Example #1
0
    void Start()
    {
        SongStarted = false;
        SS          = FindObjectOfType <SongSelect>();
        song        = SS.Selectedsong;

        hit1           = GameObject.FindGameObjectWithTag("p1");
        hit2           = GameObject.FindGameObjectWithTag("p2");
        hit3           = GameObject.FindGameObjectWithTag("p3");
        SpritePosition = GameObject.FindGameObjectWithTag("Sprite");

        rhythmtool = GetComponent <RhythmTool>();
        REP        = GetComponent <RhythmEventProvider>();

        rhythmtool.NewSong(song);
        rhythmtool.SongLoaded += OnSongLoaded;

        REP.onSubBeat.AddListener(OnSubBeat);

        combo = 0;
        score = 0;

        LHeld = false;
        MHeld = false;
        RHeld = false;

        TotalFrames = rhythmtool.totalFrames;
    }
Example #2
0
    // Use this for initialization
    void Start()
    {
        rhythmTool = GetComponent <RhythmTool>();
        audioClip  = GetComponent <AudioSource>().clip;

        rhythmTool.NewSong(audioClip);
    }
Example #3
0
    void SetUpRhythmTool()
    {
        rhythmTool = GetComponent <RhythmTool>();

        //Give it a song.
        rhythmTool.NewSong(audioClip);

        //Subscribe to SongLoaded event.
        rhythmTool.SongLoaded += OnSongLoaded;
    }
Example #4
0
    void Start()
    {
        rhythmtool = GetComponent <RhythmTool>();
        events     = GetComponent <RhythmEventProvider>();
        wspawn     = FindObjectOfType <Weapon>();


        rhythmtool.NewSong(Theme);
        rhythmtool.SongLoaded += OnSongLoaded;

        events.onSubBeat.AddListener(OnSubBeat);
    }
Example #5
0
    void Start()
    {
        //s = transform.Find("spawn").GetComponent<spawn> ();
        backAmount = StartVar.nback;            //get nback amount from the global start values
        print(backAmount);

        rhythmTool = GetComponent <RhythmTool>();      //get the rhythm tool

        rhythmTool.NewSong(audioClip);                 //set song for the rhythm tool to play

        low         = rhythmTool.Low.Frames;
        nbacktrack  = new int[backAmount + 1];          //create nback list
        missReserve = new int[backAmount - 1];          //create reserve list
        //GetComponent<reachscaler>().enabled = true;
        //Instantiate (startball, new Vector3 (((float)0.08), ((float)2.05), ((float)-0.23)), Quaternion.identity);
    }
Example #6
0
    /*/////////////////
     *
     *  OnEndOfSong
     *
     *  resets game if endofsong signal sent
     *  also sets text of screen to show if the player won or lost
     *
     *
     */
    void OnEndOfSong()
    {
        //GetComponent<reachscaler>().enabled = false;

        if (suc <= err || forcestop)        //if the player loses, play lose sound, set screen to "YOUR'E FIRED"

        {
            GameObject.Find("effects").GetComponent <AudioSource>().clip = GameObject.Find("effects").GetComponent <sounds>().sfx[2];
            GameObject.Find("effects").GetComponent <AudioSource>().Play();
            GameObject.Find("labels").GetComponent <TextMesh> ().text = "YOU'RE\nFIRED";
        }
        else                                        //if the player wins, play win sound, set screen to "GOOD JOB"

        {
            GameObject.Find("effects").GetComponent <AudioSource>().clip = GameObject.Find("effects").GetComponent <sounds>().sfx[3];
            GameObject.Find("effects").GetComponent <AudioSource>().Play();
            GameObject.Find("labels").GetComponent <TextMesh> ().text = "GOOD\nJOB";
        }


        nbacktrack  = new int[backAmount + 1];          //reset nback and reserve lists
        missReserve = new int[backAmount - 1];
        //Instantiate (startball, new Vector3 (((float)0.08), ((float)2.05), ((float)-0.23)), new Quaternion ());
        rhythmTool.NewSong(audioClip);                  //reset rhythm tool song
        beats     = -1;                                 //reset all values
        steps     = 0;
        lastFrame = 0;
        suc       = 0;
        mis       = 0;
        err       = 0;
        forcestop = false;

        foreach (spawn S in beltSpawners)               //reactivate spawners
        {
            S.active = true;
        }

        foreach (pass P in movers)                      //reactivate movers
        {
            P.active = true;
        }

        GameButton.start = true;                        //reset the game button to act as a start button
        //GetComponent<reachscaler>().enabled = true;
    }
Example #7
0
 void Start()
 {
     rhythmTool.NewSong(audioClip);
     low = rhythmTool.low;
     rhythmTool.SongLoaded += OnSongLoaded;
 }