public void Init() { _Time_Since_Start = 0; _is_playing = false; _loop = true; int BPM = 120; _length = 4 * (60000 / BPM); HitObjects = new List <HitObject>(); AudioClip clip1 = (AudioClip)Resources.Load("sound"); HitObject HO_b1 = gameObject.AddComponent <HitObject>(); HO_b1.Init(); HO_b1._BPM = BPM; HO_b1._MS_per_beat = 60000 / HO_b1._BPM; HO_b1._size = 250; HO_b1._offset = 0 * HO_b1._MS_per_beat; HO_b1.HitSound = clip1; HO_b1._sprite = Instantiate(_sprite); SpriteRenderer sr = HO_b1._sprite.GetComponent <SpriteRenderer>(); sr.color = new Color(1, 1, 0); HO_b1._sequence = this; HitObject HO_b2 = gameObject.AddComponent <HitObject>(); HO_b2._BPM = BPM; HO_b2.Init(); HO_b2._MS_per_beat = 60000 / HO_b2._BPM; HO_b2._size = 250; HO_b2._offset = 1 * HO_b2._MS_per_beat; HO_b2.HitSound = clip1; HO_b2._sprite = Instantiate(_sprite);; HO_b2._sequence = this; HitObject HO_b3 = gameObject.AddComponent <HitObject>(); HO_b3._BPM = BPM; HO_b3.Init(); HO_b3._MS_per_beat = 60000 / HO_b3._BPM; HO_b3._size = 250; HO_b3._offset = 2 * HO_b3._MS_per_beat; HO_b3.HitSound = clip1; HO_b3._sprite = Instantiate(_sprite);; HO_b3._sequence = this; HitObject HO_b4 = gameObject.AddComponent <HitObject>(); HO_b4._BPM = BPM; HO_b2.Init(); HO_b4._MS_per_beat = 60000 / HO_b4._BPM; HO_b4._size = 250; HO_b4._offset = 3 * HO_b4._MS_per_beat; HO_b4.HitSound = clip1; HO_b4._sprite = Instantiate(_sprite);; HO_b4._sequence = this; Destroy(_sprite); HitObjects.Add(HO_b1); HitObjects.Add(HO_b2); HitObjects.Add(HO_b3); HitObjects.Add(HO_b4); }