Exemple #1
0
        // saves beatmap to file
        private void SaveRecording(string beatmapPath, string fileName)
        {
            Debug.Log("saving beatmap");
            string fullPath = Path.Combine(beatmapPath, fileName);

            BeatmapCompressor.CompressBeatmapWithMusic(currentBuffer, fullPath);
        }
Exemple #2
0
        private void TrackPlayer_OnSongEnded(object sender, EventArgs e)
        {
            Debug.Log("ending song state");
            lobbyUI.Show(); // this should be a callback in the UI prob
            inGame = false;
            if (selectedBeatmapPath != null)
            {
                Debug.Log(selectedBeatmapPath);
                BeatmapCompressor.DeleteTempBeatmap(selectedBeatmapPath);
            }

            if (currentConductor != null)
            {
                trackPlayer.currentBeat -= currentConductor.OnCurrentBeat;
                Destroy(currentConductor.gameObject);
                currentConductor = null;
            }
            if (currentNoteSpawner != null)
            {
                Destroy(currentNoteSpawner.gameObject);
                currentNoteSpawner = null;
            }

            trackPlayer.songEnded -= TrackPlayer_OnSongEnded;
            if (!recording)
            {
                Destroy(trackPlayer.gameObject);
            }
        }
Exemple #3
0
        private string RetrieveBeatmapDirectory()
        {
            string beatmapDirectoryPath = FileBrowser.GetBeatmapPathFromFileDialog();

            if (beatmapDirectoryPath != null)
            {
                string unzippedBeatmapPath = BeatmapCompressor.UnzipBeatmap(beatmapDirectoryPath);
                return(unzippedBeatmapPath);
            }
            else
            {
                FlashMessage("no beatmap loaded");
                return(null);
            }
        }