public void Play(int delay)
 {
     pattern.Play(timeMaster.GetTime() + delay);
     patternVisualizer.reset();
     scoreCalculator.reset();
     playing = true;
     paused  = false;
 }
 public AverageTimer(TimeMaster timeMaster, int reportInterval, string name)
 {
     this.timeMaster     = timeMaster;
     this.reportInterval = reportInterval;
     this.name           = name;
     this.lastReportTime = timeMaster.GetTime();
 }
    public void Play()
    {
        Debug.Log("Playing");
        TimeMaster time = TimeMaster.Instance;

        int delay = 1;

        music.playFromBeginning(delay);
        calibrator.Play(delay * 1000 + time.GetTime());
    }
Beispiel #4
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    // Update is called once per frame
    void Update()
    {
        for (int i = 0; i < Input.touchCount; i++)
        {
            Touch   touch = Input.GetTouch(i);
            Vector2 pos   = touch.position;
            float   x     = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, 0)).x;

            StandardKeyCodes key = KeyMappings.reverseMap [getControl(x)];
            Debug.LogFormat("Key {0}", key);

            if (touch.phase == TouchPhase.Began)
            {
                downs [key] = timeMaster.GetTime();
                Debug.LogFormat("X down {0}", x);
            }
            else if (touch.phase == TouchPhase.Ended)
            {
                ups [key] = timeMaster.GetTime();
                Debug.LogFormat("X up {0}", x);
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        long musicTime = mainMusic.timeMillis();

        if (prevTime != musicTime)
        {
            prevTime = musicTime;
            long songTime = timeMaster.GetTime() - startTime;
            long error    = songTime - musicTime;

            startTime += error / 2;

            debugPanel.log("Drift", error.ToString());
        }
    }
    void PollKeysMac()
    {
        while (UseRealTimeInput)
        {
            averageTimer.startRecording();

//			UnityEngine.Debug.Log (timeMaster.GetTime());
//			bool aPressed = CGEventSourceKeyState (1, 0);
            //			UnityEngine.Debug.Log (CGEventSourceKeyState(1, 0));
            //			stopwatch.Reset();
//			if (listener != null) {
            for (int i = 0; i < trackedKeys.Count; i++)
            {
                StandardKeyCodes keyCodeStandard = trackedKeys [i];
                int  keyCode       = KeyConverter.ToMacNative(keyCodeStandard);
                bool keyPressed    = CGEventSourceKeyState(1, keyCode);
                bool prevKeyStatus = keyStates [keyCode];
//					UnityEngine.Debug.Log (keyPressed);
                if (keyPressed && !prevKeyStatus)                  //going from false to true
//						listener.onKeyDown (keyCode, timeMaster.GetTime());
                {
                    keyDowns[keyCodeStandard] = timeMaster.GetTime();
                }
                else if (!keyPressed && prevKeyStatus)
                {
//						listener.onKeyUp (keyCode, timeMaster.GetTime());
                    keyUps[keyCodeStandard] = timeMaster.GetTime();
                }
                keyStates [keyCode] = keyPressed;
            }

            long avg = averageTimer.stopRecording();
            if (avg != -1)
            {
//				UnityEngine.Debug.Log(avg);
                if (debugPanel)
                {
                    debugPanel.log("Input", avg.ToString());
                }
//				debugPanel.log ("Input", avg.ToString());
            }
            Thread.Sleep(sleepTime);
        }
    }
 public void startRecording()
 {
     startTime = timeMaster.GetTime();
 }