void SelectOn() { if (!selectButtonIsPressed) { selectButtonIsPressed = true; StartCoroutine(selectHeld(++selectPressNumber)); NoteLight selected = lights[position]; selected.toggleInputLight(); } }
//EDITOR //This method is only used to build the lights in the editor. public void BuildLights() { string[] noteNames = new string[] { "A", "*", "B", "C", "*", "D", "*", "E", "F", "*", "G", "*" }; for (int i = 0; i < 12; i++) { if (lights[i] != null) { DestroyImmediate(lights[i].gameObject); } Transform o = (Transform)Instantiate(lightPrefab, LightsSource.position, Quaternion.AngleAxis((360 * i / 12.0f), new Vector3(0, 1, 0))); o.Translate(new Vector3(0.00f, 0.0f, 0.12f));//For vertical alignment. This is eaiser (but not better) than modifiying the prefab. o.SetParent(WheelButton.GetComponent <Transform>()); NoteLight NL = o.GetComponent <NoteLight>(); lights[i] = NL; NL.setText(noteNames[i]); NL.name = "Note Light:" + Quality.notes[i]; NL.note = (Note)i; NL.audio = GetComponent <KMAudio>(); } }