private void Start() { config = GetComponent <Config>(); wave = GetComponent <SynthWave>(); procedural = GetComponent <ProceduralMusic>(); noteObjects = new List <GameObject>(); }
void Start() { bars = Mathf.Max(1, bars); subStep = Mathf.Max(1, subStep); config = GetComponent <Config>(); wave = GetComponent <SynthWave>(); line = GetComponent <LineRenderer>(); Draw(); }
public void Set(MasterUI master, SynthWave wave, Oscilator parent, Oscilator osc, GameObject tab, TabsUI handler) { this.master = master; this.parent = parent; this.osc = osc; this.tab = tab; this.handler = handler; Button button; button = GetComponent <Button>(); button.onClick.AddListener(Remove); }
void Start() { config = GetComponent <Config>(); wave = GetComponent <SynthWave>(); player = GetComponent <SynthPlayer>(); grammar = new Grammar <string>("4B", "4B"). AddProduction(new ProductionRule <string>(). Input("4B"). Output("2B", "2B"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("4B"). Output("2B", "1B", "1B"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("4B"). Output("1B", "2B", "1B"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("2B"). Output("h", "q.", "h", "e", "e", "e", "q"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("2B"). Output("h.", "q", "e", "e", "q", "h"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("1B"). Output("h", "q", "q"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("1B"). Output("q", "q", "q", "q"). SetCondition(Coin)). AddProduction(new ProductionRule <string>(). Input("1B"). Output("h.", "q"). SetCondition(Coin)); _music = null; }