// Update is called once per frame void Update() { //if audio alaysis is being done if (tool.isPlaying) { //grab the interval between beats interval = tool.BeatTime(); //add realtime to whenToChange whenToChange += Time.deltaTime; //if it's time to change the color if (whenToChange > interval && interval != 0) { //change colors if (index == colors.Length - 1) { camera.backgroundColor = Color.Lerp(colors[index - 1], colors[0], changeSpeed); index = 0; } //reset values camera.backgroundColor = Color.Lerp(colors[index], colors[index + 1], changeSpeed); whenToChange = 0; index++; } } }
// Update is called once per frame void Update() { if (tool.isPlaying) { interval = tool.BeatTime(); whenToSpawn += Time.deltaTime; if (whenToSpawn > interval && interval != 0) { if (hasSpawned) { hasSpawned = false; whenToSpawn = 0; } else { Vector3 newPos = new Vector3(transform.position.x, transform.position.y, 0f); int tempNum = rand.Next(0, 3); if (num == 2 && tempNum == 2) { tempNum = 0; num = 0; } if (tempNum == 1 && health.playerHealth == 3) { tempNum = 0; } Instantiate(enemies[tempNum], newPos, Quaternion.identity); num = tempNum; hasSpawned = true; whenToSpawn = 0; } } } }