public void generateBeat() { GameObject beatObject = Instantiate(beatPrefab, rhythmSpawnLocation); RhythmBeat rhythmBeat = beatObject.GetComponent <RhythmBeat>(); InputType chosenInput = (InputType)Random.Range(0, 4); Sprite spriteToUse = beatUp; switch (chosenInput) { case InputType.up: spriteToUse = beatUp; break; case InputType.down: spriteToUse = beatDown; break; case InputType.left: spriteToUse = beatLeft; break; case InputType.right: spriteToUse = beatRight; break; } rhythmBeat.setupBeat(spriteToUse, rhythmBeatsSpeed, chosenInput, this); generatedP1Beats.Add(rhythmBeat); if (rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite == null) { RhythmBeat nextBeat = generatedP1Beats[0]; rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite = nextBeat.GetComponent <SpriteRenderer>().sprite; } }
public void destroyBeat(RhythmBeat rhythmBeat) { generatedP1Beats.Remove(rhythmBeat); Destroy(rhythmBeat.gameObject); if (generatedP1Beats.Count > 0) { RhythmBeat nextBeat = generatedP1Beats[0]; rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite = nextBeat.GetComponent <SpriteRenderer>().sprite; } }
public void destroyBeat(RhythmBeat rhythmBeat) { instrumentRhythmBeats.Remove(rhythmBeat); Destroy(rhythmBeat.gameObject); if (instrumentRhythmBeats.Count > 0) { RhythmBeat nextBeat = instrumentRhythmBeats[0]; rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite = nextBeat.GetComponent <SpriteRenderer>().sprite; } else { rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite = null; } }
public void generateBeat() { //Debug.Log("Made a ins beat"); InputType chosenInput = (InputType)Random.Range(0, 4); Sprite spriteToUse = upSprite; switch (chosenInput) { case InputType.down: beatObject = Instantiate(beatPrefab, downStart); spriteToUse = downSprite; beatObject.GetComponent <Rigidbody2D>().velocity = new Vector2(0f, rhythmBeatsSpeed); break; case InputType.up: beatObject = Instantiate(beatPrefab, upStart); spriteToUse = upSprite; beatObject.GetComponent <Rigidbody2D>().velocity = new Vector2(0f, -rhythmBeatsSpeed); break; case InputType.left: beatObject = Instantiate(beatPrefab, leftStart); spriteToUse = leftSprite; beatObject.GetComponent <Rigidbody2D>().velocity = new Vector2(rhythmBeatsSpeed, 0f); break; case InputType.right: beatObject = Instantiate(beatPrefab, rightStart); spriteToUse = rightSprite; beatObject.GetComponent <Rigidbody2D>().velocity = new Vector2(-rhythmBeatsSpeed, 0f); break; } RhythmBeat rhythmBeat = beatObject.GetComponent <RhythmBeat>(); rhythmBeat.setupBeatIns(spriteToUse, rhythmBeatsSpeed, chosenInput, this); instrumentRhythmBeats.Add(rhythmBeat); if (rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite == null) { RhythmBeat nextBeat = instrumentRhythmBeats[0]; rhythmTarget.gameObject.GetComponent <SpriteRenderer>().sprite = nextBeat.GetComponent <SpriteRenderer>().sprite; } }