Example #1
0
    public override void Tick(EntityController cont)
    {
        float realOnTime  = MusicUtility.BeatsToSeconds(onTime, 115); //i dont care (the solution is to have cont reference the beatmap and read that but we only have 1 song for this game jam so whatever)
        float realOffTime = MusicUtility.BeatsToSeconds(offTime, 115);

        cont.MovementInput = cont.InternalTimer % (realOnTime + realOffTime) < realOnTime;
    }
Example #2
0
 void Update()
 {
     for (int i = 0; i < spawnTimers.Count; i++)
     {
         spawnTimers[i] += Time.deltaTime;
         if (spawnTimers[i] >= spawnRate[i] && MusicUtility.BeatsToSeconds(beatsToStart[i], referenceMap.Bpm) <= referenceMap.TimeSinceStart)
         {
             generateEnemy(i);
             spawnTimers[i] = 0;
         }
     }
 }
Example #3
0
    IEnumerator FadeAmbience(float from, float to)
    {
        ambienceOn = to > from;
        float start    = Time.time;
        float fadeTime = MusicUtility.BeatsToSeconds(4, Bpm);

        while (Time.time - start <= fadeTime)
        {
            ambienceSource.volume = Mathf.Lerp(from, to, (Time.time - start) / fadeTime);
            yield return(null);
        }
        ambienceSource.volume = to;
    }
 private void Start()
 {
     mapToRead           = FindObjectOfType <Beatmap>();
     pulsateCycleSeconds = MusicUtility.BeatsToSeconds(pulsateCycleBeats, mapToRead.Bpm);
 }