//[SerializeField] //AudioPeerManager _apm; // korean apm :worry: // Use this for initialization void Start() { //_source = gameObject.GetComponent<AudioSource>(); _bufferhighList.Add(new float[64]); _highList.Add(new float[64]); _highSection = 0; _highBeat = 0.0f; for (int i = 0; i < 64; ++i) { _freqbeat[i] = false; _historyBufferArray[i] = new float[43]; //_highs[i] = new float[21600]; // who the f**k puts a song thats 24 hours long? ok // this is enough. } for (int i = 0; i < _offset.Length; ++i) { _offset[i] = 1.0f; } //print(_source.clip.name.ToString()); // _detectedFinish = checkSong(_apm._sample.name) && checkSong(_apm._sample2.name); _detectedFinish = checkSong(_source.clip.name); _isbeatSaved = _mp.checkSong(); //(Saving.LoadingFromFile("MusicData.txt", (List<string> _data) => //{ // return _data.Contains("<FreqName>" + _source.clip.name); //} //)); print(_isbeatSaved); _highBeat = 60.0f / _ba.GetBpm(); _eightBPM = _ba.GetBeatTime() * 0.125f; //if (!_detectedFinish) //{ // _songInfo.Add(_source.clip.name.ToString(), _ba.GetBpm()); //} // this being last is essential _source.Play(); }
//private bool isBeat() //{ // return BPM._bpmbeat; //} private void beatCube() { if (_beatTime > _ba.GetBeatTime()) { transform.localScale = new Vector3( _originalScale.x * _scaleMultiplier, _originalScale.y * _scaleMultiplier, _originalScale.z * _scaleMultiplier); if (_beatTime > (_ba.GetBeatTime() * 1.1f)) { _beatTime = 0.0; } } else { transform.localScale = _originalScale; } }
public BaseState CreateBaseState(string _clipname, AudioClip _clip, float multiplier = 1f) { BaseState result = gameObject.AddComponent <BaseState>(); result.SetClipName(_clip.name); //Run adding attacks here // ba.FindBpm(); double beattime = ba.GetBeatTime() * multiplier;//0.5357; // 0.588 //ba.GetBeatTime() BaseState.Attack att = () => { Vector3 pos = gameObject.GetComponent <Transform>().position; Vector3 target = new Vector3(-1, -1, 0); Object o = Resources.Load("Prefabs/Projectile1"); if (o == null) { Debug.Log("Load failed"); } GameObject go = o as GameObject; if (go == null) { Debug.Log("Loaded object isn't GameObject"); } GameObject newgo = Instantiate(go, pos, Quaternion.identity); if (newgo == null) { Debug.Log("Couldn't instantiate"); } newgo.GetComponent <Projectile>().SetDir(target); newgo.GetComponent <Projectile>().SetSpeed(10 / multiplier); for (int i = 0; i < 4; ++i) { GameObject newergo = Instantiate(newgo, pos, Quaternion.identity); target.x += 0.5f; newergo.GetComponent <Projectile>().SetDir(target); newergo.GetComponent <Projectile>().SetSpeed(10 / multiplier); } }; BaseState.Attack att2 = () => { Vector3 pos = gameObject.GetComponent <Transform>().position; Vector3 target = new Vector3(-0.75f, -1, 0); Object o = Resources.Load("Prefabs/Projectile1"); if (o == null) { Debug.Log("Load failed"); } GameObject go = o as GameObject; if (go == null) { Debug.Log("Loaded object isn't GameObject"); } GameObject newgo = Instantiate(go, pos, Quaternion.identity); if (newgo == null) { Debug.Log("Couldn't instantiate"); } newgo.GetComponent <Projectile>().SetDir(target); newgo.GetComponent <Projectile>().SetSpeed(10 / multiplier); for (int i = 0; i < 3; ++i) { GameObject newergo = Instantiate(newgo, pos, Quaternion.identity); target.x += 0.5f; newergo.GetComponent <Projectile>().SetDir(target); newergo.GetComponent <Projectile>().SetSpeed(10 / multiplier); } }; //int beatcount = 0; for (double time = 0; time < _clip.length; time += beattime) { result.AddAttack(time, att); result.AddAttack(time + beattime / 2, att2); result.m_audioManager = ap; } m_StateMap[_clipname] = result; result.Sort(); return(result); }