; if (debugMode) { gameClock.GameTimer = songStart; gameClock.debugTimer = songStart; gameClock.ActivateDebugTimer(); } }